I don’t even know where to begin.
Is there a single targeted monster ability across three monsters that works more than one time in three? When the game doesn’t hardlock or crash (something no other game has ever done on this system), I usually quit the round due to being very nearly dead by stage 3 after every single thing I’ve attempted failing to function. Yet I had no issues with these abilities in the Big Alpha, few in the Technical test, and a fuckton now. Isn’t that a little backwards?
At least one in three rock throws explodes ‘inside’ the Goliath, due to some invisible or lagged up collision with a thing that isn’t there. No hyperbole, at least one in three, some rounds more than half of my rockthrows act as though the rock is smashing into the monster itself.
Leapsmash: Same issue, in effect - I aim at hunters, indicator is good, but when the leap animation begins, the yellow radius icon and trajectory lines glitch out and flick to some object to my extreme flanks, and I teleport to those locations and smash into them, 30-50 feet from the location I targeted.
Flamebreath: Usually works, but sometimes completely fails to register on targets.
Charge: Usually jams on ‘invisible objects’, and ends, half-way to my target.
Kraken: Lightning - same issue as Goliath, the indicator glitches inside the Kraken and lands behind him, or catches on something to the extreme flanks with a flicker of the indicator.
Mines: Usually stop in mid-air half way to the target, or spawn ‘inside’ the Kraken so I have a big spiky ball on my nose. When they do land on-target they often become stuck inside the terrain and refuse to track any target no matter how close, as though it has no line of sight.
Electrical whatever the fuck it’s called AOE body blast: Not sure why the Kraken even has this, but it usually causes the kraken to rubberband backwards by several feet, permitting the targets to jet straight out.
Vortex: Usually works, but sometimes simply doesn’t register on target at all.
Blast: Usually gets stuck on invisible objects and explodes in mid-air, same as all other targeted abilities.
Abduction: Worst of all, I’ve tested this one ten times in a round and achieved a single successful abduction. When the ability doesn’t simply lag into the nearest wall or stop half-way to the target and attempt to abduct air molecules, it has across seven or eight wraith rounds in the release version to date worked only ONCE. It connects, the target screams, occasionally they take a small amount of damage, but they remain exactly where they were while I zoom backwards hugging empty space to my chest, while costing me a lot of health. Nine times in ten. I checked the stats at the end of that round; Abduction: 1. They screamed, staggered backwards, took around 15% damage, but weren’t ‘taken’ nine times, and only one actually snagged the target.
Nova: Works, when the targets don’t lag-kite and ignore damage as though they’re not really there, or become immortal bots trapped in looping animations while their client is crashing.
Is this just me, or is this game worse than AC: Unity in terms of stability and glitches on release? My disappointment, as a pre-order ‘Monster edition’ player who was impressed by the Alpha, is… Sort of nauseating. If there were a refund available, I’d take it, and re-purchase later on a sale once these issues are resolved.
So, serving partially as a long, whining, detailed complaint, but partially as a tech support request; What in the flying fuck, why me, anyone else, and is there any guess on when these problems will be resolved, or if they’re specific to me, what the hell I can do to resolve them?
I’m running maxed out, perfect performance on a stable system that runs all other current games flawlessly. I average 20-40 ping in competitive multiplayer shooters and download at 5mbps off-peak with a popular local ISP in the UK.
Why does Evolve run like I’m playing an untested alpha at 500 ping?