Red Dead Online Is Filled With Massive Piles Of Dead And Burned Horses
34 replies, posted
https://kotaku.com/red-dead-online-is-filled-with-massive-piles-of-dead-an-1834873685
Another player was creeped out by how strange the pile behaved. “You can’t shoot the piles of burned rotten dead horses but if you shoot near them they make loud noises,” explained one Reddit user on PS4 in a post titled “What is this Lovecraftian shit.”
Players seem to believe the strange corpse pile was created by a newly discovered duplication bug, which allowed players to catch one large fish and then using a method involving their horse, clone that fish into their inventory. Some are reporting this bug might have been partially fixed via a hotfix or server-side update from Rockstar. A few players are pointing towards empty towns and a lack of NPCs spawning as a sign of a temporary fix by Rockstar. The idea is they are turning off spawns for animals and NPCs to stop players from abusing any dupe glitch.
NEIGH!
Bloodborne 2 is really dope but weird marketing strategy ngl
A few players are pointing towards empty towns and a lack of NPCs spawning as a sign of a temporary fix by Rockstar. The idea is they are turning off spawns for animals and NPCs to stop players from abusing any dupe glitch.
You may not like it but this is what peak service performance is like. Can't clone anything if the developers disable spawning of everything.
Yeah, this gives me flashbacks to when GTA V first hit PC, and GTA: Online had exploding and burning cars everywhere for like a day.
The capacity of online players to either turn the game into a genius level creativity brainstorm or into a mentally scarring hellscape never ceases to amuse.
I like to imagine the NPCs reaction is like this:
https://youtu.be/hlxoyw_8I7I?t=46
Yeah, no, that shit isn't because Rockstar are trying to prevent the bug, that's an issue with the Rage engine. You can see it happen in GTA:O if some clever boy has decided to start spamming cars and mech-constructions with his funny meme menu.
Trust me, Rockstar wouldn't be that quick to amend a bug, especially not if it's a bug that can ruin other people's performance and enjoyment of the game -- that's just crazy. Of course, if the bug was hugely monetarily profitable then they'd have patched it in an hour and would have permabanned sixty entirely innocent and uninvolved players as an "example". They actually do this shit in GTAO.
there's a joke to be made about the dead horse idiom in there somewhere
Idk, they were pretty quick to make it so you can't wear any clothing items you can't get besides glitching like the cop or garbabe uniform, the game actually takes it off you lol.
can you beat a dead horse if there are too many dead horses to beat?
No, that stuff lasted for over three years (2015 to 2017, technically since 2013 on consoles) they just only made it actively remove after Smuggler's Run.
The vehicles didn't, at least.
Still, the fact they did it to the outfits sucks honestly. It's not like there was much griefing that could be achieved with that, the game already allows you to purchase or unlock a wide variety of outfits. It seems pointless.
Ive had online crash almost predictably from skinning animals in the free-roam since the update. Strange how a patch which adds so little affected so much.
the horsemeat scandal 2.0
Undead Nightmare DLC/expansion for RDR2 when?
But seriously, if this is not some massive bug I can see this being some kind of stealth marketing for an RDR2 version of 1's Undead Nightmare.
Oh god it’s the cursed road of Rhodes all over again.
Well, you can certainly heat a dead horse.
What else do you propose they do as a hotfix other than pulling the whole thing offline?
Y'all always act like developers have no idea what they're doing.
well, they've had <time since gta:o to today> to figure it out
To figure... what out? Being able to instantly deploy fixes to arbitrary, new issues?
I wish that more games would embrace it.
I mean, I get why Red Dead wouldn't want piles of burning corpses everywhere, but I think that most online developers could learn a thing or two from Eve Online at least.
Here I sit quietly waiting for Take 2 to learn that dedicated servers are actually worth it because you can do all sorts of server-side validation that is, at least in theory, smarter than trusting a P2P structure. I'm sure R* knows but a lot of things aren't up to them.
Instead it's a repeat of the GTAO experience. Bugs are inevitable, sure, but they could've done a lot more to prepare themselves and they don't even have the excuse that they didn't know better.
I don't know what this article is talking about. I've been playing pretty regularly since the latest update, and I haven't seen any dead horse piles. I guess this one Kotaku writer counts as everyone.
Dedicated servers have a lot of their own problems. And they also introduce a big huge issue when it comes to the longevity of these games; how long the online service will be able to run for before being shuttered.
AAA developers actually do weigh a lot when making these decisions, in ways that a of people assume they know better than even if they sincerely don't
How long until P2P becomes an unplayable hacker-filled mess?
Like, a month.
This is already going to be a problem though. Both RDO and GTAO need to download data from Rockstar's servers for a good chunk of the activities that players can participate in.
It's way cheaper to host file servers that have to service like 5 requests per user at end of life than dedicated game servers that have to be continually running and maintained.
GTAO made how many billions in Shark Cards, this is no excuse. Besides, as @Gatekeeper828 points out, GTAO is entirely reliant on Rockstar's servers for matchmaking and persistent character data. It's just using the console P2P solution that was deployed virtually unchanged on the first-gen console release, despite the fact that hacking in GTAO on PC is as simple as dropping a DLL into the GTAV folder.
In the age of cloud services and the ability to spin up and shut down servers when you need them and only pay for that usage instead of running physical racks 24/7, there's really no excuse except that they know consumers will collectively accept subpar quality and tolerate nearly anything as long as the Skinner box works hard enough.
Worse: All mission scripts are kept serverside. Try and play a heist when R* are having server issues, it's a good laugh until you remember you paid £30 for this shit.
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