EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > The Development Corner > In Testing Feedback
Members List

Notices

Reply
Thread Tools
Unread 11-15-2005, 09:53 PM   #1
Rijacki

Tester
Rijacki's Avatar
 
Join Date: Nov 2004
Posts: 7,842
Default

Potions, poisons, and totems are items with multiple charges.  The are designed to run out after being used a set number of times.  However, there is a nasty nasty bug that keeps resurfacing (and now it is at its worst) that "refills" the charged item with zoning of any kind.  It doesn't matter where the poison, potion, or totem is when it is used or even if it is moved from one slot to another (the last refill bug only "worked" when an item was not moved from the old activatible slot). Poisons, potions, and totems don't run out unless you use all the charges in one zone (and don't die). This is a problem! There have been numerous times the "refill bug" was said to be fixed and it resurfaces (sometimes slightly different) with the next LU. The simple solution would be to make poisons, potions and totems single use, stacking items (but still have them crafted with the same number of "doses" as current: 7 max for poisons and potions, 15 max for totems).  When a dose is used, it would be gone forever, just like food is when an item is consumed. The side benefit of making them stacking single use items would be the ability to have more than the current dose amount (in the non-stacking bauble) in a stack without taking up more inventory space (i.e. a scout could have 20 of one poison in -one- stack rather than three 7-dose vials). FIX THE REFILL BUG PERAMENTLY!  please! Totems, poisons, and potions are NOT supposed to be like an imbued ring, a hex doll, or any other non-charged usable buff.  Totems, poisons, and potions are supposed to be "consumed" after a certain number of charges are used.  The effects on several of the potions have been improved with that in mind.  The effects of poisons have been tuned with that in mind. FIX THE REFILL BUG PERAMENTLY!  Please make them into stacking single use items (but retain the multi-combine or they will go back to being -waaaaay- to expensive to produce). Potions, poisons, and totems do not require attuning.  Since they currently refill, they can be handed down from one character to another.  They can even used by everyone in a party (as long as the last dose is not used) and then refilled with the next zoning. (They should, though, retain the multi-dose from one combine since alchemists and woodworkers do not have cheaper fuel costs like provisioners and the cost to craft per-dose is -still- higher, at least for poisons, than the NPC sold per dose). FIX THE REFILL BUG! Fix it in a way it won't ever come back. We're all tired of trying to convince devs that the problem exists every single LU after it's "fixed"
__________________
Rijacki is offline   Reply With Quote
Unread 11-15-2005, 10:13 PM   #2
Ildarus

Loremaster
Ildarus's Avatar
 
Join Date: Mar 2005
Location: MPLS, MN
Posts: 221
Default

In my opinion this isn't a problem. Some of them are getting to [expletive haxx0red by Raijinn] expensive anyways. We have SoW totems going for over 2gp a piece at times on our server. If it is fixed though, I don't care either, I am about to start making my own Sow Totems and I will give them to my guild members and that will fix the pricing problem. LOL
__________________
Lord Sarron-Level 80 Swashbuckler

Serpaw-Level 74 Berserker

Simbarth-Level 22 Shadowknight/76 Alchemist
Ildarus is offline   Reply With Quote
Unread 11-15-2005, 10:15 PM   #3
zorbdan

Loremaster
zorbdan's Avatar
 
Join Date: Nov 2004
Posts: 230
Default

That stackable idea is a good one, at release potions were stackable then they changed it for some reason who knows why. I would also like to see them change it back to stackable and for gods sake pls fix the recharge bug once and for all.

Message Edited by zorbdan on 11-15-2005 09:19 AM

__________________
zorbdan is offline   Reply With Quote
Unread 11-15-2005, 10:16 PM   #4
PurrceyPurespir

 
Join Date: Nov 2004
Posts: 15
Default

I agree...leave it in. Few extra uses are nice.

Aweful big tirade over such a small thing. Many more important bugs than this.

__________________
PurrceyPurespir is offline   Reply With Quote
Unread 11-15-2005, 10:26 PM   #5
zorbdan

Loremaster
zorbdan's Avatar
 
Join Date: Nov 2004
Posts: 230
Default



Ildarus wrote:
In my opinion this isn't a problem. Some of them are getting to [expletive haxx0red by Raijinn] expensive anyways. We have SoW totems going for over 2gp a piece at times on our server. If it is fixed though, I don't care either, I am about to start making my own Sow Totems and I will give them to my guild members and that will fix the pricing problem. LOL


The recharge bug is probably what is causing the high prices.
__________________
zorbdan is offline   Reply With Quote
Unread 11-15-2005, 10:57 PM   #6
Cuz

Loremaster
 
Join Date: Apr 2005
Posts: 825
Default



PurrceyPurespirit wrote:

I agree...leave it in. Few extra uses are nice.

Aweful big tirade over such a small thing. Many more important bugs than this.




It's not a few extra uses, it's a permanent item if you pay half attention. Use them a few times, zone, you have it at full again. In all honnesty 2gp for a SoW totem that you'll never run out of is rather cheap. I can tell you that people not in my guild will be looking at some mighty hefty prices for my potions and poisons soon enough. Why should I sell t5 legendary poisons at 4 gold when the player, like his weapon and armor, can have it for as long as he wants it?

__________________
------------------------------------------------------------

one immature posted

------------------------------------------------------------
Cuz is offline   Reply With Quote
Unread 11-15-2005, 10:59 PM   #7
SniplenButterfigs

Loremaster
 
Join Date: Nov 2004
Posts: 35
Default


PurrceyPurespirit wrote:

I agree...leave it in. Few extra uses are nice.

Aweful big tirade over such a small thing. Many more important bugs than this.


Did it ever occur to you that the alchemists can't make any money if they sell one potion every ten years? It's not a few extra uses, it's a neverending potion/poison.
__________________
Lord Snippy Butterfigs
/chuckles
Qeynosian wizard
Antonia's Dragoons(Lucan D'Lere)
SniplenButterfigs is offline   Reply With Quote
Unread 11-15-2005, 11:39 PM   #8
Silverfrost

Developer
Silverfrost's Avatar
 
Join Date: Nov 2004
Posts: 48
Default

We're currently trying to reproduce this in our development environment, but haven't been able to so far.  If someone has exact steps I'd love to hear them.
__________________
Don Neufeld
Technical Director, EverQuest II
Lead Programmer Emeritus, PlanetSide
Silverfrost is offline   Reply With Quote
Unread 11-15-2005, 11:45 PM   #9
Cuz

Loremaster
 
Join Date: Apr 2005
Posts: 825
Default

Use a charge, log out, and back in. The charge should be back. That's how I used to keep my own potions going. I had to make sure not to unequip them however. I haven't tried it in a while, but the OP seems to believe it's still there. Considering no one has clamored about it being gone, I kind of believe him.
__________________
------------------------------------------------------------

one immature posted

------------------------------------------------------------
Cuz is offline   Reply With Quote
Unread 11-15-2005, 11:49 PM   #10
Vulking

Loremaster
 
Join Date: Nov 2004
Posts: 301
Default

I would think this would be easy to fix. Just make every potion, poison, totem, etc. have just one charge.  When crafting allow up to 8 to be made if pristine combine is done.  I think you could then make them stackable. 

 I believe there was an issue with the stacking of multi-use items.

__________________
Red One: "stay on topic.."
Red Two: "I can't shake him!"
Red One: "stay on topic.."
Red Two: "There too close!.....ahhhhhhghh!!"
Vulking is offline   Reply With Quote
Unread 11-15-2005, 11:57 PM   #11
Calthine

ZAM EQII
Calthine's Avatar
 
Join Date: Nov 2004
Posts: 7,439
Default

It's still there, but it's intermittant, making it hard to reproduce.  it seems to have something to do with zoning or logging BEFORE you're saved server-side.  Like the totems and potions are not updating server-side, and a zone change causes their previous state to re-load.  (Someone noted in a PM to me once that being inspected causes the 'fill line' to reset, which causes me to suspect it's a save issue.)

__________________





Please visit my non-gaming Blog! or follow me on Twitter!

Calthine is offline   Reply With Quote
Unread 11-15-2005, 11:58 PM   #12
Scort

 
Join Date: Nov 2004
Posts: 255
Default

Don't put it in your activateable slot Silverfrost. Just use it from your inventory. Then zone or log out. You don't have zone or log right away. If you put it in your activateable slot, it uses it properly it seems.

Message Edited by Scortch on 11-15-2005 01:59 PM

Scort is offline   Reply With Quote
Unread 11-15-2005, 11:59 PM   #13
Strifex

Loremaster
 
Join Date: Nov 2004
Posts: 34
Default

Yes the problem is still here and it's easy to reproduce. Lately all I have been doing is T6 instances: AT, Poets, Cazels, Roost. Everytime I enter an instance I use a damage and debuff posion. Everytime I leave the isntance my posions are refilled. There have been a couple times where my poison has not been recharged. The couple times I can think of is once when I died in Silent City and reused a posion, then I called to FP after a while. I noticed my posion was at 6/7. Also last night I did the Master Djinn solo part of the quest in the tower of moon and I had to recast a poison before going in. I noticed that it didn't recharge after I left. Besides these two events though I have had my poisons recharge everytime and it always recharges if you use it in the T6 instances I mentioned above and then zone out when you are finished. I have a couple of posions that are at 4/7 and 5/7 charges and I've been using them since level 55 non stop.
Strifex is offline   Reply With Quote
Unread 11-16-2005, 12:00 AM   #14
Milthon

Loremaster
 
Join Date: Nov 2004
Posts: 9
Default

I recently made one of my guildmates who is new to the game a t3 legendary poison.  He was in awe of the amount in contributed to his dps.  He asked me the other day what the charges mean.  He couldnt understand the concept.  So I explained that it was 7 charges meaning it could be activated 7 times total.

His response.  " I have been using it constantly for 2 weeks and it still shows 7/7 charges."

This would explain why potions and poisons don't actually sell.  You only ever have to buy one of the very best and never bother with it again.

Milthon is offline   Reply With Quote
Unread 11-16-2005, 12:06 AM   #15
ag

General
 
Join Date: Nov 2004
Posts: 851
Default


Hammarus wrote:

I would think this would be easy to fix. Just make every potion, poison, totem, etc. have just one charge. When crafting allow up to 8 to be made if pristine combine is done. I think you could then make them stackable.

I believe there was an issue with the stacking of multi-use items.


Yes please!! Do this! Do it now! SMILEY
__________________

70 Brigand, 70 Coercer, 60 Bruiser, 50 Inquisitor
70 Alchemist, 70 Armorer, 70 Carpenter, 70 Provisioner, 40 Jeweler, 350 Tinkerer

ag is offline   Reply With Quote
Unread 11-16-2005, 12:10 AM   #16
Rijacki

Tester
Rijacki's Avatar
 
Join Date: Nov 2004
Posts: 7,842
Default


zorbdan wrote:
That stackable idea is a good one, at release potions were stackable then they changed it for some reason who knows why. I would also like to see them change it back to stackable and for gods sake pls fix the recharge bug once and for all.

Message Edited by zorbdan on 11-15-2005 09:19 AM


Potions and poisons (not sure about totems) used to make ONE item per combine.  Even when fuel was all the same price, the price for solutions and suspensions (a required component) was rather expensive.  To make ONE T5 potion or poison dose, at that time, cost over 1g just because of the solution/suspension cost. Now... imagine if they were to make ONE dose per combine.  T6 fuel is 36s each.  Poisons and potions use 6 fuels if using jeweler made vials and a solution which costs 10s.  That would be over 2g just to make ONE dose. Alchemists and Woodworkers want to keep a minimum of the same number of doses to combine (max 7 for potions and poisons and max 15 for totems) to keep the price to cost at a point that the items could have a snow-ball's chance in.... of selling.  Currently, NPC sold poisons are still priced cheaper (but not as bad as it had been) per dose than it costs and alchemist to make, per dose, but the alchemist poison IS heaps better.  If alchemist poison was one combine for one dose, not even rogue or predator alchemists would ever use crafted because the NPC would be a mere fraction of cost. No one really wants alchemists or woodworkers to make potions, poisons, and totems as one dose per combine (it would be as stupid as one arrow per combine, one throwing hammer per combine, provisioner fuel costing the same as every other craft's fuel).
__________________
Rijacki is offline   Reply With Quote
Unread 11-16-2005, 12:12 AM   #17
Rijacki

Tester
Rijacki's Avatar
 
Join Date: Nov 2004
Posts: 7,842
Default


Milthon wrote:

I recently made one of my guildmates who is new to the game a t3 legendary poison.  He was in awe of the amount in contributed to his dps.  He asked me the other day what the charges mean.  He couldnt understand the concept.  So I explained that it was 7 charges meaning it could be activated 7 times total.

His response.  " I have been using it constantly for 2 weeks and it still shows 7/7 charges."

This would explain why potions and poisons don't actually sell.  You only ever have to buy one of the very best and never bother with it again.


Not only that, but, since it doesn't need to be attuned, once your guild mate is in T4, he can pass the poison down to someone in T3 and they can use it indefinately (as long as they remember not to use the last dose before zoning).
__________________
Rijacki is offline   Reply With Quote
Unread 11-16-2005, 12:30 AM   #18
Yarginis

General
Yarginis's Avatar
 
Join Date: Jul 2005
Posts: 255
Default

It sounds to me like if they were to fix this they would need to drastically reduce the prices of these potions/poisons then. Otherwise fixing this would be a huge cash burden on poison using classes. Prehaps in this case it would be best for the playerbase at large (there will be a lot more people negatively effected by the fix than people getting a benefit from it) if it were simply left as is ans simply reworded as intended to be as such. Either that or make them recharge over time or rechargeable by an NPC for a cost similar to if it were an item being repaired. (Hell, have the repair person refil them when you repair) Ultimetly I think it has to come down to alcemists are ~11% of the crafting poupulation. Where "fix"ing this would negatively impact all the poison users AND everyone they group with who rely's on their DPS.
__________________
Yarginis is offline   Reply With Quote
Unread 11-16-2005, 12:40 AM   #19
ag

General
 
Join Date: Nov 2004
Posts: 851
Default

Yargnit:As someone who both supplies and consumes poison, I'll offer my opinion: I'd rather see the bug fixed first, and deal with the subsequent issues than leave it unfixed.
__________________

70 Brigand, 70 Coercer, 60 Bruiser, 50 Inquisitor
70 Alchemist, 70 Armorer, 70 Carpenter, 70 Provisioner, 40 Jeweler, 350 Tinkerer

ag is offline   Reply With Quote
Unread 11-16-2005, 12:45 AM   #20
Silverfrost

Developer
Silverfrost's Avatar
 
Join Date: Nov 2004
Posts: 48
Default

Can we get the name of an item that someone has been able to reproduce this with since update 16?  There's a possibility that it may only affect certain items.
__________________
Don Neufeld
Technical Director, EverQuest II
Lead Programmer Emeritus, PlanetSide
Silverfrost is offline   Reply With Quote
Unread 11-16-2005, 12:52 AM   #21
Cuz

Loremaster
 
Join Date: Apr 2005
Posts: 825
Default



Yargnit wrote:
It sounds to me like if they were to fix this they would need to drastically reduce the prices of these potions/poisons then. Otherwise fixing this would be a huge cash burden on poison using classes. Prehaps in this case it would be best for the playerbase at large (there will be a lot more people negatively effected by the fix than people getting a benefit from it) if it were simply left as is ans simply reworded as intended to be as such. Either that or make them recharge over time or rechargeable by an NPC for a cost similar to if it were an item being repaired. (Hell, have the repair person refil them when you repair)

Ultimetly I think it has to come down to alcemists are ~11% of the crafting poupulation. Where "fix"ing this would negatively impact all the poison users AND everyone they group with who rely's on their DPS.



The problem is that if the item can last forever the price will be similar to other items like that. How much did you pay for your legendary BP? Would you be willing to pay a similar price for rare poisons? Obviously it wouldn't be that high, but it would be much much higher than it is now.

__________________
------------------------------------------------------------

one immature posted

------------------------------------------------------------
Cuz is offline   Reply With Quote
Unread 11-16-2005, 12:52 AM   #22
EtoilePirate

Tester
EtoilePirate's Avatar
 
Join Date: Feb 2005
Location: Washington, DC
Posts: 1,258
Default


Silverfrost wrote:
Can we get the name of an item that someone has been able to reproduce this with since update 16?  There's a possibility that it may only affect certain items.

I've now used a Spirit of the Monkey 5-charge totem 7 times. And I'm sorry I can't remember the names, but T5 (level 40-50) Legendary damage poisons sometimes get the bug.
__________________
Kella The Mighty Pirate, Assassin & Tailor

Nimari, Fury-at-Large

Test Server
EtoilePirate is offline   Reply With Quote
Unread 11-16-2005, 12:56 AM   #23
Dasein

Loremaster
 
Join Date: Nov 2004
Posts: 2,847
Default

I've seen it on the Totem of the Chameleon
__________________
Troll Lord Casywdian
Dasein is offline   Reply With Quote
Unread 11-16-2005, 12:57 AM   #24
smoody

Loremaster
 
Join Date: Feb 2005
Posts: 41
Default

It seems to me that the simplest solution for this would be to make the items 1 charge each and let them stack. This would make the alchemists and woodworkers happy. Let me have have 7 single charge items for each potion combine I make at pristine on my alchemist. This would greatly help the inventory slot management as well as eliminate the re-charge bug which has been around off and on for months.

I experience this issue on Fredethel on an intermittent basis. Sometimes the charge is consumed, other times it isn't. I have been able to isolate what sequence of events causes it to occur.

Fredethel

__________________
62 Ranger / 64 Provisioner - Nektulos (Vengeance)
65 Alchemist
61 Carpenter
smoody is offline   Reply With Quote
Unread 11-16-2005, 01:01 AM   #25
Ramsy02

Loremaster
 
Join Date: Jan 2005
Posts: 48
Default

spirt of the wolf totems, spirit of the butterfly totems, spirit of the bat, spirit of the rat, spirit of the(invis) totem. Basically ALL totems posions and potions recharge. all you gotta do is leave item in same spot in inventory and when its near 1 charge left , zone ... then they all recharge
Ramsy02 is offline   Reply With Quote
Unread 11-16-2005, 01:02 AM   #26
Ruben

Loremaster
Ruben's Avatar
 
Join Date: Nov 2004
Location: Maryville, Tennessee
Posts: 105
Default



 


Silverfrost wrote:
Can we get the name of an item that someone has been able to reproduce this with since update 16?  There's a possibility that it may only affect certain items.



Spirit Totem Of the Winged Viper, Spirit Totem of the Rat. Zone into tradeskill instance, use charges then zone out or else camp while in tradeskill instance then log back in from character screen. Thats only time I have seen this occur. Usually make my own totems but still its a bug hehe.

Forgot to add, leave them in the charm spot for it to work, if you move them out and zone or even put back in before zone they dont seem to recharge every time.

Message Edited by RubenBlades on 11-15-2005 03:04 PM

__________________
Ruben - 73 Froglock Monk
Rudie Bagle - 73 Gnome Warden
71 Iceheart Half-Elf Swashbuckler
BlackBurrow Server
CoLeader and CoFounder - Order Of Honor
Ruben is offline   Reply With Quote
Unread 11-16-2005, 01:09 AM   #27
Alarye

Loremaster
Alarye's Avatar
 
Join Date: Nov 2004
Location: ----- Texas -------
Posts: 49
Default

I have had a SoW totem do this,  Retribution of the Sky (I think thats the Name) and one other poison.

It seems that turning these into at X Quality level = 1, 3, 5, 7 items produced in the same manner as a WORT wouldn't be too hard and then make the singles stackable.  not sure but that seems to be a surefire fix to this.

__________________
Alarye is offline   Reply With Quote
Unread 11-16-2005, 01:10 AM   #28
Stormykat

Loremaster
 
Join Date: Nov 2004
Posts: 44
Default

I have noticed this also. With any totem or potion or poison that I use from my inventory and that I have moved to my hotbar. I've noticed it on every potion and poison (the three that come to mind that i've been using the most of are touch of the beholder poison, sanctification of the swashbuckler potion and barrier of blades poison) also it's been doing that with my totems that i haven't had hotbarred but have been using from my inventory. (monkey and cobra totems)
__________________
Photobucket - Video and Image Hosting
Stormykat is offline   Reply With Quote
Unread 11-16-2005, 01:11 AM   #29
Jai1

Loremaster
 
Join Date: Dec 2004
Posts: 618
Default

Something weird happened to me the other day...  I just claimed the top 2 exp buffing potions(52%) and stacked them. I only took 2. I used one of the two TS potions and I only thought they were 15 mins or so and didnt see an icon and I did some combines, got a level and left the zone. The next day I was TSin again and saw that I had 2 of the TS potions again. I am using them from inventory. Not sure how I got the second but if that is a bug, so much for the single dose stacking idea. Maybe there's something wrong with using them from inventory.
Jai1 is offline   Reply With Quote
Unread 11-16-2005, 01:11 AM   #30
Launceal

 
Join Date: Nov 2004
Posts: 43
Default


Rijacki wrote:

zorbdan wrote:
That stackable idea is a good one, at release potions were stackable then they changed it for some reason who knows why. I would also like to see them change it back to stackable and for gods sake pls fix the recharge bug once and for all.

Message Edited by zorbdan on 11-15-2005 09:19 AM


Potions and poisons (not sure about totems) used to make ONE item per combine.  Even when fuel was all the same price, the price for solutions and suspensions (a required component) was rather expensive.  To make ONE T5 potion or poison dose, at that time, cost over 1g just because of the solution/suspension cost. Now... imagine if they were to make ONE dose per combine.  T6 fuel is 36s each.  Poisons and potions use 6 fuels if using jeweler made vials and a solution which costs 10s.  That would be over 2g just to make ONE dose. Alchemists and Woodworkers want to keep a minimum of the same number of doses to combine (max 7 for potions and poisons and max 15 for totems) to keep the price to cost at a point that the items could have a snow-ball's chance in.... of selling.  Currently, NPC sold poisons are still priced cheaper (but not as bad as it had been) per dose than it costs and alchemist to make, per dose, but the alchemist poison IS heaps better.  If alchemist poison was one combine for one dose, not even rogue or predator alchemists would ever use crafted because the NPC would be a mere fraction of cost. No one really wants alchemists or woodworkers to make potions, poisons, and totems as one dose per combine (it would be as stupid as one arrow per combine, one throwing hammer per combine, provisioner fuel costing the same as every other craft's fuel).

All that is being proposed is that the actual item is one charge, yet stackable.  This solves the recharge problem.  The combines to make a stack of 15 could be identical to today (where 3 totems of  5 charges are made at once).  Or even give us a bone and make the combine create a full stack of 20, etc. To those that want a 1g item to have perma-charges, come on, stop being greedy.  There is a reason why tradeskilling is in the game, and a reason why consumable items are part of the economy.  The recharge bug is just that, a bug.  Borderline exploit if you actually deliberately take action to keep recharging it every time you can.  Its no different than exploiting to xp faster or dup cash.  This is just dupping charges.
Launceal is offline   Reply With Quote
Reply


Forum Jump


All times are GMT. The time now is 09:55 AM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.