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#1 |
Tester
Join Date: Nov 2004
Posts: 7,842
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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"
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#2 |
Loremaster
Join Date: Mar 2005
Location: MPLS, MN
Posts: 221
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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
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Lord Sarron-Level 80 Swashbuckler Serpaw-Level 74 Berserker Simbarth-Level 22 Shadowknight/76 Alchemist |
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 230
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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 |
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#4 |
Join Date: Nov 2004
Posts: 15
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![]() I agree...leave it in. Few extra uses are nice. Aweful big tirade over such a small thing. Many more important bugs than this.
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 230
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The recharge bug is probably what is causing the high prices. |
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#6 |
Loremaster
Join Date: Apr 2005
Posts: 825
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#7 |
Loremaster
Join Date: Nov 2004
Posts: 35
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![]() 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.
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Lord Snippy Butterfigs /chuckles Qeynosian wizard Antonia's Dragoons(Lucan D'Lere) |
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#8 |
Developer
Join Date: Nov 2004
Posts: 48
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![]() 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.
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Don Neufeld Technical Director, EverQuest II Lead Programmer Emeritus, PlanetSide |
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#9 |
Loremaster
Join Date: Apr 2005
Posts: 825
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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.
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#10 |
Loremaster
Join Date: Nov 2004
Posts: 301
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![]() 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.
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Red One: "stay on topic.." Red Two: "I can't shake him!" Red One: "stay on topic.." Red Two: "There too close!.....ahhhhhhghh!!" |
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#11 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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![]() 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.) |
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#12 |
Join Date: Nov 2004
Posts: 255
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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 |
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#13 |
Loremaster
Join Date: Nov 2004
Posts: 34
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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.
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 9
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![]() 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. |
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#15 |
General
Join Date: Nov 2004
Posts: 851
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![]() Yes please!! Do this! Do it now! ![]()
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70 Brigand, 70 Coercer, 60 Bruiser, 50 Inquisitor 70 Alchemist, 70 Armorer, 70 Carpenter, 70 Provisioner, 40 Jeweler, 350 Tinkerer |
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#16 |
Tester
Join Date: Nov 2004
Posts: 7,842
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![]() 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). |
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#17 |
Tester
Join Date: Nov 2004
Posts: 7,842
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![]() 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). |
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#18 |
General
Join Date: Jul 2005
Posts: 255
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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.
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#19 |
General
Join Date: Nov 2004
Posts: 851
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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.
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70 Brigand, 70 Coercer, 60 Bruiser, 50 Inquisitor 70 Alchemist, 70 Armorer, 70 Carpenter, 70 Provisioner, 40 Jeweler, 350 Tinkerer |
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#20 |
Developer
Join Date: Nov 2004
Posts: 48
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![]() 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.
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Don Neufeld Technical Director, EverQuest II Lead Programmer Emeritus, PlanetSide |
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#21 |
Loremaster
Join Date: Apr 2005
Posts: 825
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#22 |
Tester
Join Date: Feb 2005
Location: Washington, DC
Posts: 1,258
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![]() 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.
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Kella The Mighty Pirate, Assassin & Tailor Nimari, Fury-at-Large Test Server |
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#23 |
Loremaster
Join Date: Nov 2004
Posts: 2,847
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I've seen it on the Totem of the Chameleon
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Troll Lord Casywdian |
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#24 |
Loremaster
Join Date: Feb 2005
Posts: 41
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![]() 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
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62 Ranger / 64 Provisioner - Nektulos (Vengeance) 65 Alchemist 61 Carpenter |
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#25 |
Loremaster
Join Date: Jan 2005
Posts: 48
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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
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#26 |
Loremaster
Join Date: Nov 2004
Location: Maryville, Tennessee
Posts: 105
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Message Edited by RubenBlades on 11-15-2005 03:04 PM
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#27 |
Loremaster
Join Date: Nov 2004
Location: ----- Texas -------
Posts: 49
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![]() 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. |
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#28 |
Loremaster
Join Date: Nov 2004
Posts: 44
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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)
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#29 |
Loremaster
Join Date: Dec 2004
Posts: 618
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![]() 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.
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#30 |
Join Date: Nov 2004
Posts: 43
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![]() 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. |
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