1.7 bugs / stuff that needs changing

Old stuff, just for reference

Moderator: Joe M.

1.7 bugs / stuff that needs changing

Postby Cagen » Sat Sep 06, 2008 8:15 pm

Thought it would be easier to move these here.

- Items need to stay on the ground longer then 40secs and not disappear when you leave the screen.

- 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.

- Mobs that come up to my character often make it impossible to move away from them, i get stuck inside the mob, usually resulting in my death :(.

- At the very edge of the safe spawn area, just one "square" off, you can attack from but not be attacked yourself.

- Some mobs spawn in the water (I was NE of spawn, in the section with lots of little walk ways between the water).

- Movement in the area previously described is hard as you can no longer walk near the waters edge.

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

Re: 1.7 bugs / stuff that needs changing

Postby BLC87 » Sat Sep 06, 2008 10:42 pm

Allow us to set /respawn as a key. lol
Image
Lv. 20 Warrior
BLC87
Merchant
Merchant
 
Posts: 40
Joined: Fri Jan 26, 2007 12:41 pm
Location: Louisville, KY

Re: 1.7 bugs / stuff that needs changing

Postby Sankt Pauli » Sun Sep 07, 2008 11:02 am

- Concerning Spawn: The areas which get hunted more frequently (e.g. monstrosities, lower ranked undeads) have like zero spawn while the areas with the master stuff (not being hunted often) are allways full of spawn.
Maybe the lower level monsters should respawn alot faster (not really more of them, just faster respawn).

And as cagen said, some places with a 'fixed, timed' spawn would be nice (much like the graveyard on the former map was designed). Currently the whole map is more like xenimus good isle to draw a farfetched comparison here hehe.
Not having any spawn is the major issue here though.
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.7 bugs / stuff that needs changing

Postby speed3b » Sun Sep 07, 2008 11:42 am

I too have noticed that the spawn has dropped a lot. I can walk around the first island 2 times and not see anything. I can cross a bridge and walk around the area before you hit the skeleton location and only see 1 or 2 undead monsters.

I have an hp dv6000 notebook, and when i hit the media buttons on the top (volume +/-, mute, stop, play/pause, ff, rw) it casts the spell pirinand (of course thats the spell that attacks myself...) and when i press shift it casts glaciand (of course this is also a spell that attacks myself...)

I have also told you before that anaglaci doesnt stick to its bound key. It just pops back up as ??? when you hit k. But i know you know that, i just figured i would remind you on the boards.
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: 1.7 bugs / stuff that needs changing

Postby Karl G. » Sun Sep 07, 2008 1:18 pm

speed3b wrote:I too have noticed that the spawn has dropped a lot. I can walk around the first island 2 times and not see anything. I can cross a bridge and walk around the area before you hit the skeleton location and only see 1 or 2 undead monsters.


DOH. I just realized that this is a mistake on my part. Here's whats going on: the server can spawn up to 17 thousand monsters or so. What it tries to do is evenly distribute them across the map; however, the way it does this is by randomly picking a location on the map, then seeing which spawn group it belongs to (if any) and spawning a monster there. So, killing monsters in a region will cause more monsters to spawn...but not necessarily in the same area! Since nobody's killing the higher-level stuff, those areas are "soaking" up all of the monster spawn from the rest of the map and are absolutely packed with baddies.

I'll fix this for the next update.

I have an hp dv6000 notebook, and when i hit the media buttons on the top (volume +/-, mute, stop, play/pause, ff, rw) it casts the spell pirinand (of course thats the spell that attacks myself...) and when i press shift it casts glaciand (of course this is also a spell that attacks myself...)

I have also told you before that anaglaci doesnt stick to its bound key. It just pops back up as ??? when you hit k. But i know you know that, i just figured i would remind you on the boards.


Thanks for the reminder.
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.7 bugs / stuff that needs changing

Postby Creeping Death » Sun Sep 07, 2008 6:56 pm

can you make the spawn more area specific? then each time 1 dies it would just respawn at a random spot, but within that spawn radius.
Creeping Death
Villager
Villager
 
Posts: 9
Joined: Sat Aug 30, 2008 10:08 pm

Re: 1.7 bugs / stuff that needs changing

Postby speed3b » Sun Sep 07, 2008 10:28 pm

Creeping Death wrote:can you make the spawn more area specific? then each time 1 dies it would just respawn at a random spot, but within that spawn radius.


That sounds like a good idea. Every time a monster is killed a new one respawn in t amount of time within a radius r in which it was killed? The only thing i can see as a problem there is you have to store t for however long it may be (30 seconds? 120 seconds? idk) and the radius r. And what would make even more sense is if it would be radius r in which the monster spawned, so that way things dont end up cluttered into one location because they are loured. But that may require even more memory. And that can also be difficult because the monsters could all end up floating away from their original spawn location, so a graveyard of skeletons ends up spawning outside of the graveyard or into a town. So now as i continue to brainstorm here. You could have boundary limit so they couldnt float, or each zone of monsters could have a default location of x,y and can spawn within any random radius, r, of x,y at a time of t after they are killed. Polar cords may not be the way to go seeing as this is a rectangular map, so maybe they can spawn with in the limits of (a,b),(a,c),(d,c),(d,b)?

Im sure you can figure it out and will know the best way to approach and fix the issue.
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: 1.7 bugs / stuff that needs changing

Postby Nenitus » Mon Sep 08, 2008 4:04 pm

speed3b wrote:
Creeping Death wrote:can you make the spawn more area specific? then each time 1 dies it would just respawn at a random spot, but within that spawn radius.


That sounds like a good idea. Every time a monster is killed a new one respawn in t amount of time within a radius r in which it was killed? The only thing i can see as a problem there is you have to store t for however long it may be (30 seconds? 120 seconds? idk) and the radius r. And what would make even more sense is if it would be radius r in which the monster spawned, so that way things dont end up cluttered into one location because they are loured. But that may require even more memory. And that can also be difficult because the monsters could all end up floating away from their original spawn location, so a graveyard of skeletons ends up spawning outside of the graveyard or into a town. So now as i continue to brainstorm here. You could have boundary limit so they couldnt float, or each zone of monsters could have a default location of x,y and can spawn within any random radius, r, of x,y at a time of t after they are killed. Polar cords may not be the way to go seeing as this is a rectangular map, so maybe they can spawn with in the limits of (a,b),(a,c),(d,c),(d,b)?

Im sure you can figure it out and will know the best way to approach and fix the issue.


The only problem with this, is it can still go way out of place.
If a monster is killed at position 1,1 and can respawn within 100 units from that spot, it can now respawn at 100, 1 or anything less. From there, if killed, it can respawn up to 200,1 now (if it started at 100,1)
and so on. If a system like that is used, it has to be within U units of position x,y. Where x,y is the original programmed spawn point.

(unless I completely misunderstood, which is possible ;) )
Nenitus
Traveler
Traveler
 
Posts: 52
Joined: Sat Dec 23, 2006 3:50 pm

Re: 1.7 bugs / stuff that needs changing

Postby speed3b » Mon Sep 08, 2008 4:22 pm

I was a little all over the place when i posted that. But i did cover that. I said that could be a flaw and thats how skeletons could end up spawning outside of graveyard or making their way into a town or something. But i did mentions the things you mentioned. They probably just dont make very much sense.
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: 1.7 bugs / stuff that needs changing

Postby thadiusofx3 » Mon Sep 08, 2008 4:27 pm

or just have a spawn point for each npc like it is now and have them spawn within x squares of that spawn point, not where they spawn from
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: 1.7 bugs / stuff that needs changing

Postby Sankt Pauli » Tue Sep 09, 2008 8:57 am

I'm not sure but i think you allready changed the spawning system to solve the 'non-hunted places overflown' spawn thingie, which worked great for the most part.
Just some places like the monstrosity area west of the start still have very low spawn (other lower areas seem to be fine, like the green dervalis or all of the novice/apprentice stuff). The non-hunted parts seem to be a bit less 'overflown' with spawn, but still much more then the regulary hunted areas (this might have something to do with the monsters spawning in water? - they never get killed).

Also the 'highest' monsters (dervali experts) are maybe a bit too tough at the current state of the game (i.e. i don't think anyone can hunt there untill we have some level 30s).
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.7 bugs / stuff that needs changing

Postby kuba » Tue Sep 09, 2008 12:20 pm

Yea currently the dervali and gendren are huntable at 13-14, yet the masters give lvl20+ a hard time. It'd be nice to have a group in between or to tone down masters.
kuba
Sheriff
Sheriff
 
Posts: 174
Joined: Sun Apr 23, 2006 4:01 pm
Location: Michigan

Re: 1.7 bugs / stuff that needs changing

Postby speed3b » Tue Sep 09, 2008 1:50 pm

I dont think hp is regained when a player levels. You have 150/150 hp, you then level up, and get an additional 10 hp and have 150/160 hp. Not sure if you want it to stay that way or to just give a player their full hp upon leveling.
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: 1.7 bugs / stuff that needs changing

Postby Karl G. » Tue Sep 09, 2008 2:49 pm

kuba wrote:Yea currently the dervali and gendren are huntable at 13-14, yet the masters give lvl20+ a hard time. It'd be nice to have a group in between or to tone down masters.


I went hunting and...some masters are WAY overpowered right now--I found physical ones that attack so fast they kill my 100,000 HP character in about 10 seconds. That's 10 thousand damage per second!!!

I'll fix this ASAP.
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.7 bugs / stuff that needs changing

Postby Sankt Pauli » Tue Sep 09, 2008 3:25 pm

You should try some dervali experts then. :lol:

But yeah, that sounds evil. I was mostly fast enough to avoid several hits by the masters, but when i got stuck in one (or more) of them it was instant death (the executors seem to dish out the most damage).
Sankt Pauli
Sheriff
Sheriff
 
Posts: 167
Joined: Mon Sep 03, 2007 9:48 am
Location: Germany

Re: 1.7 bugs / stuff that needs changing

Postby Cagen » Tue Sep 09, 2008 4:58 pm

The archers do the most damage to me.
Image
User avatar
Cagen
Sheriff
Sheriff
 
Posts: 155
Joined: Thu Aug 28, 2008 2:43 am

Re: 1.7 bugs / stuff that needs changing

Postby speed3b » Wed Sep 10, 2008 9:14 pm

I dont know if you tried to fixed it or not yet, but the spawn is still messed up. Im seeing like 1 monster on the 2nd island.
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: 1.7 bugs / stuff that needs changing

Postby Cagen » Thu Sep 11, 2008 4:24 am

Should be fixed next update.
Image
User avatar
Cagen
Sheriff
Sheriff
 
Posts: 155
Joined: Thu Aug 28, 2008 2:43 am

Re: 1.7 bugs / stuff that needs changing

Postby speed3b » Thu Sep 11, 2008 9:03 am

/respawn doesnt respawn you at main square until you click.
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: 1.7 bugs / stuff that needs changing

Postby Karl G. » Thu Sep 11, 2008 11:12 am

Yeah it just doesn't update you until you move. /respawn isn't meant to stay in the game, so I'm not too worried about it.
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.7 bugs / stuff that needs changing

Postby BLC87 » Thu Sep 11, 2008 12:38 pm

Cagen wrote:The archers do the most damage to me.

They weaker the the Executors/whatever... my naked Adept can take 1 shot from them and out-heal them.
Image
Lv. 20 Warrior
BLC87
Merchant
Merchant
 
Posts: 40
Joined: Fri Jan 26, 2007 12:41 pm
Location: Louisville, KY

Re: 1.7 bugs / stuff that needs changing

Postby Cagen » Thu Sep 11, 2008 12:49 pm

I can take a hit off any master, some times two from executors/the other melee types, the archers do more damage to me.
Image
User avatar
Cagen
Sheriff
Sheriff
 
Posts: 155
Joined: Thu Aug 28, 2008 2:43 am

Re: 1.7 bugs / stuff that needs changing

Postby speed3b » Fri Sep 12, 2008 9:42 am

When moving short distances, i dont move to where i click. When moving less then 1/4 of a distance to the edge of the screen i move about twice as far as my click distance.
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: 1.7 bugs / stuff that needs changing

Postby Karl G. » Fri Sep 12, 2008 11:25 am

speed3b wrote:When moving short distances, i dont move to where i click. When moving less then 1/4 of a distance to the edge of the screen i move about twice as far as my click distance.

does your char have a lot of +speed items on?
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: 1.7 bugs / stuff that needs changing

Postby speed3b » Fri Sep 12, 2008 1:06 pm

Karl G. wrote:
speed3b wrote:When moving short distances, i dont move to where i click. When moving less then 1/4 of a distance to the edge of the screen i move about twice as far as my click distance.

does your char have a lot of +speed items on?


Yes sir.
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

Next

Return to Archive (Before Alpha 2)



Who is online

Users browsing this forum: No registered users and 1 guest