EQ2Emulator Combat v2.0!

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John Adams
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EQ2Emulator Combat v2.0!

Post by John Adams » Tue Sep 01, 2009 5:43 pm

(sorry to steal Ilythor's thunder, but we need an announcement tonight and I think his little head is sleeping on his little pillow atm) ;)
Combat Revamp Test
[center]We need every available player to log into the LethalEncounter Server
TONIGHT (Tues)
and
TOMORROW (Wed)
for some crazy Combat testing!
[/center]

We need every available player to log into TessEQ2 or LethalEncounter Servers
EXTENSIVELY over the next 30 days
to validate the new Combat System Revamp!
Lethal has spent the last month or so re-writing EQ2Emulator Combat from the ground up. This is a dramatic change for the World code, so we need as many people hitting his server (while he debugs) to see if any issues come up.

What we need you to test is combat with NPCs, using melee, spells, ranged weapons, rocks and sticks whatever! Hit that MOB!

What you will notice in this revamp is:
- Spawns now move towards you evenly, no longer warping.
- Movement in general has been updated dramatically.
- Spawns also have "Abilities" now, like heal, kick, or other arts we can assign.
- They also get stats bonuses from weapons they may choose to use.
- Your stats increase and show on the screen in the Notification area (center, top)
- Mini-dings are here!

As far as your own player abilities, we have some basic Abilities you may use, should be the same as on TessEQ2. If you find you cannot equip a weapon for testing, you should be able to use the /skill add command to add the skill to your list.


Let's get testing, folks!


PS: During this phase, TessEQ2 will be offline - driving players to the LethalEncounter server. Please test there for now. TessEQ2 will be back in a few days.



TessEQ2 has been put back online, and is running the latest code in Debug mode (so things might be a little laggy) to catch any additional crashes or bugs that might come up.
John Adams
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Re: Combat revamp

Post by Zcoretri » Tue Sep 01, 2009 6:59 pm

Well I have been playing for awhile now (about half an hour 45 minutes) and the server hasn't crashed yet :D

But other things I have noticed are:
Hot key icons give no indication of when your ability is ready again. When I first logged in I was getting re-use timers, but it would only show for one and not for both. After my client crashed, I get no re-use timers and the hot key doesn't grey out either.

When first engaging the mob from a far, it just sits there a few seconds before coming towards you to fight. If you stay to far, it never moves to you and you sit in combat. Also, if you move away, the NPC does not move. If you move behind the NPC, it does not stay facing you.

The melee attack icon never changes state, so you can't tell when you are in melee or not.

Combat arts should not be resisted, only spells. (And when a spell gets resisted, the re-use timer is like half or something. Will have to research that to find out what the actual value is)

Players Power and Health regen needs to go down when in combat

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Re: EQ2Emulator Combat v2.0!

Post by John Adams » Tue Sep 01, 2009 8:09 pm

Zco, I hope you don't mind, but I moved your post to this thread where we can get everyone to comment on Combat Revamp here, so LE is not bouncing all over the place looking for updates.

Thanks

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Re: EQ2Emulator Combat v2.0!

Post by Zcoretri » Tue Sep 01, 2009 8:47 pm

Thanks. Wasn't sure if it was ok to post under the announcement. :)

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Re: EQ2Emulator Combat v2.0!

Post by Scatman » Tue Sep 01, 2009 9:03 pm

Another thing I noticed is when an NPC uses a combat art or spell, their power does not go down! Damn haxx0rz!!

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Re: EQ2Emulator Combat v2.0!

Post by Zcoretri » Tue Sep 01, 2009 10:53 pm

Scatman wrote:Another thing I noticed is when an NPC uses a combat art or spell, their power does not go down! Damn haxx0rz!!
Hmmm....I saw quite the opposite, their power went down fast. After the NPC's power was depleted they were easier to kill.

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Re: EQ2Emulator Combat v2.0!

Post by Scatman » Tue Sep 01, 2009 10:54 pm

Really? Hmm I'll have to double check then! I was probably just dreaming it since I've been so excited for this revamp ;)

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Re: EQ2Emulator Combat v2.0!

Post by John Adams » Wed Sep 02, 2009 6:15 am

LE said he had fixed NPC power, maybe late yesterday. Give it another whirl!

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Re: EQ2Emulator Combat v2.0!

Post by John Adams » Wed Sep 02, 2009 6:23 am

Welp, for me in Queen's Colony, Defender Bristlebrow and Kuglup are doing the same thing they did on Tess before the revamp - they fight an Invader, then stand there locked in combat mode, no longer aggro'ing any other invaders nor returning to their spawn point. Basically rendering the scripted event inert. Invaders are happily galavanting around the defenders outpost with not a care in the world.

Going to /repop and watch them a while, see if it happens again.

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Re: EQ2Emulator Combat v2.0!

Post by Secrets » Wed Sep 02, 2009 9:04 am

Any reason why I can't get in? Server seems a bit stressed right now. :P

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Re: EQ2Emulator Combat v2.0!

Post by John Adams » Wed Sep 02, 2009 9:58 am

Looks like it's down, crashed. Secrets, did you do that?? :D

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Re: EQ2Emulator Combat v2.0!

Post by Secrets » Wed Sep 02, 2009 10:02 am

John Adams wrote:Looks like it's down, crashed. Secrets, did you do that?? :D
Most likely. :P

It couldn't handle my awesomeness.

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Re: EQ2Emulator Combat v2.0!

Post by John Adams » Wed Sep 02, 2009 11:05 am

Secrets wrote:It couldn't handle my awesomeness.
That's what I was just thinking!

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Re: EQ2Emulator Combat v2.0!

Post by John Adams » Thu Sep 03, 2009 12:11 pm

C'mon folks, the servers are crashing but no one feels it's important enough to come here and tell us what happened? Your feedback is CRITICALLY IMPORTANT here, or bugs will not get fixed. We need to know how to reproduce a bug you encounter, and with your silence and our terrible inability to read minds, we're not going to get anywhere.

I have updated the opening post with additional information of what we are seeking. Stats updates need to be validated that they are working properly. I just discovered MINI-DINGs (replenishing health and power) seem to be working as I was killing off mobs that were beating the hell out of me ;)

All NPCs on TessEQ2 should have their class-specific Abilities/Spells/Arts assigned, at least the ones that are enabled in our Spells database. NPCs should also have ALL "skills" for now, til we have time to assign them properly.

For instance, you should see Fighter NPCs taunting, kicking, and using Warrior arts upon your ass.

Let us know how the new Combat System is working. If you find it is working perfectly, we'd like to hear that too!
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Re: EQ2Emulator Combat v2.0!

Post by JCL » Wed Sep 09, 2009 8:36 am

I didn't know this was going on! I'll get right on testing the new system!

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