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Unread 04-02-2006, 05:45 AM   #1
Sunrayn

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Underwater combat seems to be bugged.  encounter breaks, octopi are casting spam heals.
 
Auto Attack shuts of randomly in battles.  Restarts when you hit a spell or CA, then shuts off again.
 
Target through seems weird.  Wife was trying to target through my conj pet and couldnt get a target.
 
Targeting in generally is weird.  Often times, she couldnt even get a target by clicking on a mob, moving the cursor over a mob to target acted like there was nothing there.  IE: no change in the color of the pointer when passed over a mob.
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Unread 04-02-2006, 01:34 PM   #2
Kuulei

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Assist healing pretty much borked atm with this patch.Mail is once again broken :smileysad:  You get the icon in your buff window when it arrives, however there is nothing in your mailbox *deva ju* oops ok about 90 minutes - 2hours after you receive the mail icon (usually 25-30 minutes after you are mailed an attachment) the icon shows up as usual, but mail is still delayed around 90 minutes - 2 hours

Message Edited by Kuulei on 04-02-200606:53 AM

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Unread 04-02-2006, 03:45 PM   #3
Kuulei

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Also broken: Water encounters, especially octopus verified bugged, went to help someone with octogoron and just continuous spam of ' is no longer worth any experience or treasure' promptly followed by 'this encounter will no longer give an encounter rewards'
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Unread 04-02-2006, 07:22 PM   #4
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Another confirmation on water encounters; as soon as you engage the encounter breaks and returns to full.  Short of using Assassinate I had no way to kill underwater mobs in the Thundering Steppes.Also in Den of the Devourer (Bonemire hive group instance), we had the same problem.  The Ravasect Hatchlings broke the second you entered the room; they randomly popped, depopped, repopped as eggs, depopped again, and so on.  I had a spam of literally over 100 encounter-broken messages in that room.  So we just walked up to the Devourer and killed it, ignoring the room.  Yay for us, boo for the room.UI colors are all over the place.  About 50% of all links and text are randomly appearing as bright green but then sometimes appearing as per normal as well.  It's hard to look when all the combat spam is that color, though; it has the effect of making it look like everything everyone does is a heal.Also, clicking links provides... interesting results.  Did you know that Evadne is a Ravasect Chitin Slicer?  Or that I run YaPC Garinof% faster than usual because of my horse?  I've got some screenies, will be happy to send them along to anyone who asks for them.NPC summoner pets show up as a bunch of numbers across the screen when they talk before they die.  "Jebeker[long hex code] says: You die now!" kind of thing.  Mutti and Pondscum (at least; possibly also Oracle, Tenacc, and Nelib, who were the rest of my group last night) also observed that one but I didn't think to take any scsreenshots.Also, as a full group of six we noticed many weird targeting problems.  Assist itself isn't broken (I could target Pondscum and be stabbing the mob), but mobs didn't seem to know who to target and completely random people took aggro (the mage in the previous room who hadn't caught up yet ended up dead from the mob we were fighting.  What?  Surely the tank, the DPS, or the healer would have been higher on the hate list than an illusionist in the back of the room).  And more than once when I was pulling (invised mobs; I could see them and was much more likely to survive the pull than a mage would be) Pond couldn't target through me to find the mob, even though I was targeted on the mob and not on him (except for once, when we stuck ourselves in a bit of a loop).All in all, there are many small bugs that add up to one large feeling of overwhelming problem, heh.
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Unread 04-02-2006, 09:23 PM   #5
Jshail

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On the note of implied targeting you can target a plaer and the window will pop up showing whom they have targeted but if you target the mob directly the mobs target window is not showing up.  I.E. Had pondscum targeted last night and the secondary target window showed he had the NPC we were killing targeted.  I would target the NPC and had no clue whom it was aggroed on.  At first i thought i had gained aggro but when Pondscum's helth was still dropping and mine remained full i felt much better

Chat links are also borked.  Not only do you see an alpha numeric string prior to the item, but when tradeskilling evertime i sucessfully counter an event i can click on the link and surprisingly it is Advanced weaponsmith Imbuing Volume 2.

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Unread 04-02-2006, 10:59 PM   #6
Wodo

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Methinks Lord Bristlebane has returned to Norrath... or the devs have returned to munching magic mushrooms.
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Unread 04-02-2006, 11:02 PM   #7
Aeralik

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Implied targetting will only work when grouped now.  So targetting a mob and not getting its implied target is correct.  Player pets should work as long as you are grouped with them.
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Unread 04-03-2006, 04:41 AM   #8
Kethaera

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I don't know about anyone else, but I'm having problems with targetting even IN a group. When I'm assisting the MT, I can't tell what the mob is on. Can anyone else confirm targetting problems even in a group?I'd also like to confirm what someone said about mobs seem to be attacking people randomly, even when they've done nothing to be on the hate list. I've seen it happen several times over the weekend. My husband's Warden was consistently getting aggro from a mob that the tank aggro'd, and he wasn't even in combat mode!
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Unread 04-03-2006, 05:28 AM   #9
Jshail

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Aeralik wrote:
Implied targetting will only work when grouped now.  So targetting a mob and not getting its implied target is correct.  Player pets should work as long as you are grouped with them.

I was grouped with Pondscum during these encounters and when i had the mob targeted i had no clue whom the mob was angry at so couldn't tell who had aggro.   is this the way it is supposed to work?
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Unread 04-03-2006, 05:59 AM   #10
Sunrayn

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Aeralik wrote:
Implied targetting will only work when grouped now.  So targetting a mob and not getting its implied target is correct.  Player pets should work as long as you are grouped with them.

What we are saying is, it doesnt work when grouped.  Rather, it doesnt work all the time.  It is causing more problems than it is fixing.  A pvp fix that is affecting pve.
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Unread 04-03-2006, 07:30 AM   #11
tesarei

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well that may be how its intended but its a drastic change from they way it has always worked and one that many dont like.

if this is cause of pvp i say hang pvp and leave it the way it has been

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Unread 04-03-2006, 07:47 AM   #12
Evadne

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I agree. Hang pvp, if you need to lose utility for non pvp players to accomadate Pvp, that is a huge step in the wrong direction.
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Unread 04-03-2006, 01:04 PM   #13
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Evadne wrote:I agree. Hang pvp, if you need to lose utility for non pvp players to accomadate Pvp, that is a huge step in the wrong direction.

I believe it was explicitly stated that because of the way EQ2 PvP had been designed, there would be no impact on PvE servers due to changes for PvP balance. I'm sure someone saved the quote - I certainly noticed it because of previous experience of problems PvE servers experienced in EQ1 due to PvP changes there.As a general point, how are PvP changes being tested when there is no PvP Test server?
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Unread 04-03-2006, 06:20 PM   #14
Sunrayn

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Bhagpuss wrote:
I believe it was explicitly stated that because of the way EQ2 PvP had been designed, there would be no impact on PvE servers due to changes for PvP balance. I'm sure someone saved the quote - I certainly noticed it because of previous experience of problems PvE servers experienced in EQ1 due to PvP changes there.As a general point, how are PvP changes being tested when there is no PvP Test server?

IIRC from what I read on pvp boards, some folks were using the implied targeting as a cheat of sorts.  Dont remember offhand the specifics of it, will have to find the post again.
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Unread 04-03-2006, 10:35 PM   #15
Joren_Wolfheart

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It's not working correctly with pets, either.  If you select the pet, a lot of the time you can't tell what it's targeting, and you absolutely can't target the mob to see who they're on. This is also frustrating when you're tanking, because if someone peels hate off of you during a fight, you have no way to know.Also, water encounters aren't the only ones that are bugged right now.  Last night, we were in Zek near Deathfist Citadel, and one of the named guards was resetting immediately after attacking our group one time.
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Unread 04-03-2006, 10:36 PM   #16
Kadurm

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Sunrayn wrote:
 
IIRC from what I read on pvp boards, some folks were using the implied targeting as a cheat of sorts.  Dont remember offhand the specifics of it, will have to find the post again.

Yeppers, that was the info I had heard about it as well. And this targeting problem was not supposed to hit PVE servers but like several other things, it did. So we can just hope that they plan on taking it off the PVE servers and put it back like it was...otherwise LOTS of casters will die from me not knowing the mob has them targeted till I notice health drop from green to dead very soon.

As alot have stated, as a priest, after the intitial encounter and after the tank has built up agro, I switch to targeting the mob. Cause i KNOW sooner or later some slap happy monk, scout or mage will just [Removed for Content] it off way to much.

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Unread 04-04-2006, 06:49 AM   #17
EtoilePirate

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Aeralik wrote:
Implied targetting will only work when grouped now.  So targetting a mob and not getting its implied target is correct.  Player pets should work as long as you are grouped with them.

I cannot even tell you how much I hate this change as it applies to grouping.  If someone IN MY GROUP has engaged the mob, why shouldn't I see the mob's implied target?  Tanks hate it, healers hate it, DPS hate it... and that's pretty much everyone, really.  I've been in instanced dungeon crawls the last few nights and it's made an already-difficult task (that Sepulcher is a freaking hard instance to beat) simply asinine and frustrating, instead of challenging.I can unsterstand the need on PvP servers, and I can see how maybe it would be necessary for the mechanics on normal servers, but it's really wreaking havoc on grouped combat.
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Unread 04-05-2006, 04:52 AM   #18
Deila

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I really dislike the change to implied targeting as well, for many of the same reasons earlier stated. Add to the previously mentioned that it makes it very difficult at times to know if I've peeled aggro off my pet - between the reduced effectiveness of necromancer tank pets of late and this change, I feel like I'm flying blind half the time.

If the implied targeting change was made for PvP reasons... boo and hiss! A big deal was made about seperate PvE and PvP code, so that shouldn't be the issue. If it was made to increase some level of challenge, well, okay. But my opinion right now of that is that this form of increased challenge is reducing gameplay fun. Seems there has to be a better way to increase challenge than hoping that graphics draw correctly to everyone (mob facing) to see that a mob is attacking something other than the tank, short of watching the non-tanks die to clue us in.

Regarding implied targeting through pets, as a Necromancer I haven't had any problem targeting through my own pet. Others are reporting intermittent problems targeting through my pet though. Just wanted to mention that this doesn't seem to be affecting the owner of the pet - at least so far.

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Unread 04-05-2006, 09:21 AM   #19
Deila

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From tonight's patch notes:

 

*** Gameplay ***- Zoning will no longer repair damage on attuned items.- Treasure chests should be less likely to end up in places you can'treach them.- You can once again see an NPC's target by targeting them.

 

Yay!  SMILEY

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Unread 04-05-2006, 08:00 PM   #20
Kaknya

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Your gear used to mend when you zoned? wow.. guess i've been unlucky and never gotten that bug.. heh
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Unread 04-05-2006, 08:20 PM   #21
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 why even post*** Player-versus-Player ***- Many items with control effects have had their durations reduced for PvP combat.- You can now use the /pvp_stats command to see your current PvP statistics.- You can now gain status, faction, and fame if you have your experience turned off on PvP servers.- Re-engaging a fleeing enemy across zone lines will result in an honorable kill regardless of their health percentage.- The recent kill list (/recent) will no longer reset a player to the top if you kill them again.- Enemy players will no longer understand what your pet says when possessed.- Treasure will now drop from enemies fleeing across zone lines in PvP as long as they zone without immunity.on our test patch notes... we are NOT a pvp server..or ARE we and no one has told us yet..   main  thing im getting at is, without being a pvp server how can we even test any of this.sure i can type /pvp_stats and get a list with all 0's but no matter what i kill, those aren't going to change for us.

Message Edited by Kaknya on 04-05-200612:27 PM

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