QUOTE(N30rang3r @ Nov 3 2014, 03:12 PM)
Minotaur in Venus can't die
Teleportation bug where more than 3 people will be teleported in
People still getting stuck trying to pass through the portal
Relic shield unable to block invisible splash damage
These are the 4 I personally know
Most of the bugs that happens in VoG are caused by lag only, it's not an issue within the game code but within the net code itself. Note that all of the below are only speculations based on my observations.
For example, relic shield not blocking splash damage sometimes -
this happens when the impact hits the shield while the relic bearer is moving. Maul blast based attacks are programmed to be similar to grenades that explodes on impact (you can see minotaur/praetorians/nexus/atheon projectiles sticking to the ground and exploding after a short time instead of exploding immediately when you're lagging). When the relic bearer is moving forward towards atheon, the maul projectile that "sticks" to the exterior of the shield will detonate within the shield because of the shield moving forward and the projectile "stays" mid air due to the lag, effectively "bringing" the projectile into the shield and causing splash damage to everyone. Notice that when this happens, only people standing infront of the relic holder will die and the ones standing behind will be safe. The myth regarding the projectile hitting the pillar on the left and causing splash damage to the people inside is false, that does not happen.
For people getting detained after being teleported -
The game does a check this way when people gets teleported.
» Click to show Spoiler - click again to hide... «
However, when you're chosen by the game to get sent in and you appear to be still outside due to lag, you'll be subjected to the "everyone outside gets detained" check THEN get sent inside after the short lag ends. This is just poor coding on bungie's side.
Minotaur "regenerating" health -
This is just the game not recognizing damage being dealt to the unit due to lag. You'll notice when this happens, no damage number appears when you're shooting the minotaur. The health bar of the minotaur reduces at real time on client side, but the "packet" saying that you dealt XX damage to the minotaur is not received by the host. This means that the host is not recognizing the damage that you have dealt to the minotaur, therefore not registering it(network desync). When the host returns the "current health" data of the minotaur to the client, you'll see that the minotaur recovers health or "revives" after death.
People not getting sent to the other side when going through a portal at the same time -
No idea why this happens.
More/less than 3 people getting teleported -
Most probably bad coding. This might be the only bug that's not related to latency issues.
By the way, not many people seem to know about this, so I'll clarify this. Destiny is not running on a dedicated server, it's a p2p client host hybrid. This means that out of all the people within a game server, 1 people is randomly(or selectively) chosen as a host. This should be obvious seeing that they're limiting only 12 people on a single game server at the same time (tower, pvp, planets) instead of letting you see hundreds of people at the same time.
This post has been edited by Xenn: Nov 3 2014, 04:12 PM