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Old 10-12-2012, 12:51 PM   #1
ZUES

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The title says it all.

It's one of the coolest additions to EQ2... WHEN IT WORKS! It always says "cannot use in combat" or "cannot use this right now". And ofcoarse it's always broke when you need it the most. Can it be converted into a spell instead of an item we have to click on? Usable in combat to fix the problem? I'm not sure what the solution is, but anything is better than it's existing state. I don't understand how it's still broke after so many years. Veterans rewards are SOE's way of saying "Thank you for being our customer" right? Then prove that you value our retention and fix this thing once and for all please!

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Old 10-12-2012, 12:59 PM   #2
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I wonder what causes all of the issues.

Usually it works fine for me (unless the timing is perfect where I really need it...), but I've seen it not work at all for many people.

I haven't run into the in-coombat bug yet, though people I play with have.

The only thing I've figured out so far about what makes the thing fail is how the person your callign to zoned there directly zaffects whether you can call to them.

Example: A good char takes a bell to qeynos, an evil char could not call to them while they are in that zone.  Then, the good char uses a gate to go to the other zone of qeynos, since evils can use the gate, the call works fine, in my experience.

It is very odd how picky that thing is.

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Old 10-12-2012, 01:34 PM   #3
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[email protected] Bazaar wrote:

I wonder what causes all of the issues.

All of the unnecessary anti-exploit code.

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Old 10-12-2012, 02:22 PM   #4
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It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

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Old 10-12-2012, 02:25 PM   #5
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Ulrichvon wrote:

It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

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Old 10-12-2012, 02:29 PM   #6
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Zygar wrote:

Ulrichvon wrote:

It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

LOL.

As a multiboxer, and a raid leader, I'm 100% certain what i said is true.  Thats why you can always resolve the issue by /camp Yourname on both the target and the caller and providing the caller is not locked from the zone and has access to it, it will work everytime.

Annoying?  Yes.

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Old 10-12-2012, 02:42 PM   #7
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I've seen it most often in raid zones or instances when the target's died and the mob they were in combat with wiped the raid and reset. I think it has to do with dying while on the mob's hate list, and when you rez the mob hasn't despawned so the game still thinks you're on it's hate list (and thus in combat with it). That'd mesh with something else I've seen: I'm running as if I'm not in combat, but I've still got a melee or ranged autoattack bar showing (not cycling) and I can't get rid of it (the target-self, autoattack-on, autoattack-off trick fails to remove the bar). That glitch would make sense if the game thinks I'm still on a mob's hate list, and it always happens after I've died and been rezzed after the mob wiped the rest of the raid and reset without despawning.

I suspect it's something to do with scripting, because after we've wiped I've seen spawned adds (who should despawn when everyone's dead and the encounter resets) sit there camping people's corpses until they hit a scripted action. They should've despawned once the raid was all dead, but the scripting seems to block the despawn.

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Old 10-12-2012, 07:27 PM   #8
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Zygar wrote:

Ulrichvon wrote:

It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

Although very funny, this is not true. I'm a multiboxer as well and I've had issues going from guild hall to guild hall, zone to zone, guild hall to raid zone, etc. It's not specific and is completely random on conditions. One thing I find is a common reaccurance tho is when one doesnt work, neither will any toons CoV on that account for an unknown random period of time. When I do my PR runs for example... I log out one set of toons and log in the next duo, same problem. Gotta hoof it out to Seb because my alt guild doesn't yet have a druid ring.

Any money says that if this is turned into a spell instead of a clickable object, it will work.

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Old 10-12-2012, 07:30 PM   #9
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feldon30 wrote:

[email protected] Bazaar wrote:

I wonder what causes all of the issues.

All of the unnecessary anti-exploit code.

You might be spot on with your comment! I've wondered about that as well.

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Old 10-12-2012, 07:42 PM   #10
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Evaccing fixes the problem every time. Just carry around a stack of Totem of the Escape (single target evac) and you are golden. Other alternative is to camp to yourself, but yes, would prefer just a fix rather than work arounds.

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Old 10-12-2012, 09:00 PM   #11
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Ulrichvon wrote:

Zygar wrote:

Ulrichvon wrote:

It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

LOL.

As a multiboxer, and a raid leader, I'm 100% certain what i said is true.  Thats why you can always resolve the issue by /camp Yourname on both the target and the caller and providing the caller is not locked from the zone and has access to it, it will work everytime.

Annoying?  Yes.

I just love it when people give unrefutable, absolute assertions. 

..but in this case, this Fact is untrue.  Why?  Because not too long ago I and someone else tried this (amongst other things) and it didn't work.  Someone was trying to Call me to Neriak so I could grab a merc, and I was in Kelethin at that time.  No lock-out issues.  We both camped, stood on one leg, tossed salt over our  shoulders..  nada.

But hey, I'm glad it works for you.

Considering the length of time this veteran bonus has been bugged, you'd think someone would have gotten around to fixing it.  I'm not even going to guess what has taken priority.

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Old 10-12-2012, 09:03 PM   #12
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tomsky wrote:

Evaccing fixes the problem every time. Just carry around a stack of Totem of the Escape (single target evac) and you are golden. Other alternative is to camp to yourself, but yes, would prefer just a fix rather than work arounds.

I will definitely try this.  Thanks for the tip SMILEY

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Old 10-13-2012, 10:47 AM   #13
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Whatever it is that makes this buggy, they are definitely not going to fix this ever!

This was the (I think) 6 year reward and we now already have like what? 8 year reward!?

Just another stupid and annoying bug they are not going to care about (as they haven't in the past).

I have learned it kinda depends on the zone you're in (speaking raid zones), and how you died (just died or complete wipe?) and so on. Basically all luck if it works or not.

I'd rather they finaly removed this thing cause with the state it is in now it is just annoying

because every effin' time you really need it, it most certainly won't work.

Annoying!

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Old 10-13-2012, 10:57 AM   #14
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Ulrichvon wrote:

It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

 Yeah... not so much.

Go try and use it in Demetric's Bastion (in The Hole, spelling may be wrong lol).

I bet it doesn't work 100% of the time in there, not even if you are both in the same zone standing 10ft away from each other lol.

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Old 10-13-2012, 06:47 PM   #15
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Ulrichvon wrote:

It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

 I am 100% sure you are mistakenSMILEY

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Old 10-14-2012, 11:06 AM   #16
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Cloudrat wrote:

Ulrichvon wrote:

It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

 I am 100% sure you are mistaken

He/she is very much mistaken. The problem is that everyone has random circumstances that happen before it actually works and they now believe that they know the mechanic and it's function. To be honest I think it's conflicting with something that's timed on each server. Maybe it's some kind of enviromental effect that's conflicting with it's operation!? But because it APPEARS that way to me, does not make it so. The only thing I know for certain is that it's broke!

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Old 10-14-2012, 06:04 PM   #17
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I bet Feldon has it on the money that there's prolly a ton of code to stop 'exploits' that occasionally makes CoV buggy. though in my experiene it only bugs out on me prolly 25% of the time.

code to stop people from using it in pve combat, code to stop people in pvp combat from instant summoning reinforcements/abandoning a losing fight, code to stop people from going to zones they don't have access to, etc that occasinally gets its wires crossed between prolly a much MUCH larger list of things that we can't do, in comparison to what we can do.

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Old 10-15-2012, 01:42 PM   #18
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[email protected] wrote:

I bet Feldon has it on the money that there's prolly a ton of code to stop 'exploits' that occasionally makes CoV buggy. though in my experiene it only bugs out on me prolly 25% of the time.

code to stop people from using it in pve combat, code to stop people in pvp combat from instant summoning reinforcements/abandoning a losing fight, code to stop people from going to zones they don't have access to, etc that occasinally gets its wires crossed between prolly a much MUCH larger list of things that we can't do, in comparison to what we can do.

This would be my guess. In terms of exploits I imagine it works by 'blocking' everything and exceptions have to be programmed in rather than allowing most and putting in exclusions. Kind of like a firewall that you have to give permission for every little thing you do.

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Old 10-15-2012, 03:25 PM   #19
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Ahlana wrote:

Ulrichvon wrote:

It works 100% of the time if both parties have not died since they last zoned, and there are no timer or zone lock issues.

 Yeah... not so much.

Go try and use it in Demetric's Bastion (in The Hole, spelling may be wrong lol).

I bet it doesn't work 100% of the time in there, not even if you are both in the same zone standing 10ft away from each other lol.

I've used it there many times.  Following the same methods to resolve, works.

Our raid does SLR regularly, and it is not uncommon to call 20 people in a single night, yet somehow we're able to get it done everytime, even with these bugs, by following these simple resolutions.

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Old 10-15-2012, 03:27 PM   #20
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[email protected] wrote:

[email protected] wrote:

I bet Feldon has it on the money that there's prolly a ton of code to stop 'exploits' that occasionally makes CoV buggy. though in my experiene it only bugs out on me prolly 25% of the time.

code to stop people from using it in pve combat, code to stop people in pvp combat from instant summoning reinforcements/abandoning a losing fight, code to stop people from going to zones they don't have access to, etc that occasinally gets its wires crossed between prolly a much MUCH larger list of things that we can't do, in comparison to what we can do.

This would be my guess. In terms of exploits I imagine it works by 'blocking' everything and exceptions have to be programmed in rather than allowing most and putting in exclusions. Kind of like a firewall that you have to give permission for every little thing you do.

There is, but having both parties /camp self resolves all of the anti-exploit cases.

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Old 10-16-2012, 09:01 AM   #21
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As others have stated it has been bugged since day one and it is now over 2 years later. Don't expect this to be fixed anytime soon, if ever.

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Old 10-17-2012, 08:43 AM   #22
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We cant just drop it. This is an important item and many of us use it (or try to) on a daily basis.

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Old 10-18-2012, 02:08 AM   #23
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I've seen many a CoV bug.  One thing I've noticed is that it can be cause by an ineligibity flag that doesn't reset properly such as:

1)  If you are swimming when you invite someone to group, you are ineligible for CoV.  That ineligibity doesn't clear properly when you get out of the water until one or both of you zone.

2)  Flying on your own mount...read #1.

3)  Flying/riding on an NPC mount...read #1.

     (i.e. griffon ride in CL, pony ride in LFay, etc.)

4)  Standing on a bridge...read #1.

5)  Combat bug (script bug?)...read #1.

6)  Standing on a griffon (landing zone) platform...read#1.

To prevent the above bugs from occuring, I wait until I've finished all my riding, flying, swimming, etc. before inviting someone to group for CoV.  Still happens occassionally but nowhere near as much as it did before.

One final thought...

Of all the CoV bugs I've seen, I've never seen one weirder or more persistant than the Nektulos Forest bug.  If you want to leave Nek Forest with CoV, fine, it works.  But under no circumstances what so ever have I ever been able to CoV into Nektulos Forest.  I have tried on multiple accounts and between multiple toons.  I've tried brand new launches with no switching between alts and no swimming/flying/combat/etc.  Drives me crazy some days, dunno why it happens, but whatever bug it is, it appears to be zonewide. 

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Old 10-18-2012, 01:19 PM   #24
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AinaFV wrote:

Of all the CoV bugs I've seen, I've never seen one weirder or more persistant than the Nektulos Forest bug.  If you want to leave Nek Forest with CoV, fine, it works.  But under no circumstances what so ever have I ever been able to CoV into Nektulos Forest.  I have tried on multiple accounts and between multiple toons.  I've tried brand new launches with no switching between alts and no swimming/flying/combat/etc.  Drives me crazy some days, dunno why it happens, but whatever bug it is, it appears to be zonewide. 

Interesting. I'll try it and see if it works. Thats if I can ever log in my second account today...!

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Old 10-18-2012, 01:47 PM   #25
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You're right! I tried it on three accounts (two gold and one bronze account) then had a guildy try it. Was not able to CoV any character into Nek (random locations). The CoV worked just fine when I chose to CoV back to the guild hall.

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Old 10-19-2012, 01:28 AM   #26
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End of the day, something that should work consistently, does not.It is seems that several things can break + fix CoV functionality. Different people have good/bad luck with different methods. This has been a long running issue, and alarmingly, SOE has not shown any interest in fixing it.That last bit is the part that concerns me. I can not recall SOE even acknowleding there is problems with CoV (though they may have somewhere?). What kind of message does that send? "Hi, thanks for being a long standing customer! Here, have a utility item that frequently bugs out. No, we are not interested in fixing it...". Hardly inspires warm and fuzzy feelings.

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Old 10-31-2012, 11:07 AM   #27
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Either they fixed it or the ability to CoV to nek forest is situational. Worked for me yesterday.

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Old 10-31-2012, 11:35 AM   #28
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I've never had it fail.

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Old 11-05-2012, 07:55 PM   #29
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AinaFV wrote:

I've seen many a CoV bug.  One thing I've noticed is that it can be cause by an ineligibity flag that doesn't reset properly such as:

1)  If you are swimming when you invite someone to group, you are ineligible for CoV.  That ineligibity doesn't clear properly when you get out of the water until one or both of you zone.

2)  Flying on your own mount...read #1.

3)  Flying/riding on an NPC mount...read #1.

     (i.e. griffon ride in CL, pony ride in LFay, etc.)

4)  Standing on a bridge...read #1.

5)  Combat bug (script bug?)...read #1.

6)  Standing on a griffon (landing zone) platform...read#1.

To prevent the above bugs from occuring, I wait until I've finished all my riding, flying, swimming, etc. before inviting someone to group for CoV.  Still happens occassionally but nowhere near as much as it did before.

One final thought...

Of all the CoV bugs I've seen, I've never seen one weirder or more persistant than the Nektulos Forest bug.  If you want to leave Nek Forest with CoV, fine, it works.  But under no circumstances what so ever have I ever been able to CoV into Nektulos Forest.  I have tried on multiple accounts and between multiple toons.  I've tried brand new launches with no switching between alts and no swimming/flying/combat/etc.  Drives me crazy some days, dunno why it happens, but whatever bug it is, it appears to be zonewide. 

I promise I really want to fix every one of these bugs (as I stated at SOE Live).

That said, I tested a few of your listed failures (this take a long time without specific reproduction steps unfortunately):

1) Char A is in Nekforest in the River , Char B is in Commonlands in the River, Char A invites B

   1a) Char A COV Char B while in River - Works

1b) Char A COV Char B after existing River - Works

1c) Char B COV_TO Char A while Char A in River - Works

1d) Char B COV_TO Char A after Char A exists River - Works

2) Char A is in Nekforest flying on his personal flying mount, Char B is in Commonlands Char A invite Char B

2a) Works

2b) Works

2c) Works

2d) Works

I am happy to look at more of these, but the more detailed the info on the failure the faster I can run the tests and fix any bugs!

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Old 11-05-2012, 08:48 PM   #30
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It is combat 90% of the time.  The game thinks we havent left combat.  Fix that and cov will work .. better anyway.

Run cm st.. kill the zone .. and try to call someone to you.

IT will never work, and do it on a live server( not your test bed)

WE either evac. a person, or have a person zone or camp to themselves.  Or if i fd myself.. they can call to me but i cant call them.

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