EZ Server

General Category => Updates => Topic started by: Akkadius on February 10, 2020, 01:08:23 pm



Title: EZ Code Update 2-10-2019
Post by: Akkadius on February 10, 2020, 01:08:23 pm
Changelog

  • Pathing no longer experiences direct warping when trying to traverse to players beyond a certain distance
  • Deleted character names will no longer be hard reserved and will be freed up for re-created characters
  • Improvements to network resend logic that may help poorer network connections
  • Expedition functionality should be restored
  • GSOA's should be dropping regularly again


Title: Re: EZ Code Update 2-10-2019
Post by: stales on February 10, 2020, 08:40:51 pm
I have screen grabs of the warping in T10 after this update and sent them to all of the emails address's I know for Akkadius. Before the update on Monday I would have few NPC's warp but was able to handle it and very seldom wiped with this update I wiped 3 out 4 times and still bunch of the NPC's were stuck and didn't come to me.


Title: Re: EZ Code Update 2-10-2019
Post by: neccos on February 10, 2020, 10:11:07 pm
Plague knights still running and smacking u from a ridiculous distance


Title: Re: EZ Code Update 2-10-2019
Post by: stales on February 13, 2020, 04:03:23 pm
Checked today and the warping issues in Sunderock that started Feb 10 are still a problem.


Title: Re: EZ Code Update 2-10-2019
Post by: neccos on February 16, 2020, 08:29:23 pm
Zone pulls in Abyss, Anguish and LP, TOV so far still yield insta warp 79 full UA and death this is so far from what pathing used to be.


Title: Re: EZ Code Update 2-10-2019
Post by: neccos on February 16, 2020, 11:18:25 pm
Can we can bring back MPG ? someone and basically the only one on the server (which everyone else disagrees with) says it was an exploit, I just cant see any logic in that,  It was tiered for fucks sake, u can give any ess to any other char but they cant use it until the level required anyways. it was a fun alterative every few days to the normal grind and still have to go after the static mobs even if zp just like any other zone. It was buggy through the wall warp but we dealt with it like always.


Title: Re: EZ Code Update 2-10-2019
Post by: stales on February 18, 2020, 02:41:20 am
I wish the we would undo this update so I go back to farming GSS's and get my last 6 toons in sleeper.


Title: Re: EZ Code Update 2-10-2019
Post by: neccos on February 18, 2020, 01:10:44 pm
Any chance u can answer the question of the mob run speed if its intentional and we need to adjust or its still in progress changes ?


Title: Re: EZ Code Update 2-10-2019
Post by: neccos on February 28, 2020, 08:11:43 pm
Warping has Not been fixed (


Title: Re: EZ Code Update 2-10-2019
Post by: neccos on March 05, 2020, 05:46:07 pm
Seems like a lot of gnoll miners were added to the south in sunder however they don't count for faction ?


Title: Re: EZ Code Update 2-10-2019
Post by: Dimur on March 06, 2020, 03:32:14 pm
The gnoll miners aren't new, they've always pathed on that bridge between gnoll plateau and goo plateau and they've never given faction hits.


Title: Re: EZ Code Update 2-10-2019
Post by: Loyal on March 06, 2020, 03:48:52 pm
The gnoll miners aren't new, they've always pathed on that bridge between gnoll plateau and goo plateau and they've never given faction hits.

I am 100% positive that this is written into the lore...The miners are actually not part of the gnoll faction ruling in Sunderock. They are a separate tribe of gnolls enslaved into working the mines. When you kill a miner you are merely killing an innocent, hence no faction hit.


Title: Re: EZ Code Update 2-10-2019
Post by: neccos on March 06, 2020, 05:12:01 pm
Thanks for clarifying never realized the non faction hit before just noticed the gnoll miner increase for whatever reason. Doesn't really make sense but ok.


Title: Re: EZ Code Update 2-10-2019
Post by: Loyal on March 07, 2020, 07:52:15 am
Thanks for clarifying never realized the non faction hit before just noticed the gnoll miner increase for whatever reason. Doesn't really make sense but ok.

Well i made the lore bit up but they have never counted toward faction for whatever reason.

I am just coming back from a year break and the miner population seems to be in line with what i remember it being. If anything i think i see them more frequently on the mesa that has the worthwhile gnolls...maybe that is a result of the pathing update, they get a little more exercise.


Title: Re: EZ Code Update 2-10-2019
Post by: Raygan on March 07, 2020, 08:22:49 pm
Either way it is just more xp...stay positive my friends! ;D


Title: Re: EZ Code Update 2-10-2019
Post by: Zeke on March 20, 2020, 04:36:59 am
As a rogue I'm unable to train Pick Lock for some reason dunno if it has to do with being max'd from FG or not curious  if this is normal or broken? also have other issues as a returning player...


Title: Re: EZ Code Update 2-10-2019
Post by: RedDwarf on March 20, 2020, 05:27:29 am
Only issue I know of is to much plat
If you lots of plat on the char it can lock some skills from being able to be trained

Try putting plat into bank

May not be issue, but worth trying
Red


Title: Re: EZ Code Update 2-10-2019
Post by: kleo on March 22, 2020, 11:34:54 am
Not sure if this is the place to post this but it says pathing fixed , im confused casue when i ZP all mobs warp right on top of me i can no longer ZP frozenshadow or loping anymore i was able to pull those zones before no issues ive changed no gear nothing but when i ZP those zones i insta die Akka or Rent can you please when you get a chance look into this


Title: Re: EZ Code Update 2-10-2019
Post by: Draca on March 24, 2020, 03:24:48 pm
There is definitely still a substantial issue regarding zone pulls since the update. I realize that zone pulls aren't something that is accounted for in normal EQ, but it's obviously a pretty big feature on this server, and would love to see something looked into regarding the cause. It's not an increased damage issue from new combat, most of the time it's either mobs warping on you at the intital zone pull, or mobs coming in behind you through walls, when you can no longer reposition. I don't know anything about the back end code in Everquest, or coding at all, but this is something that didn't used to be an issue, and is now a pretty annoying one.

As an aside to that, is it possible to add the spell effect from the zone pull to something that you can turn off, like NPC spell effects or something? I believe I have all of the spell effects off, but zone pull effects still show up, and with the warping mobs all showing up at once (currently averaging 150 warpers in HW zone on pull), it can be an overwhelming amount of graphics lag and makes it hard to use the skills/discs/items it takes to survive the pull.


Drac


Title: Re: EZ Code Update 2-10-2019
Post by: WatchYouDie on March 24, 2020, 03:55:09 pm
Run around in circle don't stand still.


Title: Re: EZ Code Update 2-10-2019
Post by: Akkadius on March 25, 2020, 05:54:20 pm
There is definitely still a substantial issue regarding zone pulls since the update. I realize that zone pulls aren't something that is accounted for in normal EQ, but it's obviously a pretty big feature on this server, and would love to see something looked into regarding the cause. It's not an increased damage issue from new combat, most of the time it's either mobs warping on you at the intital zone pull, or mobs coming in behind you through walls, when you can no longer reposition. I don't know anything about the back end code in Everquest, or coding at all, but this is something that didn't used to be an issue, and is now a pretty annoying one.

As an aside to that, is it possible to add the spell effect from the zone pull to something that you can turn off, like NPC spell effects or something? I believe I have all of the spell effects off, but zone pull effects still show up, and with the warping mobs all showing up at once (currently averaging 150 warpers in HW zone on pull), it can be an overwhelming amount of graphics lag and makes it hard to use the skills/discs/items it takes to survive the pull.


Drac

This should be resolved now


Title: Re: EZ Code Update 2-10-2019
Post by: Ekiir on March 25, 2020, 08:10:27 pm
There is definitely still a substantial issue regarding zone pulls since the update. I realize that zone pulls aren't something that is accounted for in normal EQ, but it's obviously a pretty big feature on this server, and would love to see something looked into regarding the cause. It's not an increased damage issue from new combat, most of the time it's either mobs warping on you at the intital zone pull, or mobs coming in behind you through walls, when you can no longer reposition. I don't know anything about the back end code in Everquest, or coding at all, but this is something that didn't used to be an issue, and is now a pretty annoying one.

As an aside to that, is it possible to add the spell effect from the zone pull to something that you can turn off, like NPC spell effects or something? I believe I have all of the spell effects off, but zone pull effects still show up, and with the warping mobs all showing up at once (currently averaging 150 warpers in HW zone on pull), it can be an overwhelming amount of graphics lag and makes it hard to use the skills/discs/items it takes to survive the pull.


Drac

This should be resolved now

Thanks a ton Akka!

Confirmed - No more warping during the zone pulls I've done - Heard a few other people in /ooc comment that they're not seeing warps in LP and TOV either - Some people saw a fair bit of wall clipping (leaving the map to emerge behind, or from the sides) - That is probably an entirely different issue.


Title: Re: EZ Code Update 2-10-2019
Post by: Akkadius on March 29, 2020, 04:31:24 pm
There may be different / separate pathing issues still; because pathing is fairly complicated. If folks have legitimate annoyances, I need example videos to reproduce

The issue regarding zone pulls and warping is the issue that should have been resolved