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View Full Version : Few Bugs I have noticed


Loccochris
01-01-2009, 06:22 AM
Will list some bugs I have noticed here:

Pets:

1) Do not attack unless you take damage (already posted).
2) Pet guard here doesn't work far as I can tell.

Pathing:

1) Follow on multi box is buggy, sometimes they start running circles, making that client active fixes this (as in just alt tabbing no other button) so something is going weird somewhere with it.
2) Mobs will aggro through floors/walls that shouldn't. This causes huge problems in multi floor areas, Unrest building, city of mist... Especially deadly when floors signify increase in mob level. Nothing beats pulling a first floor area with all dark blues to have yellow reds aggro from above.
3) Mobs pulled in multi floor areas will sometimes not be visible, as in they are underground. Auto attack of original agroee will hit these mobs if you are facing them and they are auto selected from hitting you. One of main issues here possibly that I have noticed there is there seems to be no height restriction to melee range. Long as your x,y coordinates are in melee range your z coordinate can be whatever and you will be able to attack.

Item Loss:

1) Dying with a large sum of pp on you will cause all but about 27k worth to be lost.
2) Trading a lore item to someone who has one can cause it to become lost.
3) Trading more than 1 item, when receiving player has no space will cause all but first item (which ends up on cursor) to be lost.
4) Trading a lore item to someone who has it in their shared bank will cause it to be lost. NOTE: On live was possible to "carry" 2 identical lore items by keeping one in shared bank and other in bank or character.

Falling damage:

1) Carrying large amounts of pp on a mount outside of bazaar or without mount inside of bazaar and falling even an inch will cause you to die due to 20k fall damage. (height must be multiplied by weight or something in formula. Makes no sense to me seeing how everything falls at same speed no matter weight and in both these instances weight is technically "unlimited" due to the zone or mount. This is probably one of easiest fixes just do a check before "giving" fall damage if player is mounted or player zone ID == bazaar then set dmg = to 0 or break or return 0 or whatever lol.

I will come up with more as I think about them. Haven't had much time in game recently to PEQ being down and other issues. Once I set a dev server up on my pc I will get to work trying to fix these issues.

KLS
01-01-2009, 07:12 AM
Actually the falling damage is something we can't change... the client does that... for some reason.

ChaosSlayer
01-01-2009, 11:32 PM
I want to add there seem to be weird thing with Focuses.
Some focuses work, some don't. Some report they are working while others don't

I collected tonn of focus items over last few days and used them casting number of spells.

-You have some focus items working as they should
-You have some focus items producing the effect (augmenting the spell) - but they do NOT give the message that they are working (burning Aflliction for exmaple) - you see that dot does more dmg, but you never see "items glows" message. Same thing for Improved Damage- I see spell dmg increase but no "item glow" message
-Some focuses do not work period - Extended Enchantment Duration line - no message and no visiable effect in buff duration
-Some focuses report that they working while doing in fact nothing - some of the Spell Haste focuses item "glow" when spell is casted - but actual spell cast time does not change

ANother thing- Burning Aflliction does not seem to working as originaly intended. It suppose to produce from 5% to 20% dmg increase per tick choosen RANDOMLY - instead it gives +20% on every tick. This may be cool, but not exactly how it ment to be (atleast not hwo it was described when focuses were first introduced)
Same thing with Improved damage - I belive it should give up to 10% extra dmg chosen randomly betwin 1% and 10%, not a static +10% on every cast

ChaosSlayer
01-02-2009, 12:54 AM
oh another VERy important thing- Meditation!

Meditation is workign all wrong- you gaining mana at meditating speed while standing, and seem up to max posible med skill per level regadless that your actual med skill is barely gaining skill points.

despite the fact that this seem teribly overpowering to me, this break many balance issue - for one it makes mounts totaly useless - specialy low speed mounts- the goal of the mount was to give caster ability to med on the move, at curently those mounts totaly useless cuase you med at full speed while runign around anyway.

I realy would like to see Meditation brought back to way it suppose to be
(at same time med gaining skill seem to be uterly too slow. I on purpose emtied my 10k mana pool removed all FT items and sat down trying to get some Med skill ups- after good 40 minutes I went from Med skill 12 to 18! Even on LIVE this was many times faster

Loccochris
01-02-2009, 04:04 AM
Actually the falling damage is something we can't change... the client does that... for some reason.

It would still have to send the hp change to server code. While we may not be able to remove the "you have fallen for xx dmg" message I would think there is a server side fix that would at least make it not actually hit.

If not then screw it can always auto lev people in bazaar or give everyone a safefall (10000000) skill boost while mounted or in bazaar (could be abused to fall off steep cliffs).

The main issue with the fall dmg has to do with the variable type probably. I bet you somewhere from being alive, then a corpse, then looting a long int is getting placed into a regular int and back to long again. Otherwise only other thing I could think of would be a weight cap on corpses that auto dumps pp which sounds retarded if they made it this way.