1.8 bugs / stuff that needs changing

Old stuff, just for reference

Moderator: Joe M.

1.8 bugs / stuff that needs changing

Postby Cagen » Mon Sep 15, 2008 7:12 am

New Bugs

  • Teleporting while running is bugged according to Karl, however I could never do it before this update and now I can.
  • The inventory's scroll bars are hard to grab, you have to click just right of the bar.
  • The first time I log in to my account I have to click on my characters name twice to log into that character.
  • Game becomes completely unresponsive with 15+ mobs on the screen.
  • Dead bodies sometimes slide across the map.
  • When trying to pick up a pile of items when you have a full inventory it makes it impossible for anyone else to pick up the pile.


Possibly intentional but might be bugs

  • Tab toggles the displaying of player/mob names instead of having to hold it.

Fixed bug amendments

  • Dropped items could do with staying on the ground longer, at least for the time being as we have no way to transport across the map and only having one spawn point.

Bugs carried over from 1.7

  • I still get stuck inside mobs if I run into them.
  • The included map is the old version and not the one Karl recompiled with the fixed edges.
  • Edge of the safe square (1 tile off the square) is still attackable from but not attackable on. You can not take damage but you can deal it.
  • Inventory scroll bar does not reset to the top after you close and reopen the inventory window (the actual inventory does however).
  • When picking up items, placement into inventory seems to be random unless your inventory is cached on the server after logging out/a set period of time.
  • Mobs still spawn inside mountains, haven't seen any in the water yet though it is the same bug.
  • When equipping items, inventory resets its self back to the top.

Stuff that needs changing

  • No way to delete your characters.
  • Non adepts need more balancing, possibly more mp regen or more mp for caster classes while adepts are still in the game as they can't compete with no consumables.
  • Mob placement needs to be fixed, you should go from newb/easy mobs out side of the spawn and the further out you go the harder the mobs get so there is some kind of progression. Right now they seem to be placed all over the place randomly.
  • Also I have yet to find any kind of designated area with perpetual spawn like a graveyard or a castle, it just seems to be never ending fields. However this may be me not finding anything.
  • You may have made the map a little too large as the spawn pockets seem to be spread rather thin and it is hard to navigate from the spawn back to areas further afield that you were hunting at with no landmarks (this links with there being no designated hunting areas, again I may be wrong on this).
  • Chat box/chat log needs to be added.
  • Scroll wheel should scroll through inventory.
  • You must click after typing /respawn for the client to update the players position.
  • Having the damage reflect off characters on the square means you can not pvp/pk anywhere near the square on the mage type, at least not on a wiz when our best spell is an aoe, as it justs kills us instantly. Square hoppers use this to their advantage.
  • Updater should tell the user they have the most up to date client if this is true.
Image
User avatar
Cagen
Sheriff
Sheriff
 
Posts: 155
Joined: Thu Aug 28, 2008 2:43 am

Re: 1.8 bugs / stuff that needs changing

Postby Sankt Pauli » Mon Sep 15, 2008 7:54 am

Regarding mob placement: From my experience the spawn is gradually becoming harder, the more you walk north the harder the monsters get (crawlers->novice/apprentice->regulars->hard stuff). Also if you take the pathes as guideline and stroll around left and right of it a bit you're bound to find spawn (it seems to respawn quite slow though).
Some 'landmarks' or remarkable places would still be nice though.

Stuff i found:
- Self-hitting should definetely be disabled (i accidently kill me with my combo in one hit...)
- Melee-Damage is a bit overpowered atm (hard to judge from my perspective though - 777hp, 38 str -> kill myself in one combo)
- (as mentioned above) a shorter respawn-time for monsters would help
- Masters/experts still do tons of damage, i think around ~300 to my level 777hp-dude with 295 armor
- Might be good to increase the droprate if you want us to find some of the rarer stuff (it's been around one week since you said to me there are more and rarer items than just bejeweled rings, yet nothing has been found. Reducing the masters/experts strength might allready solve that though)

Edit: The tab-thing looks intentional to me. :J
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.8 bugs / stuff that needs changing

Postby Karl G. » Mon Sep 15, 2008 9:27 am

Thanks for the comprehensive list, Cagen. I have responses and some questions for you:

Cagen wrote:When trying to pick up a pile of items when you have a full inventory it makes it impossible for anyone else to pick up the pile.

What does this mean? Do you mean you feel it's a bug that players are able to stand on a pile and "guard" it? I'm just not sure what you're talking about.

Cagen wrote:Dead bodies sometimes slide across the map.

Yup

Cagen wrote:Teleporting while running is bugged according to Karl, however I could never do it before this update and now I can.

This has been fixed

Cagen wrote:Tab toggles the displaying of player/mob names instead of having to hold it

Yes, I changed this

Cagen wrote:Edge of the safe square (1 tile off the square) is still attackable from but not attackable on. You can not take damage but you can deal it.

You are able to attack from inside of the safe SQ right now. I am debating whether to change this: my intent was that people inside the square would be able to defend against higher-level harassing PKers without exposing themselves to harm. I can see how it would be a problem though. Any ideas?

Cagen wrote:The included map is the old version and not the one Karl recompiled with the fixed edges.

This is going to be included in the next full download. It requires distributing the big 30 MB pack, so although the map has been fixed on the server it'll have to wait for the client.

Cagen wrote:When picking up items, placement into inventory seems to be random unless your inventory is cached on the server after logging out/a set period of time.

Would it be better if it were sorted by time last picked up? It wouldn't be too much trouble to put the items at the top of the list.

Cagen wrote:Mobs still spawn inside mountains, haven't seen any in the water yet though it is the same bug.

Darn, I thought I fixed that one.

Cagen wrote:Non adepts need more balancing, possibly more mp regen or more mp for caster classes while adepts are still in the game as they can't compete with no consumables.

Adepts will be removed for 1.9; after that, I agree the classes need to be rebalanced.

Cagen wrote:Mob placement needs to be fixed, you should go from newb/easy mobs out side of the spawn and the further out you go the harder the mobs get so there is some kind of progression. Right now they seem to be placed all over the place randomly.

There is a progression (at least, I designed one). The center path from nexus is the easiest stuff. Slightly harder is the left path. The toughest stuff is past the mountains and on the right path around the lake thing.

Cagen wrote:Also I have yet to find any kind of designated area with perpetual spawn like a graveyard or a castle, it just seems to be never ending fields. However this may be me not finding anything.

There are none yet; it's just a world with monsters

Cagen wrote:You must click after typing /respawn for the client to update the players position.

Yes, I know. /respawn won't be staying in the game, however.

Cagen wrote:Having the damage reflect off characters on the square means you can not pvp/pk anywhere near the square on the mage type, at least not on a wiz when our best spell is an aoe, as it justs kills us instantly. Square hoppers use this to their advantage.

The solution here is...not to use AOEs near the square. I will be balancing the classes so that your best PvP spell shouldn't be an AOE anyway.

Cagen wrote:Updater should tell the user they have the most up to date client if this is true.

Good point
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.8 bugs / stuff that needs changing

Postby Sankt Pauli » Mon Sep 15, 2008 1:47 pm

About the first thing, the inventory-full-items-stay thing:
I might have experienced that too, thought it was a graphical issue. When your inventory is full and you try to pick up stuff it sort of gets 'marked' and then no other chars can pick it up, it just stays on the ground (I think that's it. Personally i thought though it was just a graphical error because of too many items in one spot...didn't check if there were actually really items still on the ground).

I really like the idea of having items placed in pick-up order in the inventory, makes hunting for items much easier (for dropping junk you just need to scroll down to the latest pick-ups then).

As for the sq, i would say just remove the ability to be able to do damage while standing on it. But more importantly, the edges should be clear so that you can't stay allready on dirt-tiles but still be technically 'on sq' (confusing and it allready gets 'abused' lulz).
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.8 bugs / stuff that needs changing

Postby Richard. UK » Mon Sep 15, 2008 3:30 pm

This new information confirmed by Karl's replies,

This has been updated via the most up to date thread of Karls to do list. This is yet to be amended by Karl though from the recent update :P

Also Cagen, some of the information you have asked Karl to change and reported is in some cases an already known problem, and I presume Karl would be aware of this from the updated thread I provide to him. If you need a link this will be the topic below for future reference it is:

http://www.unseenstudios.com/community/viewtopic.php?f=26&t=1062


And in response to the below,

Karl G. wrote:Thanks for the comprehensive list, Cagen. I have responses and some questions for you:

Cagen wrote:Edge of the safe square (1 tile off the square) is still attackable from but not attackable on. You can not take damage but you can deal it.

You are able to attack from inside of the safe SQ right now. I am debating whether to change this: my intent was that people inside the square would be able to defend against higher-level harassing PKers without exposing themselves to harm. I can see how it would be a problem though. Any ideas?



Could this be implemented when the alignment system is brought into things, whereby players that are aligned "Good" only damage characters that are aligned "Bandit" when standing on the safezone and the "Bandit" is off the safezone, but when the bandit is on the safezone he is as protected as anyone else, but running the risks of leaving the safezone. So in effect becomes vulnerable. That is my idea with this question in mind! :D



All the Best,
Richard
Karl G. wrote:Xenimus: not enough items, world isn't big enough, boring to level and the new spell system isn't as much fun as the old one.

EJ. Thayer wrote:If you don't like it then Quit.

Image
User avatar
Richard. UK
Lord
Lord
 
Posts: 240
Joined: Sun Jul 15, 2007 5:43 am
Location: UK [Evidyon, Customer Services]

Re: 1.8 bugs / stuff that needs changing

Postby Richard. UK » Mon Sep 15, 2008 3:35 pm

Karl,

I have updated the thread above It may need some going over just to make sure it has removed everything you have amended bugs wise and updated :) - I have taken away the ones I can see from the top of my head. :D no need to worry going through that thread so much now hopefully.




All the Best,
Richard
Karl G. wrote:Xenimus: not enough items, world isn't big enough, boring to level and the new spell system isn't as much fun as the old one.

EJ. Thayer wrote:If you don't like it then Quit.

Image
User avatar
Richard. UK
Lord
Lord
 
Posts: 240
Joined: Sun Jul 15, 2007 5:43 am
Location: UK [Evidyon, Customer Services]

Re: 1.8 bugs / stuff that needs changing

Postby Cagen » Mon Sep 15, 2008 4:49 pm

I just collated the bugs in this updated and ones carried over from the last, so the ones you know about were just here for other people to see they had already been noted. I didn't realise there was an official bugs post that some of these were already in, I'll check next time and only post ones that aren't already in it.

Karl G. wrote:Thanks for the comprehensive list, Cagen. I have responses and some questions for you:

Cagen wrote:When trying to pick up a pile of items when you have a full inventory it makes it impossible for anyone else to pick up the pile.

What does this mean? Do you mean you feel it's a bug that players are able to stand on a pile and "guard" it? I'm just not sure what you're talking about.

Ok, earlier I dropped a pile of items around 10 from my main character and tried to pick them up with one of my storage characters on another account, both of which were logged in at the same time. My storage character picked up 2 of the items but then his inventory was full, I then went back to my main character to pick up the items but I was unable to do so. Like Sankt said, it seems to mark the items as not being there anymore (as they should be in the storage characters inventory) however they are still on the ground.


Cagen wrote:Edge of the safe square (1 tile off the square) is still attackable from but not attackable on. You can not take damage but you can deal it.

You are able to attack from inside of the safe SQ right now. I am debating whether to change this: my intent was that people inside the square would be able to defend against higher-level harassing PKers without exposing themselves to harm. I can see how it would be a problem though. Any ideas?

While Xen had this implemented it was amusing to kill people from the square though highly unfair and removing it was completely justified. In my opinion you should not be able to be attacked or attack from the square while stood on it. To combat square jumping a bit, there should be a system that if you attack someone without killing them (you are the aggressor) and jump to the safety square it will have no effect for you for X time period, however if you are attacked by someone and jump to the square it will act as the safety square should and defend you. This could go into more depth by making the safety square have no effect for X time period if you aren't the aggressor but stay in battle for X time period. This makes it a little more fair for the aggressor as the other person wont be able to fight for a while and as soon as they start to lose or get low on consumables just jump straight to the safety square.


Cagen wrote:When picking up items, placement into inventory seems to be random unless your inventory is cached on the server after logging out/a set period of time.

Would it be better if it were sorted by time last picked up? It wouldn't be too much trouble to put the items at the top of the list.

Items you pick up should go at the end of you inventory list, after items you were already holding.


Cagen wrote:Non adepts need more balancing, possibly more mp regen or more mp for caster classes while adepts are still in the game as they can't compete with no consumables.

Adepts will be removed for 1.9; after that, I agree the classes need to be rebalanced.

Can we have an official statement on what will be happening to adepts and/or normal characters? You said to sankt and I that they will be replaced with normal classes, I assume of equal level, at random.

Cagen wrote:Mob placement needs to be fixed, you should go from newb/easy mobs out side of the spawn and the further out you go the harder the mobs get so there is some kind of progression. Right now they seem to be placed all over the place randomly.

There is a progression (at least, I designed one). The center path from nexus is the easiest stuff. Slightly harder is the left path. The toughest stuff is past the mountains and on the right path around the lake thing.

There is some progression of easier from the spawn radiating out, the problem I have with it is that there are apprentice and novice all over the place and only small pockets of the mobs with no prefix, the masters and experts are plenty as not many people can hunt them.

Example: Nightcrawlers > novice/apprentice > no prefix > novice/apprentice > masters/novice/apprentice/no prefix > expert

Image
User avatar
Cagen
Sheriff
Sheriff
 
Posts: 155
Joined: Thu Aug 28, 2008 2:43 am

Re: 1.8 bugs / stuff that needs changing

Postby speed3b » Mon Sep 15, 2008 10:19 pm

When shooting projectiles. It is possible to catch up and be hit by them. Kind of goofy?

Edit: i guess this happens because of the increased movement speed, but yeah you can still hit yourself with your own projectile.
Speeds Game Network - Teamspeak.com
Server Address - sgn.servegame.com:8767
Project Volucris Channel Password - 666666
Feel free to stop by and chat.
~speed3b
speed3b
Traveler
Traveler
 
Posts: 92
Joined: Sun Apr 23, 2006 7:09 pm
Location: Southeast Michigan

Re: 1.8 bugs / stuff that needs changing

Postby sanktistooboredtologin » Tue Sep 16, 2008 1:31 pm

Basically that means that projectiles don't disappear aslong as you stay on screen with them. :p
sanktistooboredtologin
 

Re: 1.8 bugs / stuff that needs changing

Postby speed3b » Tue Sep 16, 2008 6:53 pm

sanktistooboredtologin wrote:Basically that means that projectiles don't disappear aslong as you stay on screen with them. :p


I think they do. Or they did before this update. They travel about 1 and a half fully screen lengths before dissipating. Its just its easy to catch up to and hit them if you have a lot of + faster movement items on.
Speeds Game Network - Teamspeak.com
Server Address - sgn.servegame.com:8767
Project Volucris Channel Password - 666666
Feel free to stop by and chat.
~speed3b
speed3b
Traveler
Traveler
 
Posts: 92
Joined: Sun Apr 23, 2006 7:09 pm
Location: Southeast Michigan

Re: 1.8 bugs / stuff that needs changing

Postby Karl G. » Tue Sep 16, 2008 8:08 pm

speed3b wrote:
sanktistooboredtologin wrote:Basically that means that projectiles don't disappear aslong as you stay on screen with them. :p


I think they do. Or they did before this update. They travel about 1 and a half fully screen lengths before dissipating. Its just its easy to catch up to and hit them if you have a lot of + faster movement items on.


You can outrun your projectiles, yes. And they will disappear after a short time.
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.8 bugs / stuff that needs changing

Postby Sankt Pauli » Wed Sep 17, 2008 11:03 am

Oye, my bad. Really thought they'd stay. :s
Here's some positive feedback: Items staying on ground now works perfectly. :J
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.8 bugs / stuff that needs changing

Postby thadiusofx3 » Wed Sep 17, 2008 1:30 pm

except players piles disappear too quickly. if i die at masters i cant get back in time to pick it up
Image
Thus spake the master programmer, "After three days without programming, life becomes meaningless"
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Re: 1.8 bugs / stuff that needs changing

Postby Sankt Pauli » Fri Sep 19, 2008 6:13 pm

Don't know if it's new or you allready know about it:
Keys get reset everytime you log in/out, which is due to no key-files being created anymore. :Y
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.8 bugs / stuff that needs changing

Postby Karl G. » Fri Sep 19, 2008 7:41 pm

Sankt Pauli wrote:Don't know if it's new or you allready know about it:
Keys get reset everytime you log in/out, which is due to no key-files being created anymore. :Y


Are you sure? Keys still work for me. Is anyone else having this problem?
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.8 bugs / stuff that needs changing

Postby Sankt Pauli » Fri Sep 19, 2008 8:01 pm

They only work on older chars for me, more recently created ones don't have keyfiles in the 'evidyon' directory.
Try making a new char and check it out, i'm not sure if it's just me.
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.8 bugs / stuff that needs changing

Postby Karl G. » Sat Sep 20, 2008 7:39 am

Sankt Pauli wrote:They only work on older chars for me, more recently created ones don't have keyfiles in the 'evidyon' directory.
Try making a new char and check it out, i'm not sure if it's just me.

AHA!!! Good catch. I changed how it wrote out this file--fixing asap :D
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.8 bugs / stuff that needs changing

Postby Sankt Pauli » Sat Sep 20, 2008 8:17 am

Hehe, ages of mapping experience made me a good bug catcher i guess. ^_^

Another one i didn't see being mentioned:
When you level up, HP/MP jumps to the new bases instantly. Let's say you have 700HP and 60MP, you kill a mob, get the level up and the same second your HP/MP jumps to the new base HP/MP, maybe 200/15 in this case. Result is a gruesome death. :p

Edit: I'm just guessing it's the new bases here, because my HP/MP gets really low after a level-up, i think it would match.
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.8 bugs / stuff that needs changing

Postby speed3b » Sat Sep 20, 2008 11:03 am

I believe this has been reported before. But its never happened to me. Now it has.
Was just killing some monsters and picking up the drops. Went into the inventory and got this when i scrolled over a couple of items. I took this print screen, closed out went and killed something else and picked up its drops, then checked my inventory again and it wasnt doing it.

Sorry about breaking the tables. We need the spoiler box so we can hide the pics.
Speeds Game Network - Teamspeak.com
Server Address - sgn.servegame.com:8767
Project Volucris Channel Password - 666666
Feel free to stop by and chat.
~speed3b
speed3b
Traveler
Traveler
 
Posts: 92
Joined: Sun Apr 23, 2006 7:09 pm
Location: Southeast Michigan

Re: 1.8 bugs / stuff that needs changing

Postby Karl G. » Sat Sep 20, 2008 12:13 pm

Sankt Pauli wrote:Hehe, ages of mapping experience made me a good bug catcher i guess. ^_^

Another one i didn't see being mentioned:
When you level up, HP/MP jumps to the new bases instantly. Let's say you have 700HP and 60MP, you kill a mob, get the level up and the same second your HP/MP jumps to the new base HP/MP, maybe 200/15 in this case. Result is a gruesome death. :p

Edit: I'm just guessing it's the new bases here, because my HP/MP gets really low after a level-up, i think it would match.



Uh...yeah! IT does do that. I never thought about someone leveling up with so much +HP gear. I've fixed it for the next update--good catch!
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.8 bugs / stuff that needs changing

Postby Vapore » Sun Sep 21, 2008 4:55 pm

Image
Here's two monsters stuck in a mountain.
Vapore
Sheriff
Sheriff
 
Posts: 112
Joined: Sat Sep 20, 2008 4:52 pm
Location: Arizona

Re: 1.8 bugs / stuff that needs changing

Postby Karl G. » Sun Sep 21, 2008 5:37 pm

Vapore wrote:Image
Here's two monsters stuck in a mountain.

LOL! Thanks, I guess I still haven't fixed that :P
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am


Return to Archive (Before Alpha 2)



Who is online

Users browsing this forum: No registered users and 1 guest