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Old June 16th, 2005, 04:45 PM   #1
pr0ger
 
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Post Current outta-gameplay bug list

Hi,
All those listed bugs happen on an “healthy” computer and internet connexion.
I tried to avoid the gameplay fine tune “bug” (like melee not doing much damage) to concentrate on abnormal behaviour of the game global content. Some may not be bugs, so I’d like your feedback (Xavier-powered lol)


1/ Invulnerablizer : when you use it but a spell was launched at you (travel delay), you still die when it reaches you.

2/ Invulnerablizer : drain life curse on you will still kills you even if you use invulnerablizer

3/ Invulnerablizer : Bolobi’s smell jinx on a teammate or a carnivore will kills you even if invulnerablizer is set. Same for toxic cloud from yelk or sources.
Note : healing magic skill miss a counterspell or “remove curse” thingies.

4/ Melee aura : sometime you activate it but the mob can still hurt you with melee attack (prolly looks like a delay issue from client to server…) in a situation like a big “aggro add” the healer use melee aura to safely heals dead comrades but still die because the mob reaches him even through melee aura (stats from game experience : 5% chance of melee aura “failure”)

5/ Melee aura #2 : used but your teammate aren’t protected by your aura at all (behave like a personal melee aura instead of group aura)

6/ Crazy weather (forage) : just to notice that to get some excellent or supreme source who said bad weather, it will usually pops at “fair” time just after or before rain. So : is “bad weather” so accurate ? (“just before storm”, “early fair morning” , … ?) or is that just some random pops delay from a fixed weather trigger ?

7/ Crazy weather #2 : the map said “fair” when you see rain drops (roughly there is 1 hour in-game lag before the map weather indicator is updated)
Oh btw there is two things missing to have the prettiest ever made visible weather engine : rainbows and thunderstorm distant noise after visible lightning

8/ Teleport feature of mobs : we all know the super-sprint mob feature they run pretty fast, usually when they just popped into user’s line of sight (this is prolly a client-server lag’n’update)… but there is the twist’n’pop movements too : sometimes mob seems to have difficulity to move forward and so twist a bit then teleport 1 meter front, twist and teleport again 1 meter front… many times and usually when they are pretty close to the player. Trouble is that happens only on carnivores mob (prolly targeting wrongness ?) and finish to teleport front of you to bite your leg (hard to avoid/dodge the mob since you can’t forecast mob direction)

9/ Skymap hop : the stars and planets “map” don’t slide smoothly but hop every second. Maybe this is to prevent rendering lag (reduced fps).. so enable or disable this feature in user config please ! Troublesome when you seek shooting star and see funky hop instead

10/ Shooters drawback (range fight) : sometime bullets are “bouncing” on target and hit another party close. We see tribes and bandits fighting each other because of that. Also when happens on played character : it hits for full damage (not half damage as in PvP).

11/ Mektoub mount : seems that the invisible rider issue is still here ! (look ! a mektoub mount running alone ! )

12/ Frozen / lag at NPC merchants : while for sale item list is loaded after starting trade with an NPC, the game is a bit frozen (twitched mouse/camera…) looks like loading items is more important than the rendering 3D engine!

13/ Double Death (or the “living dead”) : dying near a spawn or being double killed (hit by mob at same time hit by a spell or curse) results by a living dead character, invisible for other, with already DP but a new respawn timer. If nothing is done, he’ll respawns and got another death penalty. Current solution is to quit and log in so you’ll be a real dead on the ground that can be rez’ed…

14/ Region Chat worldwide (unicast effect) : If you are (coordinate) close to someone, and then teleport away, you’ll still hear him as he spoke in the same region as you (and vice versa).


I'd like to know if you all ever got those, and feel free to add others i forgot!
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Old June 16th, 2005, 04:59 PM   #2
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Re: Current outta-gameplay bug list

YUP got all those bugs to... oh and i love that strafing mob attack its fun
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Old June 16th, 2005, 05:14 PM   #3
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Re: Current outta-gameplay bug list

Torbac's doing what dogs with worms do. - That one is so funny it must stay (Would love to explain this, but if you think about it a bit you will understand)

Capry - sit up and beg. simlar to the Torbac but they don't move.

The backwards charge - aggro backs into a herbi and turns to fight it, unless this is a way of fooling them into thinking they are safe.

My current favourite is:

Prospecting with long range and a wide angle - you can get source to appear, even when no node exists directly under it. This is very annoying if your reprospect the spot before digging to get more sources and it reports 'no materials at this location'

Long range prospect works futhest first .... this is very annoying.

I will post some more when I can think of them.
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Old June 16th, 2005, 05:21 PM   #4
pure2000
 
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Re: Current outta-gameplay bug list

Quote:
Originally Posted by borg9

Prospecting with long range and a wide angle - you can get source to appear, even when no node exists directly under it. This is very annoying if your reprospect the spot before digging to get more sources and it reports 'no materials at this location'

Long range prospect works futhest first .... this is very annoying.

I will post some more when I can think of them.


reminds me of when u use full range and stand at the spot and get a soucre like 50m from it..
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Old June 16th, 2005, 06:27 PM   #5
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Re: Current outta-gameplay bug list

Alot of the issues you mention are just rendering issues. If you've ever wondered why this game looks so beautiful and still runs decently on mid end systems, it's cause there are shortcuts that have to be taken. The artifacts of this balancing act are what the display issues you're seeing. (well, I don't know this for a fact, but it's my guess on the situation). Personally, I'll live with the cosmetic oddities if it means the game is still within my processor level. Also, I'm figuring some of these issues are more pronounced for us NA folk across the sea.
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Old June 16th, 2005, 07:20 PM   #6
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Re: Current outta-gameplay bug list

Quote:
Originally Posted by pr0ger
11/ Mektoub mount : seems that the invisible rider issue is still here ! (look ! a mektoub mount running alone ! )
11a: After dismounting, to everybody else you are still under the mek's belly - standing there in the grip of a spastic fit - and you don't appear to your team mates.

I speak from personal experience, using 2 accounts and 2 computers and seeing this appear on one computer, switched computers, rode the mek for a bit, dismounted and the same thing happened. (ie: AcctA on compA; AcctB on compB switch to AcctA on compB etc)
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Old June 16th, 2005, 08:06 PM   #7
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Re: Current outta-gameplay bug list

Quote:
Originally Posted by danadita
11a: After dismounting, to everybody else you are still under the mek's belly - standing there in the grip of a spastic fit - and you don't appear to your team mates.

We saw the same thing last night. A guildie "lost" his ticket to GoC and chose to ride up. We couldn't seem him when he first arrived even though he was able to interact with us just fine. We could heal him by selecting him in the team window, but the heal spell seemed to go to where his Mek was and not where he was. Pretty funny since the Mek was over 100m away.

He finally ported to the TP we were hunting near and everything cleared up. Just cost him an extra TP ticket for his troubles.
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Old June 16th, 2005, 08:23 PM   #8
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Re: Current outta-gameplay bug list

The mek bug *used* to be fixed by unmounting, mounting, unmounting (or mounting, unmounting, mounting if you wanted to be on the mount at the end) but recently (ie since they "fixed" it) it hasn't always worked

TPing always fixes it though.
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Old June 16th, 2005, 08:32 PM   #9
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Re: Current outta-gameplay bug list

Quote:
Originally Posted by borg9
Prospecting with long range and a wide angle - you can get source to appear, even when no node exists directly under it. This is very annoying if your reprospect the spot before digging to get more sources and it reports 'no materials at this location'

Long range prospect works futhest first .... this is very annoying.
prospecting works as intended :-)
there is only annoying features (too much random to pop a source).
one spot is in loria, north from lake (fiber/oil/sap/bark) spot... lot of different mats in one little spot and you cant reliably pop source with long range/wide angle/mat speciality/choice only. need to spam prospect a few times to get source to pop. very annoying.
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Old June 17th, 2005, 12:42 AM   #10
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Re: Current outta-gameplay bug list

Quote:
Originally Posted by blaah
prospecting works as intended :-)
there is only annoying features (too much random to pop a source).
one spot is in loria, north from lake (fiber/oil/sap/bark) spot... lot of different mats in one little spot and you cant reliably pop source with long range/wide angle/mat speciality/choice only. need to spam prospect a few times to get source to pop. very annoying.

hehe I know the place try getting basic/fine fibre
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