#Achievement Unlocks Desynced from Group's

1 messages · Page 1 of 1 (latest)

clear remnant
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I've been playing through the game exclusively with the same group of 3 friends. This is largely the case with them as well; everyone's first impressions and first completions have been with this same group of 4.

Last month, my 3 friends got the "Mutual Insurance" achievement (killing a Tank without anyone on the team taking damage), but I did not. Two of them damaged the Tank (as well as me), while one of them did not, yet I was the only one to not receive the achievement. In the Player.log files of both the host and I, all mentions of the achievement read the same: "<b>Achievement_KillTankTakeNoDamage</b> :: Reset".

More recently, we 100%'d R6, and the 3 of them received the "R6 Absolute" and "Destination" achievements upon the completion of R6CX, while I received neither. During the playthrough of R6, our progress on the collection of story logs also desynced. The 3 of them had synchronized achievements, while mine were slightly delayed. Interestingly, due to issues with "Waiting for Master" tonight, I attempted to host the session to see what our experience would be, and doing so gave me the "R6 Absolute" and "Destination" achievements.

When I asked in #gtfo-related-questions, I was advised to reset my game after each expedition, and also make a thread here.

tawdry nymph
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@sharp osprey Do you remember what's the solution? I'm sure random knows

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@waxen pasture

waxen pasture
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This is likely a steam issue especially if the achievement was delayed rather than never received

Other than that I can't really give much insight - never really looked into the achievement stuff

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A possibility could be never receiving the expedition complete packet from host due to bad Internet or other, but if the completion got marked on the level select then this shouldn't hv been the issue

hybrid ledge
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Achievements in this game are handled in lots of different ways.

During the level, some achievements are tracked by each player individually (e.g. meleeing a scout), while others are tracked by the host and then synchronized to clients (e.g. Biotracker).

Some achievements (e.g. killing a tank without taking damage) have a "one-off" model. As soon as you achieve the feat, the achievement completion is sent to Steam, and if that Steam request fails for any reason, then the achievement is simply forgotten and you have to get it again. Other achievements (e.g. level completions and story logs) have data that is tracked by PlayFab, so if the Steam request fails, but the data made it to PlayFab, then the game can try sending to Steam again at a later date (usually as soon as the game is launched or when you open a lobby).

So- based on your description, it sounds like your connection to PlayFab is working fine, but for whatever reason your game isn't able to reliably communicate with Steam. When the game has a communication hiccup with Steam, your one-off achievements are lost (e.g. tank kill) but your Playfab-backed achievements are just delayed (e.g. level completions and story logs).

tawdry nymph
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thanks andocas

clear remnant
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that's neat

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regarding the story logs, I should clarify that the delay seems to indicate that this has been a longstanding desynchronization that was likely of small magnitude: over a month difference between my team's acquisition of 5 story logs and my own, but only a couple of hours between our 20 story log achievements (the time equivalent of one session of some missions in R6).

in fact, there is some really strange and seemingly inconsistent data on the times that my achievements were recorded, but I've never cared too much about steam achievements to know if this is a common occurrence in the system itself, or more specific to GTFO. I'm given two different times for when the 5 and 20 story log achievements were obtained. I imagine the answer as to why is just a collective shrug.