NEW Combat Issues Thread

Old bugs stored here for reference.
Donnarien
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Re: Combat Issues Thread

Post by Donnarien » Mon Sep 07, 2009 6:06 am

To adress the Combat issue again:
---------------------------------


Issue 1:
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All "mobs" in different "zones" seem's to work as they should EXCEPT when they attack you in a large group.
This problem show's itself more or less every time.

Issue 2:
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The combat issue shows evenmore when you have a "weapon" in your hand, it dissapers
from time to time under the battle event. :/


Issue 3:
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You do more damage WITHOUT an axe... i guess this shouldent be the case?


Issue 4:
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I have found something "strange" about the "combat system".
When you "doubleclick" on a "mob"(as useuall)... you start fighting and
your char has the problem that it want's to "END" the fight.
This we all know... BUT... when you press the spell "KICK" AND the music
STARTS PLAYING... it all works as it should!!



Issue 5:
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The spell's "Wild swing" and "Taunt(Apprentice 1)" don't show them selfs
FULLY CHARGED, they are just black, tho.. . you CAN still use them.
This even goes for the spell "Kick"... SOMETIMES!!.. weird, weird.


Issue 6:
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The movement speed(as John has mentioned) on "mobs" are "overall" a little to fast.
For ex: For the "parrots" at "Timoures Deep", speed is pretty ok, but in "Oakmyst Forest",
the speed is way to fast for the bears.


Note:
----

I may have "replicated" some issues(in this thread), if you think this is the case.. i will sort it out more. :)

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Re: Combat Issues Thread - Just in!

Post by Donnarien » Tue Sep 08, 2009 1:09 am

Today, the first time i logged in to "TessEQ2", i was hounerd with a BIG "chest" on my "shoulder",
then atfer a while i was "trown out".
I relogg'd to find that i now have "two" weapons, my axe(as useuall) BUT also "BOOTS" as my secondary weapon.
The inventory show's nothing of these "boots".
After a while the server/client(?) "hung" again...
And now i am "prohibited" to loggin.
Ok, i cleard my "cache"... and then a relogin was possible, but now the "client" dedcided to crash. :?
I then again cleared the "cache" + "eu" files.
Now i managed to login and play.


EDIT:
------

After several hours, i have now deleted all my "char's" and i decided to have another go with a completly new char.
When i'm back(in the game), the first i noticed is a gigant "risebag" on my right arm AND a smaller one between
my feet.
I then "zone" to Qeynos(trough the boat)... woila.. the bag is gone!!

I hope i haven't "screwd" up the database TO much(if it now is me).. lol.. :?

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Re: Combat Issues Thread

Post by JCL » Wed Sep 09, 2009 8:58 am

The only problems I have found so far are cosmetic with icons and the way you attack. Melee and spells work fine other than that.

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Re: Combat Issues Thread

Post by John Adams » Thu Sep 17, 2009 9:28 am

Confirmed: In Tess's "The Ruins" zone -

NPCs are not coming out of combat after they finish a fight. If another NPC aggros them, the first NPC just stands there and does not fight back, and dies. It's truly a sad thing to see.

They stick where they are, seemingly indefinitely. I have one "a seasoned defender" standing on a hill for 10+ minutes now, still in combat stance, hasn't moved back to her original location.

I have "a Lonetusk Sentry" also standing where he just killed a defenseless defender, and the corpse of the defenders slain orc is still on the ground - hasn't poofed yet.
combat1.jpg
Also I noticed NPCs are not regenerating health, likely because they are still in combat.


Final observation about this little pocket of issues... the dead Lonetusk finally did poof, and repopped on his timer... and immediately attacked the defender 1/2 health on the hill, killing her. Her body poofed almost immediately, or is under the world. Can't tell.


The Ruins is a perfect place to evaluate combat, because there is so much inter-NPC fighting going on. Check it out.
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NEW Combat Issues Thread

Post by John Adams » Sun Sep 20, 2009 12:24 pm

Now, I hate putting multiple issues into a single post, because 90% of them get ignored (damn developers). But, here's my newest list. Some repeat stuff here.

General:
  • #1 issue: Death/Revive no longer works - players do not play dead, thus Revive does not work, nor does /camp (have to be sitting)
    • This one is critical for testing. Makes people angry ;)
    Spawns in linked spawn groups no longer assist each other.

    Spawns, after defeating another NPC or Player, do not return to their spawn point - ever. Stuck in combat. This is critical, as players returning to the scene after death get re-aggro'd by mobs that should have forgotten them.

    Speaking of aggro, I watched a player die to 2 protectors in Outpost, I repopped the entire zone so he could come back in and not be attacked, but the spawns - ALL THE WAY FROM THEIR SPAWN POINT - aggro'd him and killed him again. :)

    Cannot loot corpses of NPCs who aggro you based on KOS faction.

    Sometimes player stays in Attack-On mode after combat has ended (maybe because of the above death-by-spell?)

Melee Attack:
  • NPCs do not face the player during combat if player moves, repositions during battle.

Ranged Attack:
  • Ranged Attack icon is Red when something is targeted, regardless of range - goes active when no target.

    Likewise, targeting something then moving within range does not clear the Red ranged attack icon

    Equipped a bow, shot an arrow (using Ranged Attack) but the emote was still throwing - this might be due to the incorrect emote/visual state being used based on item equipped in Ammo?
    • Note: 1 out of about 20 Bow attacks did make the bow string sound and animation, so that's weird...

Spell Attack:
  • Engaging a mob with a Hate ability does get them to attack, but a Stun ability seems to gain no aggro inherently. I believe any form of detrimental ability used against an NPC should generate sufficient hate for them to engage you in combat once they recover.

    "Too far away" to cast spells, icons should be inactive

    "Too far away" click the icon, should not start a recast timer. Icon goes dim, though I think you can re-cast immediately anyway.

    Recast timer doesn't appear to have any effect. Players can spam 1,1,1,1,1,1,1,1,1 all within the same second, so it seems according to the console

NPC Abilities:
  • I realize this is likely just my configuration, but shouldn't NPCs be using only detrimental spells in their combat with players? I have set all known skills for (example) Rangers for Ranger NPCs. I fight a Ranger, and he is constantly trying to cast Stealth on himself, vs other Ranger detrimental spells on me.

    Do we need another flag in NPC Spells to tell the NPC when to use what spell in-combat vs idle?

more to come...

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Re: NEW Combat Issues Thread

Post by John Adams » Sun Sep 20, 2009 7:21 pm

Tonight's tests:

Regen: Seems player health and power regen is just as strong in combat as out
  • In this, players health almost never drops while in combat. I stood toe to toe with a Shrumbler in GFay, turned off my attack, and eventually my riposte killed it. I never once lost HP for more than a second.
Noticing that a spawn never seems to -poof- when it has loot on it's loot table. How long should I wait?

In this above, the spawn never "respawns" until the body is looted and disappears from the world.

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Re: NEW Combat Issues Thread

Post by LethalEncounter » Mon Sep 21, 2009 2:34 pm

John Adams wrote:Now, I hate putting multiple issues into a single post, because 90% of them get ignored (damn developers).
Like there is more than one developer :P

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Re: NEW Combat Issues Thread

Post by LethalEncounter » Mon Sep 21, 2009 2:37 pm

John Adams wrote:Tonight's tests:

Regen: Seems player health and power regen is just as strong in combat as out
  • In this, players health almost never drops while in combat. I stood toe to toe with a Shrumbler in GFay, turned off my attack, and eventually my riposte killed it. I never once lost HP for more than a second.
Noticing that a spawn never seems to -poof- when it has loot on it's loot table. How long should I wait?

In this above, the spawn never "respawns" until the body is looted and disappears from the world.
Should the regen rate be half during combat?

The poof time for spawns with loot vary depending on level, but they should all poof eventually. Maybe we should list in when they consider the spawn. Is that how live lets people know?

BTW, I have this thread bookmarked so I'll work on these as I have free time. If you have any others please post them as well and I'll get to them when I can.

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Re: NEW Combat Issues Thread

Post by Zcoretri » Mon Sep 21, 2009 4:11 pm

LethalEncounter wrote: Should the regen rate be half during combat?
Health/Power regen should be set to the the characters in-combat health/power regen rate. Without any items, armor, spells, food, drink or passive abilities running, your in-combat health/power regen should be 1.
The poof time for spawns with loot vary depending on level, but they should all poof eventually. Maybe we should list in when they consider the spawn. Is that how live lets people know?
Did a couple of tests. NPC body loot.
Dead NPC with no loot, poofs in 5 or 6 secs.
Dead NPC with some loot, poofs in 180 secs.

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Re: NEW Combat Issues Thread

Post by Dwemerlord » Mon Sep 21, 2009 4:30 pm

Dead/Revive seems to work now better than yesterday... I'm not a living corpse anylonger :) clicking the revive Button spawns me correctly at the revive point in only 1 of 5 tries. otherwise my client just crashed and I had to relogg ...
Cooldown is now shown correctly as well as health points =)

But groups of mobs didn't work correctly... I tried this with an tunarian wolf guy (don't know how they are called in english o.O) once I only attacked the wolf, the tunarian npc watched me killing his pet. next time I attacked the tunarian npc an the wolf watched me killing his master...

Then I wasn't able to collect the ore for the quest with the tunarian miners. I killed them, but I neither found ore, nor got I a quest update... and I was able to kill the Quest NPC Kilith(?) the guy next to Vamir... Nice exp rate :)

And I tried to put some bags in the safe deposit.. but it didn't work

Maybe I tested to much :D Because now I'm no longer able to connect to the server... :( Some serverproblem restrained me from connecting...

I hope this helps getting some bugs killed ;)

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Re: NEW Combat Issues Thread

Post by John Adams » Mon Sep 28, 2009 3:41 pm

Another odd thing I just witnessed. I zoned into QC and saw 2 morak devourers (KOS) standing in Sunset Meadows - obviously trained there by a frightened noob. So being macho like I am, I targeted one, fired off a lightning attack, but it was too far away. I kept moving closer to it, still too far. Finally, I just /goto it and was inside a mountain, being attacked. I backed away outside the hillside, where the moraks are now stuck again. same situation.

This is probably all tied to the fact the mobs do not return to their spawn point after combat has ended. Coupled now with evidence that they are not truly located where we see them on our client.

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Re: NEW Combat Issues Thread

Post by Scatman » Mon Sep 28, 2009 4:16 pm

Ya this could also be tied to whole the spawn moving thing. Next time you see a mob standing still try hailing it and see if it doesn't teleport away. Usually when I hail a stuck mob, it either teleports to where it was walking to or where it had previously come from.

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Re: NEW Combat Issues Thread

Post by John Adams » Mon Sep 28, 2009 4:39 pm

I never noticed if our Morak Devourer (Dogs in QC) had movement scripts.

So, those dogs I was just describing. I was AFK doing something else, when I suddenly heard my toon being mauled. I looked, and the Moraks that were "too far away" a moment ago were now attacking me. And they were WAY outside their supposed wander grid (up by the lost scouts).

Anyway, something's seriously goofy. Hopefully we can figure it out. Regardless, Combat in general still works a ton better than it did before.

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Re: NEW Combat Issues Thread

Post by Scatman » Mon Sep 28, 2009 6:02 pm

Yeah the moraks do have movement loops (most anyways).

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Re: NEW Combat Issues Thread

Post by John Adams » Fri Oct 02, 2009 11:38 pm

Since this thread is in LE's focus, I'll point to this one as well for 996 data struct issues.

http://www.eq2emulator.net/phpBB3/viewt ... 449#p15449

Also -
Defender Bristlebrow and Kuglup *stilll* do not fight passed their first kill. Get stuck in combat, never come out, Sapswill Invaders run amok.

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