A number of technical issues

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Vehicle blocking zones for missions
It seems by design when arriving at a mission area in a vehicle, movement of the vehicle becomes limited and closer still, the vehicle will not move at all.
however in some situations you can end up in a situation where a vehicle becomes completely inaccessible without leaving the area and respawning the vehicle, a good example of this seems to be a scripted event, which has the highest chance of demonstrating this issue.
Driving to the objective to begin the Pyramid Song side mission, in the Porsche 911, upon completing the mission and exiting the building, calling the vehicle reveals that the vehicle is now parked beside Judy's truck, which is fine from a design perspective but the restrictive area remains active, which places the vehicle inside the no-go zone for vehicles, as a result attempting to move forwards or backwards results in V immediately exiting the vehicle without any movement, making the vehicle unusable.

Equipped Item disassembly exploit
In 1.03 and earlier, grenade items in quantities of more than one (important because the game needs to create the quantity alert box) could be disassembled when equipped, but due to the item being equipped the item would not be removed from your inventory, meaning you would be credited the crafting experience of disassembling the item without losing the item, this allowed for the item to be repeatedly disassembled in bulk, leading to free experience and perk points for gaining crafting levels.

It appears that the 1.04 update attempts to resolve this exploit by correcting the restriction (removing the disassembly option from grenades when equipped) putting grenades in line with other equipped items, and making them function as intended, however it seems that there is a significant oversight in how the disassembly system works, specifically in the delay enforced when holding Z, I understand that this mechanism is in place to provide a slight buffer to avoid accidentally disassembling the wrong item but as it currently stands it can be exploited.

In the current (1.04) build, the following repeatable issue exists, for it to function you need at least two items with a quantity of 2 or more, in this example we will call them buffer and target, buffer being an item we wont be getting the experience for, and target being the one we trick the system into believing we disassembled.

1 - Click on buffer item
2 - Hover cursor over target item
3 - Press both select and disassemble keys at the same time
4 - Quantity confirmation box appears, check that item title is target item, and that target item shows as equipped
5 - Select maximum quantity and press disassemble item

Following this, you will be credited with the experience as if the item had been disassembled, but the item will not be removed.
Currently this issue works with: Grenades and Consumables (anything that can be equipped as clothing, throwable weapon or consumable)

Rather than create additional threads I will just come back to and adjust this one as I find other repeatable issues.
 
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