EZ Server

General Category => General Discussion => Topic started by: hateborne on November 13, 2015, 11:54:57 am



Title: T10 Bugs/Problems/Questions
Post by: hateborne on November 13, 2015, 11:54:57 am
T10 Bugs/Problems/Questions!

Please report any bugs or problems here. Additionally, please keep ALL T10 questions here.

Silly posts will be deleted (trolling, zero substance, etc) as this is one of the few topics that needs to be 100% on-topic.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 13, 2015, 12:34:59 pm
The first part about armor is a little confusing. Could add a "Would be good if you were a XXXX" might clear it up a tad.

Archers. Picked off my druid and bard from the top of the mountain. Little too much.

Potion of No Regrets says increase HP by 2.5 mil. It 1 shoted me

This part is strictly me.

First wipe 3 boxes crashed. This is not fun for me, personally because of my box issues. So I won't be going back for a while. Not a "3 year old not getting his way" bitch", it's more of a "I hate my crashing problem and I have better shit to do than restart alts on pulls" I don't have an issue w/the death part, to make it clear.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 13, 2015, 01:06:14 pm
I am aware of the kill quests not updating. I will check this as soon as I get back to the house (errands).

-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on November 13, 2015, 01:06:22 pm
I am at work and right now I want to be in t10...


I hate you all...


 ;D ;D ;D ;D ;D ;D


Title: Re: T10 Bugs/Problems/Questions
Post by: Stikkan on November 13, 2015, 01:33:19 pm
Everytime I zone into T10 I experience some issue with my characters not registering my entire group in the same zone.  So I cannot use /stick with my guys because they don't even see my warrior in the zone and my warrior only sees about 5 of my 18 raid members.  So I've been zoning in and out and succoring to fix it and every reload just changes around the chars I can and cannot see.  Sometimes I even somehow get 54 (duplicates of my chars, still can't see them) chars in my raid instead of the 18 that were there before zoning.
Other than that T10 looks nice.  Lag is intense though.
I'm out of T10 for now.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 13, 2015, 01:42:23 pm
Also aware that bosses are lootless...  :(

The coinage and goofy items are always supposed to drop from bosses. The gear tokens can drop off you have the task(s).

Will get on this as soon as I get home. I'm really sorry.

-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 13, 2015, 02:33:39 pm
Tried again. New assessment.

Mobs aggro range is way too big. WAY too big. Wild rampage hitting for 1.4 million with double shots of it really bad when you get pulls of 3. Maybe tone that down to 600k per rampage? Something more manageable for a non-max SoA alt?

*add*
Also after death, it appears that at least 1 toon will continue to show up dead to all over boxes. Is invisible throughout the remainder unless relog


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on November 13, 2015, 02:46:12 pm
I hope is hard as hell and stays that way:)

Last thing I want is a snooze fest like t9 once you get geared:)



Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 13, 2015, 03:11:09 pm
Well, it's clear the direction you're going... enjoy top 5%.


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on November 13, 2015, 03:38:02 pm
Warlord Asmodae text reads funky.  After replying "stop them" you get ...Are offering <Assistance>.  perhaps it is meant to be "Are you offering <Assistance>.

Picky, yes.  Just trying to help polish.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on November 13, 2015, 03:50:44 pm
Quote
Well, it's clear the direction you're going... enjoy top 5%.

I don't think that this is fair.

What are they supposed to do with a new expansion? make it so everyone can have instant access to all the features?


I hope you can find a way to enjoy it..

hell I hope I enjoy it:P


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 13, 2015, 04:03:57 pm
Warlord Asmodae text reads funky.  After replying "stop them" you get ...Are offering <Assistance>.  perhaps it is meant to be "Are you offering <Assistance>.

Picky, yes.  Just trying to help polish.

Corrected. Thank you!


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 13, 2015, 04:05:38 pm
Well, it's clear the direction you're going... enjoy top 5%.

During the last two beta attempts, I don't explicitly recall extreme contributions or long-winded emails/posts/PMs regarding this from you. I know there were several involved that did send me term paper styled suggestions/questions/etc. While it WOULD be unfair to expect that level of feedback from everyone, demanding/suggesting tuning on day one of the zone's release, without trudging through the two or three beta events, seems silly.

Given that Hunter was 100x less forgiving in his new tiers...you'll live. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 13, 2015, 04:18:36 pm
Bosses should be dropping loot and quest credits should be appearing correctly. :-D

EDIT: Yes, just got sarnak kill credits and found some basic loot on Beast of Burden.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 13, 2015, 04:25:01 pm
You're right, because I wasn't playing at the time of the betas. I was playing when you started talking about t10 and what ppl wanted. There were a select few that wanted the T5 grind and wanted the game to be 'hard mode' and those were the top 5%. Reading and experiencing the zone, you have given them what they want.

While i appreciate your hard work, the casual player that I am and the crew that has gotten me into T10 is not capable of living past a pull more than 3.

Flame away!


Title: Re: T10 Bugs/Problems/Questions
Post by: Drep on November 13, 2015, 08:46:32 pm
you could take this to a different thread.  it's clear you aren't posting bugs/isssues.    I have my thoughts as well but can you stop crying here.  some of us want to follow along the issues, what's getting worked etc without having to read through just whining.   post those in a different thread so they can be discussed there.   I may whine there as well after I can get home and logged in.  lol


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on November 13, 2015, 10:58:57 pm
EZ had never been rainbows and unicorns with fluffy bunnies and sugary gumdrops until Hate and Akka had the utterly broken state of clusterfuck thrown into their laps; half finished tuning of broken content in T9, UW balancing, and not to mention T8 that Hunter was in the midst of balancing before we lost him abruptly. Hunter was trollerific when designing new content and he let early adopters throw themselves at content to see if it was even tenable and nothing got more of a rise out of him more than hearing the masses complain about how hard it was when a few found ways of making it work. Sure he would get around to fixing things after legitimate feedback was given, but it was always a good month or more before the zone had the risk vs reward he was shooting for.

Hate was put into a no win situation from the get go, he knew shot needed to be fixed and had no roadmap of how to get there. There was constant pressure from both hardcore and casuals on what they wanted to see and for better or worse the ultimate design ended up way more skewed toward the casual end of the spectrum than the difficult end. Anyone that was around when T5, 6 or 7 was current or pre-T8 and 9 nerf knows that they ended up as LoLerful lewt fests short on challenge and steep in reward.
 
New content release is an exciting time and folks should take the time to enjoy it for what it is, on EZ it's the payoff of the monotonous grind we endure while at the current end game. It's an awesome opportunity to work with others toward a common goal without even knowing where the journey is going to take you. There is no how-to guide, no wiki reference and step-by-step, paint-by-number list you check off mindlessly as if you're shopping for ingredients for some 7 layer taco dip someone read somewhere and submitted to a church cookbook. It's trying 10 different approaches to the same encounter even if the first one works because you want to figure out which way works best. Feedback the shit out of it please, but try to keep some perspective while doing so. Keep the negativity out of it and holster the defeatist attitude if it is kicking your ass because you're going to miss that aspect of the game when it becomes just another farm zone while waiting for the next tier of free custom content from the unpaid staff keeping the lights on for us.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on November 14, 2015, 01:30:12 am
the desync is really bad.... I dont think at any point tonight I had all of my toons in the same .....whatever it is....


the zone is hard as fuck and thats fun":)


I was watching kruc mass pull the zone and that was fun.... I cant really pull more than 8 atm pefore I get pawned....sometimes less depending on which of my healers is synced...

gave up on buffs at some point and just kind of zerged it....




is fun...


now i need SOA on all my toons


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 14, 2015, 02:00:11 am
Don't need SOA, I was only SOA-ing boxes to see if I could skip using IG pets. IG is more than enough for some undergeared boxes to avoid rampage deaths (mostly). SOA is only necessary if you intend on trying to use MoF pets for boosted damage.

As the zone is based on t9 being out for 2 years now, it's finally assumed you've done some UC3 work on more than just 'the tank'. This means the rampage is on par with the HP you would have if your boxes had Ult Charm 3, full HP buffs, a few leaf X's spread around. Just doing one UC3 you will make plenty of leaf X's. I don't know where all this bullshit is coming from where people say "my UW box has 3 mil HP", UW has nothing to do with HP. I have characters sporting 3.9 mil HP with 0 SOA, 0 Ult Weapon.

When I first reached t6, I had a one-group crew. I learned very quickly 1> that wasn't going to cut it anymore and 2> Mata Muram was completely unkillable without a bard or a halloween pet, neither of which I had. So, after doing my warrior's UC2 and begging Yeejek or Danish or Natedog or Fugitive to come kill OMM every time I reached him, I went back, made a 2nd group which included a bard. Not one complaint posted on the forums about Mata being hard (though that didn't stop others, so once the tier was obsolete Hunter nerfed it)

I understand it being upsetting to be flagged and not be able to kill here. What I don't understand is the reaction of "well guess I'm done then". EZ is and has always been a server focused on grinding. There isn't a single person here that could log on a week ago and say "ya i'm done with everything" You can always build up resists, build up charms, build up leaves, build up strikes, question your sanity and SOA some melee dps, the list literally never ends.

And finally, this zone is 100% built around the task system, meaning you can team with others and progress thru the zone even faster than you would alone, thanks to everything being task based: The gear, the quests, the rep, everything. I teamed up with Kaidor all day today and we got so much shit knocked out. We would just alternate the rare drops back and forth, really didn't matter much since our main goal was completing the massive kill quests to unlock other quests from the zone-in hub. After slaying tons and tons of Orcs, we managed to unlock the first armor quest for our warriors, but we're tired and going to sleep now  ;)


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 14, 2015, 02:30:40 am
As for a list of bugs, since that was what this thread was supposed to be for  :o

I know I told you some of these Hate, but I'm gonna list em just for reference.

  • Tamed Hatchlings in the Orc areas are attacking 60+ times per FLURRY
  • Vampire Quest seems to have an extremely low droprate, still at 0/100 after killing ~100
  • The amount of locked chests that spawn vs unlocked is way out of proportion to the amount of keys that drop (still never found one) resulting in the zone being littered with locked chests. I think there was 10 up tonight when I left.
  • Some of the chests had nothing but plat inside (maybe intentional the unlocked ones suck?)
  • Something is causing the Orcs to start committing genocide on themselves very rarely. Saw the entire southeast camp all run to the middle and begin killing each other
  • kill 1000 Plagueborn sounds nuts, but maybe not we'll see
  • Qeynosian Exiles extremely super rare or not spawning
  • Goops in the Gnoll area are still feasting on Gnolls all day long, and growing to the point where they kill any character in one hit. This is what I was suggesting in one of the beta threads. Perhaps the Grow (x) buff could have a 60 second duration that refreshes with every Killing Blow they get. Another way is to just cap (x) at 10 maximum instead.
  • Vampires stacking up in the cave at midnight again. Every time midnight rolls around, the piles gain another mob.


Title: Re: T10 Bugs/Problems/Questions
Post by: Mixlor on November 14, 2015, 06:47:42 am
Well T10 sounds fun! I myself haven't tried it yet but...someone mentioned a desyncing issue with their toons which is something I experienced during the betas. I hope I don't have that when I manage to get in there.

As far as casual vs hardcore... I for one have always thought it would be cool if there was a normal and hard mode for each zone. The basis is there since Hate has introduced scaling in some zones but I think the real issue would be to make 2 different item sets for the 2 different modes. Can't have folks getting the same uber gear in normal mode that others get playing the hard mode. Which makes it pretty much mute since we have only 1 dedicated designer vs a team like some MMOs have and Hate is already overworked as is. Just a thought.

Keep on trucking and eventually I will get in there and show you all how its done!

Mix



Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on November 14, 2015, 02:55:07 pm
entire team became unresponsive within 2 pulls.  Only the main box was able to be selected/played.  When I clicked on the other boxes they didn't even open up.  I'm guessing that is what people mean by desync :)


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 14, 2015, 03:15:58 pm
Can done one post the command to filter the untargetable and unknowns? It was in one of the beta threads.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Mixlor on November 14, 2015, 03:54:16 pm
This was posted by Kruciel....hope it is what you are talking about Hate.

"After doing some digging, players rejoice. This is a fix to stop your mq2map plugin from blowing your UI up while in the zone.

/mapfilter untargetable
/mapfilter ground

The first command will stop the 'zonecontroller' and 'proxycontroller' things from appearing. Not a big deal only 10 or so of them but I found this by accident while playing around.

The second command, however, will hide all of the 400x "Something"s that are bogging down the map addon and causing TONSSSS of ui errors."

Mix


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 14, 2015, 04:32:00 pm
Elgeon Silvershaper / Panince w/e and the other one from Qeynos & Freeport Initiative are killing the Fayd alliance ppl.

Something trained up there and they all went crazy on each other

*correction* They are killing each other too. stone sgt is getting beat up by his own ppl w/the Elgeon guy.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 14, 2015, 06:09:50 pm
Finally found a key for a chest, ran over to the locked chest super excited. Handed the key over, it ate it, and nothing happened  :-[ still locked!


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 14, 2015, 06:40:13 pm
'an orc berserker' has the flurry bug. They only spawn from traps it seems, I never see them in the actual orc camps.


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 14, 2015, 10:03:27 pm
Whats a flurry bug?


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 14, 2015, 10:44:24 pm
  • Tamed Hatchlings in the Orc areas are attacking 60+ times per FLURRY


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 15, 2015, 12:16:41 am
Will cleanup later.

Fixed Vampires not dropping quest gear.
Fixed Locked Chests spawning too frequently. (Additionally, locked chests now = $$$)
Lower goops' scaling damage to not be so...high.
Fixed Vampires not wanting to leave their cave.
Added message to explain quest items being "found" versus mysterious updates.
Fixed Basilisk and Berserker. Will fine-tooth comb the others tomorrow.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 15, 2015, 01:59:39 am
New list for the day~!

  • Bard unable to claim Boots from Warlord Asmodae <Cabilis Foreign Legion>. Message reads: 'Take these, INVALID ITEM ID IN VARLINK.' and in my other chatbox: "Item 573 does not exist" I'm not sure if it's a bug related to the class, or because he just handed my Paladin the boots and he doesn't know how to restock  :P
  • Elgeon Silvershaper eats the Vampire artifacts, no Quest update for progress
  • Orc stuff that I already asked you about, shenanigans
  • The furthest northeast "a sunderock basilisk" takes a very troublesome path, walking him directly thru boss spawn locations and he gets into fights with them
  • The goop area northwest of the zone-in "a sunderock basilisk" repeat ^
  • Gnoll and Orc pathing are extremely awful in some locations. Because of the large assist range, a pull of ~10 can instantly turn into a pull of 40, simply because they run backwards and start going in circles after you aggro them
  • Only Ro'kki is giving credit towards the "Obtain Stolen Loot" quest
  • Quest "Purge the Plagueborn" reward says "Half of Weapon Research Completed" but when you click it, it links "Expensive Blue Diamond"
  • Turned in the first Reputation quest for Faydwer Alliance, still dubious aftwerwards. Unsure if this is a bug, or it's intended to do this quest multiple times to reach the next faction level


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on November 15, 2015, 11:21:47 am
Having a problem with the quest NPCs in town.

I may have accidentally trained some orcs into town and in fighting them, aggrod the villagers. Once they made short work of me, all the villagers started fighting each other. Now they are killing each other too slowly, and respawning too quickly, to stop fighting. The end result is I can't advance my orc task because the leader is constantly in combat.

I have tried resolving their dispute, through violence, but they laughed my ass to bind!

**took a couple hours but they've sorted themselves now :)


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 15, 2015, 05:18:30 pm
Ya, they had Invuln tags up during betas, they seem to have lost those   :-[


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 15, 2015, 05:38:24 pm
I'll re-add them. They were invulnerable temporarily until flagged for combat for some of the scrapped zone-wide boss fights. Due to the near certainty of it causing the zone to require a GM repop afterwards, some of those fights were removed. I'll re-add the invuln tonight. I've got a fair amount of bugfixes coming for when I get to repop tonight.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 15, 2015, 11:45:48 pm
  • Bard unable to claim Boots from Warlord Asmodae <Cabilis Foreign Legion>. Message reads: 'Take these, INVALID ITEM ID IN VARLINK.' and in my other chatbox: "Item 573 does not exist" I'm not sure if it's a bug related to the class, or because he just handed my Paladin the boots and he doesn't know how to restock  :P

Found out this was Bard related. Also, Berserkers cannot get boots from the Sathirian tokens.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 16, 2015, 12:38:10 am
Nother day, nother list
  • Still no sign of Qeynosian Exiles
  • Still no sign of Orc bosses or triggers or minibosses (we want our warrior boots!  :P )
  • Still no sign of Gnoll bosses, killing Gnoll triggers and mini's seems to just spawn more Ro'kki and more Beast of Burdens
  • Vampire Lord Forgot-his-name split into 5 clones, which all died in 1 hit and all dropped his full loot table
  • If Quest credit for "Obtain Stolen Loot" is automatically attained from killing, what are these 1% ish rare bandit quest pieces for? (Swiped Rare Painting, Snatched Royal Jewelry)
  • Orc Spell-something spawned in the Undead cave and they smoked him before any of us could reach the cave. Not sure if this was indeed an "Orc" mini or if it was a "Bandit" with Orc in its name.
  • Unreachable chest in the Sarnak area. Seemed like it was inside the mountain in the southern area of the fort. This mountain cannot be run up from any angle, we tried for a while  :P
  • Sathirian Boots have less HP than t9 boots. They also lack heroic strength. Really really hating myself for picking this on my crew now  ???


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 16, 2015, 09:17:04 am
Nother day, nother list
  • Still no sign of Qeynosian Exiles
  • Still no sign of Orc bosses or triggers or minibosses (we want our warrior boots!  :P )
  • Still no sign of Gnoll bosses, killing Gnoll triggers and mini's seems to just spawn more Ro'kki and more Beast of Burdens
  • Vampire Lord Forgot-his-name split into 5 clones, which all died in 1 hit and all dropped his full loot table
  • If Quest credit for "Obtain Stolen Loot" is automatically attained from killing, what are these 1% ish rare bandit quest pieces for? (Swiped Rare Painting, Snatched Royal Jewelry)
  • Orc Spell-something spawned in the Undead cave and they smoked him before any of us could reach the cave. Not sure if this was indeed an "Orc" mini or if it was a "Bandit" with Orc in its name.
  • Unreachable chest in the Sarnak area. Seemed like it was inside the mountain in the southern area of the fort. This mountain cannot be run up from any angle, we tried for a while  :P
  • Sathirian Boots have less HP than t9 boots. They also lack heroic strength. Really really hating myself for picking this on my crew now  ???

Going friend. Only so many hours in my day, even when crippling sleep hours.

These changes are made, but need a reboot or manual reload/repop for effect. I'll be on later to do just that.

  • Elgeon Silvershaper should be accepting vampire artifacts and bandit loot and patting you on the head now.
  • The Vampire clones from one of the vampire lords will no longer have full loot. (Oops!)
  • Increased the frequency of the boss spawning.
  • The final quest for the rank 10 class aug is in place. Players need to complete two halves of the weapon research for it.
  • Most gear will be uniform with T10 in terms of slots before week's end.
  • Bards and Berserkers should be able to correctly access the armory for their chosen camp.

More to come as I get time today.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 16, 2015, 11:05:59 am
New list time! Trying a new approach. Going to just be editing this one all day long so I can stop forgetting things that I wanted to add before.

  • #Shouting Berserker and #Heartbroken Crusader are only level 79. I believe some of the other Bandit mini's are as well.
  • Daytime kills all of the temporary undead, but if you happen to have a bunch aggro'd you receive xp + loot for all of them
  • Sometimes traps aggro and run thru the ground like land-sharks and snipe half your boxes before the warrior can angerbomb to snatch em. Just happened to me after I finished rebuffing, slightly infuriating
  • Just looted a rare drop "kidney" flagged Temporary in item details. Does that mean I'm going to lose it if I log out without figuring out what it's for?
  • Leokul Spiritmender is the Bandit Quest NPC. He's still eating Bandit Loot. Tried handing one to the Vampire Quest guy (Elgeon Silvershaper) and it gave me 1 credit on the quest.
  • Elgeon Silvershaper only gives +1 Vampire Loot Quest credit if you hand him 2-4 pieces in the trade window
  • We saw multiple <Orc Lieutenants> spawn in the Undead cave today. With Blarr's help we were able to get there and clear it in time. We hadn't even been killing any orcs for hours when they spawned. Something is really weird about the Orc stuffs, not just the goofy spawn location
  • Non-t10: My shield still acts like it has a Resist Stone Rank 15 inside it, as it will not let me place a new one in it.
  • Boss Tally the past 4 days very similar to beta: Ro'kki x20, Beast of Burden x9, Vampire Lord x2, Gnoll Boss x0, Orc Boss x0


Title: Re: T10 Bugs/Problems/Questions
Post by: Mixlor on November 16, 2015, 08:06:14 pm
Okay.. so I logged in for the first time in a while. I loaded up just 2 toons...warrior and pally and entered T10. The pally is already desync'd from the warrior...IE...not showing as being in the zone or being seen on warrior's client yet the pally shows up for the warrior in group and in the zone. Not sure how to fix this. I have done the /mapfilter untargetable and /mapfilter ground on both. Both clients are running full models since war is on 1 computer and Pally is run off another. The rest of my toons have been streamlined to show stick figures and whatnot. They haven't even been loaded in yet. The only course of action that I can even consider atm is to redownload RoF2 and do a complete redo of the client.

I haven't tried UF client yet. Maybe that would work better for me but hate to give up the bag clicky ability just to run around in T10. But will do whatever.

Mix


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 16, 2015, 08:17:20 pm
Ive been experiencing the same thing except they will load in fine. After one dies they stay dead and cant be seen. They follow bca cmds and get buffs but are dead and invisible to group/raid.


Title: Re: T10 Bugs/Problems/Questions
Post by: Natedog on November 17, 2015, 12:24:11 am
wtb bard version of Fading Memories to be separate from the donator items / found clickies.. so I can maybe pull with my bard and split camps as the pathing makes baby jesus cry.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 17, 2015, 01:43:26 am
Thought I'd consolidate the info so far for easier reading. Green's been fixed, yellow is just minor crap, red is the full blown AIDS.

  • FIXED - Tamed Hatchlings no longer FLURRY and swing 80+ times
  • FIXED - Vampires dropping their Quest junk now
  • FIXED - Chests stop spawning locked so much
  • FIXED - Keys working on locked chests now
  • FIXED - Vampires no longer having rave parties in the cave
  • FIXED - Bards able to claim tier now
  • FIXED - Elgeon Silvershaper properly accepting Vampire artifacts
  • FIXED - Vampire Lord Forgot-his-name's adds no longer dropping his loot table
  • Confirmed - (gonna take a longggggggggg time) Turned in the Kill 750 Reputation quest twice now for Faydwer Alliance, still dubious aftwerwards
  • Just Confirming - Kill 1000 Plagueborn sounds nuts (86/1000 after 4 days of hitting it pretty hard. Obviously I won't be keeping this pace for long and most of us are estimating this will take 3-4 months to complete)
  • Bug - Almost every single "a sunderock basilisk" takes a very troublesome path, walking him directly thru boss spawn locations and getting into fights with them
  • Bug - Something is causing the Orcs to start committing genocide on themselves very rarely. Saw the entire southeast camp all run to the middle and begin killing each other
  • Bug - Quest "Purge the Plagueborn" reward says "Half of Weapon Research Completed" but when you click it, it links "Expensive Blue Diamond"
  • Bug - #Shouting Berserker and #Heartbroken Crusader are only level 79. I believe some of the other Bandit mini's are as well.
  • Broke - Bandit Quest junk can be turned in, but to a different NPC than the quest information points you to
  • Broke - Qeynosian Exiles extremely super rare or not spawning
  • Broke - Goops in the southeastern side of the zone still the size of houses and dishing out the pain
  • Broke - Orc triggers not spawning. Orc Minis not spawning. Orc bosses not spawning.
  • Broke - Gnoll and Orc pathing are extremely awful in some locations. Because of the large assist range, a pull of ~10 can instantly turn into a pull of 40, simply because they run backwards and start going in circles after you aggro them
  • Broke - Gnoll Boss not spawning, killing Gnoll triggers and mini's seems to just spawn Ro'kki and Beast of Burden
  • Broke - Orc Mini spawned in the Undead cave and they smoked him
  • Broke - Sathirian Tier have less HP than Tier 9. They also lack heroic strength. This gear is the opposite of what our characters would want (hp to survive rampage, heroic str and sta because it's the "offensive" set according to the NPCs in camp
  • Broke - Traps and Triggers spawning in walls / underground
  • Broke - Elgeon Silvershaper only gives +1 Vampire Loot Quest credit if you hand him 2-4 pieces in the trade window


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 17, 2015, 09:20:51 am
I will be able to devote a sizeable amount of time to fixing most of these tonight. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 17, 2015, 03:48:17 pm
Quest IV: Gnollish Holocaust: After fulfilling the 500 kill requirement, the second step (hail the chick) replaces hail the chick with another 500 kill requirement and assigns the 750 kill task simultaneously. The 750 kill task is not increasing and I cannot retrieve the Boot task on any of these characters. EDIT: Figured out she actually wants you to "Hail" her 500 times lol. So that's the bug  ;)

All characters' quests stopped updating at 100 / 1000 (Purge the Plagueborn)


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 17, 2015, 10:05:47 pm
Before I even begin this, Kruciel, I can't tell you how much I appreciate that color coded list. I mean...&*^@#% seriously, I hugely appreciate it.



Thought I'd consolidate the info so far for easier reading. Green's been fixed, yellow is just minor crap, red is the full blown AIDS.

  • FIXED - Tamed Hatchlings no longer FLURRY and swing 80+ times
  • FIXED - Vampires dropping their Quest junk now
  • FIXED - Chests stop spawning locked so much
  • FIXED - Keys working on locked chests now
  • FIXED - Vampires no longer having rave parties in the cave
  • FIXED - Bards able to claim tier now
  • FIXED - Elgeon Silvershaper properly accepting Vampire artifacts
  • FIXED - Vampire Lord Forgot-his-name's adds no longer dropping his loot table
  • Confirmed - (gonna take a longggggggggg time) Turned in the Kill 750 Reputation quest twice now for Faydwer Alliance, still dubious aftwerwards - Keeping an eye on values for now. May increase the 'rewarded amount', but the kill count will likely stay.
  • Just Confirming - Kill 1000 Plagueborn sounds nuts (86/1000 after 4 days of hitting it pretty hard. Obviously I won't be keeping this pace for long and most of us are estimating this will take 3-4 months to complete) - Give me another day or so and we'll see the final values across the board.
  • Bug - Almost every single "a sunderock basilisk" takes a very troublesome path, walking him directly thru boss spawn locations and getting into fights with them - That's bad. I can likely restrict them to a shorter, 'roamer' path.
  • Bug - Something is causing the Orcs to start committing genocide on themselves very rarely. Saw the entire southeast camp all run to the middle and begin killing each other - This is where I need aggro checking for same faction fighting.
  • Bug - Quest "Purge the Plagueborn" reward says "Half of Weapon Research Completed" but when you click it, it links "Expensive Blue Diamond" - Fixed. Duplicated a task, resulting in that awkward appearance.
  • Bug - #Shouting Berserker and #Heartbroken Crusader are only level 79. I believe some of the other Bandit mini's are as well. - The lieutenants aren't actually bosses. Just mobs with a slightly stronger damage output and supposed to have higher chance at loot..but of course, that's bugging out.
  • Broke - Bandit Quest junk can be turned in, but to a different NPC than the quest information points you to - Noted, on it.
  • Broke - Qeynosian Exiles extremely super rare or not spawning - Actually not spawning because I suck. Will fix before Friday
  • Broke - Goops in the southeastern side of the zone still the size of houses and dishing out the pain - Still? I crushed their scaling twice now? O_O
  • Broke - Orc triggers not spawning. Orc Minis not spawning. Orc bosses not spawning. - Will look at the triggers.
  • Broke - Gnoll and Orc pathing are extremely awful in some locations. Because of the large assist range, a pull of ~10 can instantly turn into a pull of 40, simply because they run backwards and start going in circles after you aggro them - If you can point out some pain points (or general area), I can add additional locations to help with it.
  • Broke - Gnoll Boss not spawning, killing Gnoll triggers and mini's seems to just spawn Ro'kki and Beast of Burden - Try different things. Using more effects of a certain elements, trying using the portals significantly more/less, try letting mobs do scripted things more often. Triggers are kind of nazi here. ;)
  • Broke - Orc Mini spawned in the Undead cave and they smoked him - Noted, will check the trigger locations and fix the busted logic.
  • Broke - Sathirian Tier have less HP than Tier 9. They also lack heroic strength. This gear is the opposite of what our characters would want (hp to survive rampage, heroic str and sta because it's the "offensive" set according to the NPCs in camp - The focus effects and fairly large HR per item helps balance that out.
  • Broke - Traps and Triggers spawning in walls / underground - As noted in the trigger comment, looking in to it.
  • Broke - Elgeon Silvershaper only gives +1 Vampire Loot Quest credit if you hand him 2-4 pieces in the trade window - Oh crap, I know how to fix this and will do it first.

ONWARD! TO FIXING!

-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 18, 2015, 12:19:06 am
  • Broke - Gnoll Boss not spawning, killing Gnoll triggers and mini's seems to just spawn Ro'kki and Beast of Burden - Try different things. Using more effects of a certain elements, trying using the portals significantly more/less, try letting mobs do scripted things more often. Triggers are kind of nazi here. ;)

The only scripted thing I've seen a mob do in the entire zone is the Juggernauts. And I tend to blow every dps button I can press and blow them up BEFORE they get their scripted attack off, because 9 times out of 10 it results in multiple boxes dying.

As for use multiple elements, I don't use casters because their damage is pathetic and pressing buttons for them nonstop is a) a waste of time and b) ties up my eqbc channels from telling the healers to spam patch heal me when I need it.

As for the portals thing... They're never up in near me, when they are the exit portal is off in an area I don't want to go to, and the zone heavily HEAVILY supports you picking a faction to kill, sitting there, and not moving for multiple hours at a time. All of this combine = I haven't used a single portal since the very first beta and that was just to see what they did. If they're in fact linked to triggers, that is a disaster. Sorry to be blunt.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 18, 2015, 12:32:03 am
  • Broke - Sathirian Tier have less HP than Tier 9. They also lack heroic strength. This gear is the opposite of what our characters would want (hp to survive rampage, heroic str and sta because it's the "offensive" set according to the NPCs in camp - The focus effects and fairly large HR per item helps balance that out.

Unless you're going to make some 8000 resist requirement for the next tier, the HR on this gear might as well not exist after the buff to the heroic stones. I could see it having equal HP to tier 9 with some cool focus effect, but it literally has less. That is really disturbing after the multi-month grind to acquire it all and you don't even get some added survivability for the only thing boxes die to in the zone (aoe physical damage) It is very depressing to lose the heroic stats and some HP in a slot after struggling thru the zone so far. Honestly, I had hoped the gear would be a sizeable HP bump, so those that struggled in the beginning could soften the blow of the zone without needing RoA 1000's across their entire team.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 18, 2015, 01:05:11 am
Keep in mind, the stone change also prevents you from slotting 3x per gear piece. So...not really a trivializing the additions from the armor. It just makes it less arduous. If the zone ends up still being brutally hard, some gentle and subtle adjustments can be made. I'm not opposed to changing it, just trying to do so in the most measured and balanced way possible. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 18, 2015, 01:47:39 am
  • Broke - Gnoll and Orc pathing are extremely awful in some locations. Because of the large assist range, a pull of ~10 can instantly turn into a pull of 40, simply because they run backwards and start going in circles after you aggro them - If you can point out some pain points (or general area), I can add additional locations to help with it.

(http://www.ezserverwiki.com/images/3/33/Sundpathing.jpg)

The 2 on the left are both bandit-oriented. The bottom one is a bandit trap that always runs thru the ground if you are north of them. The top bandit trap always runs up the hill and aggros all of the archers every single time the trap is popped, resulting in you either gating out after or clearing the entire archer area.

The black arrow is me pulling and jumping off the mountain, the red arrow is the path they take to reach me  ::)


Title: Re: T10 Bugs/Problems/Questions
Post by: Drep on November 18, 2015, 12:35:55 pm
you ever sleep at all Kruciel?  :)


Title: Re: T10 Bugs/Problems/Questions
Post by: barrettd04 on November 18, 2015, 12:40:06 pm
Lol dat pathing. 


Title: Re: T10 Bugs/Problems/Questions
Post by: barrettd04 on November 18, 2015, 12:41:41 pm
  • Broke - Gnoll Boss not spawning, killing Gnoll triggers and mini's seems to just spawn Ro'kki and Beast of Burden - Try different things. Using more effects of a certain elements, trying using the portals significantly more/less, try letting mobs do scripted things more often. Triggers are kind of nazi here. ;)


As for use multiple elements, I don't use casters because their damage is pathetic and pressing buttons for them nonstop is a) a waste of time and b) ties up my eqbc channels from telling the healers to spam patch heal me when I need it.



5th group of Wizards/Mages INC!


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 18, 2015, 10:42:54 pm
Continuing with this list.

  • FIXED - Tamed Hatchlings no longer FLURRY and swing 80+ times
  • FIXED - Vampires dropping their Quest junk now
  • FIXED - Chests stop spawning locked so much
  • FIXED - Keys working on locked chests now
  • FIXED - Vampires no longer having rave parties in the cave
  • FIXED - Bards able to claim tier now
  • FIXED - Elgeon Silvershaper properly accepting Vampire artifacts
  • FIXED - Vampire Lord Forgot-his-name's adds no longer dropping his loot table
  • FIXED - Almost every single "a sunderock basilisk" takes a very troublesome path, walking him directly thru boss spawn locations and getting into fights with them
  • Confirmed - (gonna take a longggggggggg time) Turned in the Kill 750 Reputation quest twice now for Faydwer Alliance, still dubious aftwerwards - Keeping an eye on values for now. May increase the 'rewarded amount', but the kill count will likely stay.
  • FIXED - Quest "Purge the Plagueborn" reward says "Half of Weapon Research Completed" but when you click it, it links "Expensive Blue Diamond"
  • FIXED - Bandit Quest junk can be turned in, but to a different NPC than the quest information points you to
  • FIXED - Elgeon Silvershaper only gives +1 Vampire Loot Quest credit if you hand him 2-4 pieces in the trade window
  • FIXED - #Shouting Berserker and #Heartbroken Crusader are only level 79. I believe some of the other Bandit mini's are as well. (Non-issue, but their loot is missing)
  • (Maybe) FIXED - Goops in the southeastern side of the zone still the size of houses and dishing out the pain
  • (Maybe) FIXED - Something is causing the Orcs to start committing genocide on themselves very rarely. Saw the entire southeast camp all run to the middle and begin killing each other
  • Reviewing - Gnoll Boss not spawning, killing Gnoll triggers and mini's seems to just spawn Ro'kki and Beast of Burden - Try different things. Using more effects of a certain elements, trying using the portals significantly more/less, try letting mobs do scripted things more often. Triggers are kind of nazi here. ;)
  • Reviewing - Orc Mini spawned in the Undead cave and they smoked him - Noted, will check the trigger locations and fix the busted logic.
  • Reviewing - Sathirian Tier have less HP than Tier 9. They also lack heroic strength. This gear is the opposite of what our characters would want (hp to survive rampage, heroic str and sta because it's the "offensive" set according to the NPCs in camp
  • Just Confirming - Kill 1000 Plagueborn sounds nuts (86/1000 after 4 days of hitting it pretty hard. Obviously I won't be keeping this pace for long and most of us are estimating this will take 3-4 months to complete) - Give me another day or so and we'll see the final values across the board.
  • Broke - Qeynosian Exiles extremely super rare or not spawning - Actually not spawning because I suck. Will fix before Friday. (Have not forgotten about this, thursday mid-day)
  • Broke - Orc triggers not spawning. Orc Minis not spawning. Orc bosses not spawning. - Will look at the triggers.
  • Broke - Gnoll and Orc pathing are extremely awful in some locations. Because of the large assist range, a pull of ~10 can instantly turn into a pull of 40, simply because they run backwards and start going in circles after you aggro them - If you can point out some pain points (or general area), I can add additional locations to help with it.
  • Broke - Traps and Triggers spawning in walls / underground - As noted in the trigger comment, looking in to it.

Progress!

-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 19, 2015, 07:17:16 pm
'a demented crusader' is dual wielding + rampaging. Just 1-rounded my monk (basically 6 million damage rampage). Not cool  :( the single Rampage hit 4 times: punch punch slash slash


Beast of Burden was the only boss all day long
Triggers / Minis spawning at basically 2-4% rate of what they have been. Saw 4-5 triggers all night long and 1 mini vs basically hundreds on other days. 0 plagueborn pops all night. I'm just gonna go with the zone is broken for the rest of the day.
The trap underneath the bridge gnoll miners cross to feed goops all day long is triggering and rearming immediately and triggering again. Usually spawns both a bandit wave + gnoll wave or double gnoll waves.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 19, 2015, 08:36:34 pm
Earlier you mentioned to me "I don't understand why some mobs NEVER die" In one of the beta threads I stated "gnoll archers are over the top insane, if they stay this way those entire areas are simply going to be avoided by everyone forever." That is basically what you're seeing.

(http://www.ezserverwiki.com/images/e/ee/Archer1.png)
Black: Fine, leave em
Yellow: Too clumped, could use spreading out
Red: This bridge is impossible to fight these things on, they're right on the edge, boxes would fall off, but boxes can't join in the fight anyways because the other 3 archers will wipe your entire crew. The only way to even kill these is to solo them with an Earring 50'd warrior. I like the idea of archers on a bridge, but holy shit clearing this spot is a waste of time, even if you can.


(http://www.ezserverwiki.com/images/a/a6/Archer2.png)
Black: Fine, leave em
Yellow: Both of these packs are way too close to one another, I'd say get rid of one in each circle, and spread the others out far around the whole area, similar to the black set.


(http://www.ezserverwiki.com/images/f/f6/Archer3.png)

Yellow: The bottom set is troublesome mainly because of the goofy fence in front of them. I've killed these 4 a few times without suffering a death, but it's incredibly annoying. The rest of this platform is ipmossible, straight up. So I don't bother killing anything here to be honest.
Red: Mission impossible. Seriously, don't even try this spot. I wouldn't even if there weren't 15 other Assassins near them (which I have hidden in this screenshot)


And as for the rest of the mobs that never die, the goops / basilisks don't seem to do anything, spawn anything, or give any quest drops / credit. I've killed a few hundred then decided to ignore them. The back end of the main Orc camp (the one that fights Gnolls) is mostly untouched because even with 50 people banded together we can't beat the repop time of the front half. Moving into the camp itself is a death sentence because both sets of reinforcements to both Orc fights spawn here and run to battle (even the ones that battle up north vs Sarnaks spawn here and run across the entire map)


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 22, 2015, 05:21:44 pm
I'm continually reviewing and checking on this. I'll spread out the archers a bit to make it more "fortress" looking but less "Death Valley" looking.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 23, 2015, 01:44:18 pm
Thought I'd do something useful for a change, instead of just having a meltdown. So here's an update  ;D

  • FIXED - Tamed Hatchlings no longer FLURRY and swing 80+ times
  • FIXED - Vampires dropping their Quest junk now
  • FIXED - Chests stop spawning locked so much
  • FIXED - Keys working on locked chests now
  • FIXED - Vampires no longer having rave parties in the cave
  • FIXED - Bards able to claim tier now
  • FIXED - Elgeon Silvershaper properly accepting Vampire artifacts
  • FIXED - Vampire Lord Forgot-his-name's adds no longer dropping his loot table
  • FIXED - Almost every single "a sunderock basilisk" takes a very troublesome path, walking him directly thru boss spawn locations and getting into fights with them
  • Confirmed - (gonna take a longggggggggg time) Turned in the Kill 750 Reputation quest twice now for Faydwer Alliance, still dubious aftwerwards - Keeping an eye on values for now. May increase the 'rewarded amount', but the kill count will likely stay.
  • FIXED - Quest "Purge the Plagueborn" reward says "Half of Weapon Research Completed" but when you click it, it links "Expensive Blue Diamond"
  • FIXED - Bandit Quest junk can be turned in, but to a different NPC than the quest information points you to
  • FIXED - Elgeon Silvershaper only gives +1 Vampire Loot Quest credit if you hand him 2-4 pieces in the trade window
  • FIXED - Goops in the southeastern side of the zone are now tamed
  • FIXED - Orc Mini + Trigger locations added
  • FIXED - Qeynos + Freeport Exiles  spawning
  • FIXED - Orc triggers spawning. Orc Minis spawning.
  • FIXED - Quest IV: Gnollish Holocaust 2nd step no longer requires you to Hail the NPC 500 times
  • (Maybe) FIXED - Something is causing the Orcs to start committing genocide on themselves very rarely. Saw the entire southeast camp all run to the middle and begin killing each other
  • Bug - Shouting Berserker and Heartbroken Crusader are only level 79. I believe some of the other Bandit mini's are as well. The mobs in the zone are being tracked easily because they're level 80-81. Leaving these 2 Mini's the same level as the trash is making them be overlooked or missed entirely.
  • Bug - Aggressive Hellclaw doesn't have loot
  • Bug - Qeynos Exiles don't have loot (unsure of Freeport Exiles, 3 out of 3 spawns so far, all Qeynos)
  • Reviewing - Gnoll Boss not spawning
  • Reviewing - Orc boss not spawning
  • Reviewing - Sathirian Tier have less HP than Tier 9. They also lack heroic strength. This gear is the opposite of what our characters would want (hp to survive rampage, heroic str and sta because it's the "offensive" set according to the NPCs in camp
  • Broke - Gnoll and Orc pathing are extremely awful in some locations. Because of the large assist range, a pull of ~10 can instantly turn into a pull of 40, simply because they run backwards and start going in circles after you aggro them - If you can point out some pain points (or general area), I can add additional locations to help with it.
  • Broke - Traps and Triggers spawning in walls / underground - As noted in the trigger comment, looking in to it.
  • Broke - crushbone juggernaut rampage damage is able to 1 round 5 million HP dps toons with 11% stonewall. With the recent addition of this being a common spawn in the Orc Trigger pool, this is becoming obnoxious losing anywhere from 2-8 melee per spawn. May as well solo them on the warrior at this point. It'd be faster and less downtime
  • Broke - members of the Sarnak vs Orc war seem to have a 25% chance of 'spawn and FIGHT!' and a 75% chance of 'spawn and run around the platform like a retard'. After a few hours, each platform is just a MASSIVE clump of mobs doing nothing but sitting in a giant pile of death.
  • --
  • Moving these 2 to the bottom as they both have their own issues
  • Just Confirming - Kill 1000 Plagueborn sounds nuts (86/1000 after 4 days of hitting it pretty hard. Obviously I won't be keeping this pace for long and most of us are estimating this will take 3-4 months to complete) - Give me another day or so and we'll see the final values across the board.
  • Thru faction gains I unlocked the other half of the Weapon Research last night - Deliver 50 Orc weapons to Stone Sergeant... This is going to be a nightmare to do on the full crew, and will extend well past the point of killing 1000 plagueborn, even 10,000. Very scary numbers, not to mention I thought the weapons were part of weapon skins, so 100% of what I've looted thus far has been a complete waste on non-Orc aligned characters. Can we pleaseee lift the NO TRADE off of the items for 3-4 days to allow those of us to save the progress we've made so far? (Aside from the ones we let rot already  >:( )

And now for something new! A few suggestions:

  • Without instances, getting into the zone is a slight annoyance for what we've become used to (just typing '/bca //say enter guild kruciel templeveeshan' from anywhere and from any zone instead of having to navigate to a Teleporter NPC and '/bca //tar id ${Target.ID}' then '/bca //say sunderock'. If possible, can we get an item with Sunderock Teleport, similar to what other zones have? And hopefully one that lacks the "must equip" flag to make it just as simple as: 1) Bind the ring to a key -- 2) /bca //keypress 1 -- 3)Profit
  • More info from the quest NPCs at the zone-in regarding what weapon fragments are
  • Possibly add a combine for: Combine 1 of each Bandit Fragment to create an Immaculate Chromatium Fragment. Seriously I finished 100/100 fragments from Bandit Lord kills alone (+5 quest credit per kill) before I even used a single bandit fragment, rendering them pointless which is why I asked about why they exist earlier on. Also, make them NO TRADE if this actually happens.
  • Add some form of Clickable Stonewall 10-15% to the Sarnak / Gnoll Bracers. Make it use a 'Slot:' already taken up by the Warrior Epic so it's not an option for Warriors to use. Also on this note, find out why Shadow Knight stonewall isn't stackable with Cleric Tower of Vie stonewall. They won't be able to tank the zone while this is an issue ( /hug Watchyoudie )


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 23, 2015, 09:02:09 pm
Also plz enable coh. Seems a toon in stone hive showed up dead / logged off in raid. I could see everyone on that box but they couldnt see him. I used coh and it magically caused them to reappear to everyone including ui


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on November 24, 2015, 11:37:13 am
This may just be me BUT....


I hear a sound in the background in t10 that never stops and its driving me mad...like...MAD....

I only have sound enabled on one box but it is the sound of a toon falling and landing...that little...like...thud over and over... like ....several times a second...it varies...

it never stops...


MADNESS!!!:)

I am going to reinstall the zone files tonight....but if this is only me....its...like...the best troll ever ....


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 24, 2015, 12:18:52 pm
Fixed:
  • Aggressive Hellclaw now has shinies to drop.
  • Heartbroken Crusader and Shouting Berserker are correctly level 80 now.
  • Tamed Basilisk Den Mother (Orcs) is now correctly level 81.
  • Weapon Quest is available at faction selection instead of half-way through the journey.
  • Roaming Gnome now acts a "tour guide" as well, providing info about the zone.
  • Bosses will now ALWAYS award some tier pieces, proportionate to the number of players in the zone. If you do not have a gear quest, you are not eligible for a gear token on kill. These are handled via quest, so scavengers are somewhat SOL.
  • Bandit bosses will always contain a piece of "rare" loot. If you have completed the basic quest, this will award a random accessory each time. If not, it counts for 15 points towards that quest's completion.
  • Roaming Gnome can restore lost class 10.0 augs.
  • Goops are no longer doing 10-90% percentage damage per "tic". (Thanks Kruciel!)


May-Be-Fixed:
  • Crushbone Juggernaught had his rampage damage scaled down by ~24%.
  • Gnoll and Orc bosses should be spawning now.

Soon:
  • Scaling the number of kills/triggers/actions based on the number of players. This should be ready before Thursday morning's reboot.



-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 25, 2015, 08:26:20 pm
Appears none of the tier-awarding bosses are awarding tier  :( Orc Thundermaker x14 and Beast of Burden x7 down in the past 5 nights and nada.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 26, 2015, 04:58:09 pm
Skinsplitting Whip of Agony (1hs) has double Type 22 augment slots. I believe this is unintentional  ;)


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 27, 2015, 04:50:20 am
Turned in Quest: QFI: Stamp Out the Undead threat. Leokul just spams the Bandit Loot completion info, doesn't seem to have done anything.

Elgeon basically says "Why are you here? Get back to worK."

Panince says nothing, like usual.

P.S. What are these Vampire Lord robes for?


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on November 27, 2015, 09:49:06 am
Beast of Burden droped 3 spells and oracle Staff


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 28, 2015, 01:41:49 am
The area dubbed "mission impossible" in my archer screenshots is becoming a trigger graveyard by the end of the day, except it seems to be causing the rest of zone to come to a hault. Maybe there's a limit to how many triggers can be up at once I'm not sure. Anyhow, thru use of extremely exploitative tactics (ya i'll admit it because it's the only way to pull that entire area atm) I was able to give my monk invulnerabilty with the cleric, run up to the tower, and pull the 40+ mobs away from the archers, and then feign and tag a smaller pull with the warrior. Just clearing half of this crap-pile spawned 8 minibosses and about 20 triggers all over the zone, when literally 0 had spawned for hours and hours.  :-\


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 28, 2015, 10:28:19 pm
Game over man  :o

(http://www.ezserverwiki.com/images/d/dd/Gameoverman.png)


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on November 29, 2015, 10:36:05 am
So you win everquest? Congrats!


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 29, 2015, 04:27:26 pm
8/8 Qeynos Exiles down for the quest. Speak to Elgeon Silvershaper 0/1. Hailed him a bunch and it won't complete. He just says "Kruciel, why have you returned? You have chosen a path and must adhere to it." Was I only supposed to pick up 1 of the Exile quests? Because I have both Freeport + Qeynos quests in my log.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 30, 2015, 08:56:43 am
Sorry for the huge delay/silence. Holidays/family/etc.

Will be addressing these today.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on November 30, 2015, 12:05:10 pm
Welcome back  ;D

Leokul just ate 2 Chromatium Fragments from my bard. 1 last night but I was tired and thought maybe i traded the wrong NPC, so I went to bed and thought "no big deal". However, today, I'm 100% certain he's eating them. The bard needs 2 accessories still: Cloak and Mask, so I'm guessing Bard is just unable to receive them.

Edit: There is no error message on the bard's screen such as "item xxx does not exist" like i saw happen earlier. It's like the items don't even register as being available to the Bard (aka Leokul thinks I have everything)

On a side note, the caster and tank shields are options for everyone it seems. Because all the gear he hands out randomly have the LORE tag, I just banked them so I couldn't get them again. Works just fine, so maybe this isn't an issue?


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 30, 2015, 01:26:21 pm
Welcome back  ;D

Leokul just ate 2 Chromatium Fragments from my bard. 1 last night but I was tired and thought maybe i traded the wrong NPC, so I went to bed and thought "no big deal". However, today, I'm 100% certain he's eating them. The bard needs 2 accessories still: Cloak and Mask, so I'm guessing Bard is just unable to receive them.

Alright, I'll reimburse them. Syntax checks out and work is CRAZY busy right now. I'm going to put in a few hours to correct this tonight. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on November 30, 2015, 09:36:19 pm
Fixed:
  • Goops eating ALL kills (even disposable pets...) for scaling bonus,
  • Lowered the chance for essences from chests.
  • Fixed (I swears officer!) Den Mother not wanting to spawn when conditions met for spawning.
  • Leokul and Elgeon should be more accommodating...again. Note: Vampire rare artifact rewards still missing!
  • Confirmed tier dropping from at least Sarnak bosses.

Also, Strike augs and Mana Necklace recipes are available for rank 12.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 01, 2015, 12:42:38 am
Fixed:
  • Confirmed tier dropping from at least Sarnak bosses.

-Hate

Only 1 of 2 confirmed, and the only 1 spawning at the moment still busted  :) Orc Thundermans still busted as well. Will try to spawn Den Mother now.

Edit: No tier from bob either. Did 4 laps of the zone, killing all 4 types of basilisks (assuming that is what makes Den Mother want to come out and play) couldn't get her tho  :P time for sleep. Sharpclaw is easy to spawn. But other than Orc Thundermaker, BoB, and Sharpclaw, no other boss sitings at all in over a week. Just those 3 over and over and over. Ro'kki disappeared completely. Never seen the Vaxxol guy spawn ever since the 2nd beta when he was a static spawn in the Sarnak base. Never seen a Gnoll boss ever, no clue if there are 2 of each faction boss, but anywaysss.

So basically, so far for big bosses we have seen:

Sarnak: BoB (RNG spawn at 9pm)
Sarnak: Vaxxol not seen since beta

Orc: Orc Thundermaker (easy to repeat spawn within a couple hours)
Orc: Den Mother not seen ever

Gnoll: ???
Gnoll: ???

Bandit: Ro'kki (0 spawns in over a week)
Bandit: Sharpclaw (timed spawn after you do a certain something)

Vampire: Lords (extremely random, usually see 1 every 2-3 days, no clue how to spawn)

Also, none of these bosses spawn as a result of triggers / minis being killed. The whole mini-boss thing seems to lead to nothing.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 01, 2015, 08:39:27 am
  • Fixed BoB as well as the other bosses this morning. Typo on one @#$%ing line for each of the bosses, excluding Vaxxol.
  • Lowered trigger requirements or chance rolls (i.e. 1:25 to 1:15 or 1:20) for a few bosses.
  • A certain gnoll boss had a placeholder that simply wasn't spawning because I setup everything to handle the placeholder logic and rolling....EXCEPT SPAWNING THE FIRST PLACEHOLDER.
  • Den Mother confirmed working this morning. Spawned it very quickly.
  • Vaxxol works, just need a trigger (though it may be too brutal).
  • Ro`kki was one of those that saw requirement reduction.
  • Sharpclaw isn't timed. ;-)
  • Vampire Lords saw their spawn mechanism made less terrible by a wide margin.

Changes are live as I reloaded and repopped the zone about 10min ago from this posting.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 01, 2015, 10:28:53 am
Instances enabled yet?


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 01, 2015, 11:26:06 am
Instances enabled yet?

Nope. CoH and instances are not coming.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 01, 2015, 11:46:35 am
Would nudes of me basting myself like a turkey in a baby pool change ur mind??


Title: Re: T10 Bugs/Problems/Questions
Post by: Darpey on December 01, 2015, 11:50:06 am
Would nudes of me basting myself like a turkey in a baby pool change ur mind??

That seems like the kind of thing I am really intrigued to see now, but then would regret it after I had...


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 01, 2015, 12:13:38 pm
Found the Gnoll boss: Lord Venombite !! Upon death he attempted to award 2 of my Sarnak guys with tier and failed.

Crucielz has found a INVALID ITEM ID IN VARLINK!
Cruciel has found a INVALID ITEM ID IN VARLINK!

Only 3/17 of my guys are on Gnoll faction hehe, they didn't get anything  :D


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 01, 2015, 12:37:55 pm
Just killed Orc Thundermaker in a 53-player raid. He attempted to award 3 non-orc people with tier and failed.

Brunaa has found a INVALID ITEM ID IN VARLINK!
Gabrina has found a INVALID ITEM ID IN VARLINK!
Dibobobi has found a INVALID ITEM ID IN VARLINK!


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 01, 2015, 12:51:09 pm
Ah, I found it. It's a display error. Apologies. I'll hop in later today to spawn you both a new Venombite and Thundermaker!


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 01, 2015, 01:59:03 pm
Just cleared the entire Sarnak fortress. Spawned 11 Orc mini's, 3 Orc Juggernauts, and ~10 Orc triggers. I so confuzzled.


Title: Re: T10 Bugs/Problems/Questions
Post by: Drep on December 01, 2015, 02:48:35 pm
Instances enabled yet?

Nope. CoH and instances are not coming.


-Hate

Don't care about the COH.   When you say instances are not coming...do you mean...ever?   Or just not coming for.... a while?   lol


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 01, 2015, 03:14:12 pm
Readon i ask last time i was there i got trained non stop. Wasnt intentional just that the zone sucks trying to pull less than 3 and every 15 mins a horde of mobs would come flying back from this person who just wiped, wiping me.


Title: Re: T10 Bugs/Problems/Questions
Post by: Adydar on December 01, 2015, 03:38:06 pm
For what it's worth, I'll throw my vote for instancing being allowed.  I'm old and antisocial these days, I don't want to play with any of you  :P


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 01, 2015, 06:58:13 pm
1st Thundermaker kill after changes, Blarr gets boots (weee).
2nd Thundermaker kill, Kruciel gets boots (finally weeee).
3rd Thundermaker kill, nothing (awww).
4th Thundermaker kill, WAR wrist (weee).
5th Thundermaker kill, WAR wrist (weee).

1st Venombite kill, CLR DRU SHM all get boots (weee).
2nd Venombite kill, CLR DRU SHM all get a wrist (weee).
3rd Venombite kill, CLR DRU SHM all get a wrist (weee).
4th Venombite kill, CLR gets helm (doh)
5th Venombite kill, DRU gets helm (hmm)
6th Venombite kill, SHM gets helm (ok fine weee).
7th Venombite kill, nothing  :-[
8th Venombite kill, nothing  :-[ (edit: nvm I am dumb they were out of quests)

Few Sharpclaws thru the day, few chromatium fragments.
0 Beast of Burden spawns all day long, odd.
1 Vamp Lord, 1 Robe.

Turned in Qeynos Exiles quest, no clue what it did. (not asking for a handout if it's a hidden thing, just curious if I should be running around qeynos mindlessly hailing npcs or it is just no reward)
Turned in Undead artifact quest, no clue what it did. (tho I think you said you were adding the reward pool for it soon, but I had already turned it in)
Warrior finished Weapon collect quest, just 666 more plagueborn.. to ... go   :-*

As far as trying to spawn Den Mother, spent a few more rounds today killing "a sunderock basilisk" "a wild basilisk hatching" "tamed basilisk hatching" and "basilisk spawnling" I killed at least 20 of all of them during the entire day, nada. Not sure what else to say, every other mob in the zone died plenty of times. I even killed sick slingers for two full spawns. Starting to guess it's just a % based spawn, rather than spawn counter and my RNG is just poop.

As for Vaxxol, I killed every single sarnak in the zone twice. I full cleared the undead sarnak once during a night-time. No show from him all day long. Not sure what else to try really, killed enough sarnak to finish an entire kill 750 quest. Sarnak trigger / mini seem to be non-existent by the way. Every time I cleared the Sarnak Fort, it was spawning Orcs all over the place. I only saw 2 Sarnak Mini's the entire day, and more of them died than any other faction. Seems fishy.

Venombite's trigger seems to be autospawning, possibly from the orc vs gnoll fighting all day? I didn't touch gnolls almost all day and I kept seeing it pop up over and over. I'd say whatever spawns him needs to be doubled, or even tripled. 8 kills and I wasn't even trying to spawn him, whereas 5 kills on Thundermaker, who i was actively trying to spawn all day long now that warrior tier is dropping. Venombite seems to be extremely random in how many times he teleports and where he teleports to. When he teleports to the "Miner spawn" location, it is fucking brutal. He trains 20+ mobs on your face and then after you kill him you have to gate out to clear archer aggro, otherwise every single respawn for the Gnoll vs Orc war will chain aggro from the archers and you get a stream of nonstop gnolls in your face.

On a rather important note, multiple people now have made the mistake of picking the wrong faction on certain characters. I know you had planned adding a chance to change factions once the max faction rank was achieved, but these people are already on the verge of rage-quit due to lack of information (even though it was clear as day to me and some others, English is not everyone's strong suit on EZ) and the fact they had no idea what the gear did, or that Orc was the only set with the tank bonuses + super HP. If people have to choose between maxing faction twice to get out of their mistake, it's going to snowball into a shitstorm like no other. I suggest still adding the option to level the other faction once you finish, but also add a "hard reset" for mistakes that RESETS all 3 factions to -750 and basically starts you over from the Roaming Gnome, allowing you to start completely fresh, whereas the max faction option would retain the faction and allow you to simply start working on a different one. Honestly, there's no reason to think people are going to accept being locked in to a super-long grind for gear they don't want just so they can start the proper super long grind   ;)


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 02, 2015, 09:12:18 am
As for Vaxxol, I killed every single sarnak in the zone twice. I full cleared the undead sarnak once during a night-time. No show from him all day long. Not sure what else to try really, killed enough sarnak to finish an entire kill 750 quest. Sarnak trigger / mini seem to be non-existent by the way. Every time I cleared the Sarnak Fort, it was spawning Orcs all over the place. I only saw 2 Sarnak Mini's the entire day, and more of them died than any other faction. Seems fishy.

This trigger, while simple, may be too complex to figure out. It's just as painfully easy as Zerka, yet everyone is overlooking the obvious. :-)



Venombite's trigger seems to be autospawning, possibly from the orc vs gnoll fighting all day? I didn't touch gnolls almost all day and I kept seeing it pop up over and over. I'd say whatever spawns him needs to be doubled, or even tripled. 8 kills and I wasn't even trying to spawn him, whereas 5 kills on Thundermaker, who i was actively trying to spawn all day long now that warrior tier is dropping. Venombite seems to be extremely random in how many times he teleports and where he teleports to. When he teleports to the "Miner spawn" location, it is fucking brutal. He trains 20+ mobs on your face and then after you kill him you have to gate out to clear archer aggro, otherwise every single respawn for the Gnoll vs Orc war will chain aggro from the archers and you get a stream of nonstop gnolls in your face.

I need to have him port, wipe aggro, and then stay immune (think shadow 2.0). I'll try to get that in today.




On a rather important note, multiple people now have made the mistake of picking the wrong faction on certain characters. I know you had planned adding a chance to change factions once the max faction rank was achieved, but these people are already on the verge of rage-quit due to lack of information (even though it was clear as day to me and some others, English is not everyone's strong suit on EZ) and the fact they had no idea what the gear did, or that Orc was the only set with the tank bonuses + super HP. If people have to choose between maxing faction twice to get out of their mistake, it's going to snowball into a shitstorm like no other. I suggest still adding the option to level the other faction once you finish, but also add a "hard reset" for mistakes that RESETS all 3 factions to -750 and basically starts you over from the Roaming Gnome, allowing you to start completely fresh, whereas the max faction option would retain the faction and allow you to simply start working on a different one. Honestly, there's no reason to think people are going to accept being locked in to a super-long grind for gear they don't want just so they can start the proper super long grind   ;)

The option to "start" another faction once completing one is doable.

As for a hard reset during....not so sure. Each faction's armor set has benefits for every setup (tank, melee dps, caster dps, buff-bots), but certain sets are slightly favorable towards a setup. I will add in a bit to allow starting up another faction for now. If rage-quit is already on the agenda, I'm not sure how players progressed to T10, unless it was through following the WIKI guides. :-P


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 02, 2015, 01:03:10 pm
a bandit cutthroat just flurried me and swung 20 times. I guees this one somehow slipped thru noticing because they hit like babies and usually come with many friends, so it's hard to see the combat log.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 02, 2015, 01:37:53 pm
This trigger, while simple, may be too complex to figure out. It's just as painfully easy as Zerka, yet everyone is overlooking the obvious. :-)
-Hate

I'm not really sure I'd call a complex NPC death counter system involving a boss spawning depleting the counters of other bosses entirely, based on his former spawn # counters which were never reduced when people cried to make him easier to spawn, resulting in said boss cockblocking the other. Ya, I don't think many people found that easy to figure out  ;D

I'll put some more work into the undead sarnak today, since that's all it really could be at this point, other than standing in his room, /sitting on his chair and singing a song on one foot.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 02, 2015, 02:21:43 pm
This trigger, while simple, may be too complex to figure out. It's just as painfully easy as Zerka, yet everyone is overlooking the obvious. :-)
-Hate

I'm not really sure I'd call a complex NPC death counter system involving a boss spawning depleting the counters of other bosses entirely, based on his former spawn # counters which were never reduced when people cried to make him easier to spawn, resulting in said boss cockblocking the other. Ya, I don't think many people found that easy to figure out  ;D

I'll put some more work into the undead sarnak today, since that's all it really could be at this point, other than standing in his room, /sitting on his chair and singing a song on one foot.

The hill giant was literally kill # of X, # of Y, and # of Z with a randomized 2 - 4h between checking (if kill count met, spawn boss, else reroll 2-4h for next check). THAT WAS LITERALLY IT FOR HILL GIANT.

It was not mechanically precise and spammable, thus butthurt.  :P


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 02, 2015, 04:01:11 pm
Maybe rather than eventually explaining how they spawn like t9 ended up, you could throw a bread crumb or two into the fortune cookies, or maybe the NPCs at camp will mutter something every hour or so. Something obscure like "Man that thunder orc sure likes his storms". See?  ;D Doesn't give it away entirely, but it's a big clue to spawning him! Buahaha

If the other boss spawners are indeed working, and one of them hasn't spawned by accident by now, nobody is going to figure them out I promise you. That's how I figured out Thundermaker, I spawned him enough by accident to say "man what am I doing to cause this, let's see" and made progress from there. Unless the server reset is impeding massive counters from being filled (2000 mobs or something insane) people aren't going to put 2 and 2 together unless it's something that can happen naturally going thru the zone. I really did try sitting on Vaxxol's chair to spawn him lol and clicking it from every angle thinking maybe it was a door type mechanism.


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on December 02, 2015, 04:45:55 pm
Are the triggered bosses spawning immediately on top you when you are killing trigger x,y or z?  If not, this is going to lead to a boatload of "kill steals" that are purely accidental.  Hey, a boss is up, i'll go hack them down.  Someone else shows up seconds later and sees the mob they spent x amount of time trying to spawn ganked.  Then there is the ever present, but I was spawning them too, so it was my loot...it reminds me of public zones.  Not something that is happening all over the place now, just trying to be proactive in logic.  Please feel free to disregard this, as I've only killed 200 or so mobs total in the zone and have no real plan to zone in for the other 50 to get to next stage on my first of 3 faction types anytime soon.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 02, 2015, 05:30:17 pm
That's the beauty of the scripted loot part, as long as you 2 are willing to invite one another to the raid. I spent an hour or so spawning Thundermaker today, and Sona logged on right before it spawned. Threw him an invite and we both got tier on the warriors from the kill.  ;)

Granted, not everyone is going to be so friendly about grouping I'm sure, but you really do get more quests done and more loot by joining up. Bosses drop more loot,  you share each others kill credits for mob kill quests, you progress faster, and just alternate rare drops like blue diamonds, resist stones, essence whatever. Or if you don't want to do that, you can still kill in seperate areas, while in the same raid, and still share kill credit and just do your own thing.

Honestly, I don't know how it's all going to pan out once more people start showing up.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 03, 2015, 12:13:15 am
Beast of Burden hasn't spawned a single time since you "fixed" the tier  :( nor any Sarnak boss at all for that matter. I've cleared all Sarnak in the zone 3 times today, fully wiped the undead sarnak twice. No BoBs, no Vaxxols, no mystery 3rd boss (possibly?).

Oh also, not a single Sarnak mini all day.

P.S. Lol @ Orc tier pants. Why would a worn effect be so terrible on the tank set? These thing could have 500,000 HP I still wouldn't wear them. (-15% healing received) Shoving these poopers in my bank. Tested them to be sure, cleric heals for 2.6 mil with t9 pants on, 2.2 mil with t10 pants on. Yeahhh, not wearing these.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 03, 2015, 01:49:25 am
I'm not sure how players progressed to T10, unless it was through following the WIKI guides. :-P

I don't want to fight other people's battles for them, but this statement doesn't fit the budget. Every zone before now has been linear as piss. Zone in, kill things, go to next zone. Zoning in and choosing a faction set in stone with no way out other than to dickslam your way out is bad. Combo that with the fact the Sarnak tier is complete crap at the moment and they don't even have anything to look forward to while they're stuck on that faction. I know you said the resists make up for it, but how? I haven't had a single box take a single point of spell damage the entire time I've been in here, other than Berserker mobs doing AOE. I have not had a single character get gfluxed (even before the resist stone change that put all of my boxes above 5000 resist). The only benefit to the entire set that I can see so far from the pieces I have is a caster focus effect on the helmet. What good is a bunch of resist when you don't get hit by any spells already? The set is literally almost a 100k hp downgrade from t9, whereas the gnoll and orc both are leaps and bounds ahead. The itemization of HP / resist is a cool idea, but having a set go backwards in the only stat that matters at the moment for me is poop.

Trust me, I want to get the wiki started before more people make mistakes, just wanted more info and to see all the tier for myself before making judgements.


Title: Re: T10 Bugs/Problems/Questions
Post by: Drep on December 03, 2015, 08:29:56 am
I'm not sure how players progressed to T10, unless it was through following the WIKI guides. :-P

I don't want to fight other people's battles for them, but this statement doesn't fit the budget. Every zone before now has been linear as piss. Zone in, kill things, go to next zone.

The complexity of t9 was pretty good and also fit the progression mechanics of this server at the same time.   I love the thought put into t10 and how it works but it just doesn't seem to fit the mechanics history of this server in which why so so so so many people joined the server to begin with.    I been following the thread and it really sounds like everyone may as well just join the same guild and follow Kruciel around now.  :)


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 03, 2015, 10:30:45 am
I think the zone would be more appealing to the masses if rampage was removed. Just my opinion. Hunter removed it to allow less focus on alts. He was gonna revisit it but didnt. I think the server minus a select few became used to just slapping gear and strike augs then sending them in. Now some of us are paying the price for becoming complacent. Good thing will be when stonewall is revamped the need for max gear on alts may go down.

Unfortunatly there is no time table. Pendulum has swung back to the rampage side.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 03, 2015, 10:53:32 am
I'm a mixed bag about rampage. When it was originally taken out, it was out of control period. Now, it seems hate has the ability to modify rampage damage output without reducing mob damage. Ever since it was taken out, the difficulty of t8 basically vanished to what people had almost become accustomed to. I haven't had a box death since then, even took both paladins and shoved them into the warrior's group for over a year now while group 2 and 3 just survived from RoA regen (ya...)

I didn't mind a few RNG rampage deaths in the beginning, but now that I see the tier isn't going to be a jump up in HP to compsenate, I'm not sure how I feel about it. I really really like the aspect of needing to heal again, but seeing bards with 4.5 mil hp get 1 rounded over and over is getting old. So here's a list of mobs that rampage off the top of my head:

Vampire / Undead:
a ghoulish creature - low damage
a vampiric champion - high damage

Bandit:
a tamed hellclaw - low damage
a demented crusader - medium damage
a bandit raid leader - high damage
an irritated berserker - high damage

Sarnak:
all easy

Gnoll:
a gnoll honorguard - high damage

Orc (fun timeeee):
an orc guard - medium damage
a tamed basilisk hatchling - high damage
a crushbone legionnaire - super high damage
an orc berserker - super high damage
a crushbone juggernaut - mega super high damage

And the all time winner of mass death is!
a desert orc stormbringer - rape mode damage
every druid plagueborne mob - rape mode damage

Anything that says high damage I see a few deaths to per day. Anything above that is almost a guaranteed death every other pull. Having to do orc pulls with double juggernauts and legionnaires mixed in is just a bag of dicks. I really really wish the cooldown of the big buffs could be lowered from 5 minutes with how the zone is going so far. When doing orc grinding, half the time I'll have a death, rez, and not be able to buff because of cooldown from the last death. Then, I end up forgetting about them until they face-plant again within a minute or two.


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 03, 2015, 11:11:14 am
I feel ur pain. Legionare = death for anything in melee range minus tank. If the gflux goes off from whatever mob he comes with its a wipe. Im resorted to single orc pulls atm


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 03, 2015, 12:59:39 pm
While making the other post-t10 post, I just noticed the only range item in t10 is a bow.

Non bow melee could use an idol or something (MNK BST BER) seeing as they haven't got a single thing thrown their way since t5.

Casters could use a wand or some goofy thing I don't know. Healers are not going to be dropping their t8 ranged slot item any time in the near future, unless that clicky is made into a t10 spell. They'll basically be wearing the Crystalline Idol of Healing Boon until the end of time.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 03, 2015, 02:13:27 pm
I have had a mixed bag of results as well....


I cant pull a small group of orcs and be fine for hours and then all of a sudden It is not fine and I am rebuffing..

Glad to see the stormbringers are rape mode as I have killed a few of these and I felt that it was a hard fight.


At this point I am dusting off a second cleric to join my druid in the second group for heals so I am been trying ..and failing... to gear him in t8 before I retry t10.


I have both of my clerics now in the /bct caster channel that makes them stand at /stick 45 and cast viv and cure in a rotation with the clicking of epics...

this seems to keep my current t10 cleric alive so i am hoping this adds some longevity to my second group as well.


My mage has been discarded as they are of no real use to me in t10 besides nominal dps (uc3/summon bag/caster neck maxed)

sorry for the rambling post but I have been to long without rest.




Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on December 03, 2015, 02:59:21 pm
Mage no good in T10 ?

haha guess mine cant solo 7 orcs at once then lol

but seriously mage pets are great at soaking up the damage from archers letting the group pick of one at a time.


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 03, 2015, 03:16:51 pm
Funny cuz the trains were from ur mage...


Title: Re: T10 Bugs/Problems/Questions
Post by: Adydar on December 03, 2015, 04:20:50 pm
Funny cuz the trains were from ur mage...

Ahh, the "fun" of no instances!


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 03, 2015, 04:24:27 pm
yea its going to be fun when the masses show up .....

Its already a mass graveyard with just me dying....


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on December 03, 2015, 08:12:23 pm
I don't think T10 was intended for the masses... people asked for a gut check, ass-handed to you type zone. Hearing people complain about how hard it is almost makes me want to check it out, but I burned out waiting forever for it to be released in whatever fucked up iteration it would end up being.  Ask Blarr and Denzig how many people actively played the original T9 zone, I'd wager that it's about what you are seeing in T10. Good work on the steady stream of constructive feedback from the early adopters though.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 03, 2015, 10:45:23 pm
And the all time winner of mass death is!
a desert orc stormbringer - rape mode damage
every druid plagueborne mob - rape mode damage

plagueborn goes on a WILD RAMPAGE!
A corpse sniffing hierophant crushes YOU for 5830953 points of damage.

Thisss lmao~


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 04, 2015, 02:58:01 am
I think Kruciel is doing a real good work on T10 .
Dimurwar you are right that T 10 is not made for the mass but that was the same with t9 even t8 was hard in the beginning but it was good before the mass started to complain how hard it was and Hunter made it much easier. The fun of the game ist to find out yourself
how the tier works. But not all have the time to do it themself but these should keep the there feets quiet for a while because I am sure that t 10 will go after a while the same way as all the other tiers when t11 is out to be much easier. My good how proud I was on myself as I was the first one on server who had all the t 8 amor done. It was also fun to work out how t9 works to get to the Boss spawn.
Ok I did  a mistake in t10 by taken the wrong faction on some of my toons (so take care on that) I just hope if the faction are done I can change them then.

with a few change which Kruciel told in his posting t 10 will be fun.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 04, 2015, 11:05:37 am
Figured out something new yesterday. While Orc Thundermaker is spawned, he freezes the time in the zone so it stays noon. Interesting thing to have not noticed before, but on the days where I was trying to spawn him I typically just ran over and killed him to get my tier. I think every time he spawns, he's resetting BoB's spawn logic, which might explain the "only 1 BoB spawn in 3 days" (real days, not game time days). So yeah, at the moment Sarnak tier is basically unavailable.

Another note, since I'm done with Orc tier and the only other person in zone yesterday had the only piece he had unlocked via faction, there was no need for us to kill him. So we simply left him up all day, undead never spawned, and we used his aoe to mass farm sarnaks and gnolls. It seems a bit out of control for him to take them all to 14% HP butttt one good thing came of it. I learned gnoll archers would be fine in their current positions / damage dealing insanity amounts if they JUST had less hp. I was able to fully clear the entire south gnoll platforms and kill all of the war reinforcement repops for about 20 minutes, resulting in the orcs absolutely demolishing the upper gnoll base. Even though I wasn't up there to see it, it fealt good watching those archers at the top of the tower get rekt.

I wish more people would post here instead of venting to me in tells so it seems less like me saying "this is how I want the zone to be" and sounding like a jackass.


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 04, 2015, 12:49:14 pm
I would if i could survive. Sorry bro.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 04, 2015, 01:19:00 pm
wiki page is up in a severely limited - barebone like fashion.

http://www.ezserverwiki.com/Sunderock_Springs

will add more some day.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 04, 2015, 01:57:53 pm
Random suggestion: The vampire and bandit loot are so extremely rare, you will finish the entire quest line on your entire raid from boss kills alone before looting enough of these to even finish the quest on a single character. Because of this, and because they are unstackable, my bank is literally filled with them at this point.

How about adding 'a miner' to the camp and allow him to be traded "bandit loot" and "vampire loot" 1 at a time for a chance to gamble the following:

Fortune Cookie: 93%
Kidney: 2%
Immaculate Chromatium Fragment: 2%
Virginblood Nightgown: 2%
Essence of Sunderock: 1%

Because, at this time, the droppable things for these quests are so rare compared to the boss spawns and the fact they only give 1 out of 5 out of # of characters you possess. Let's say I kill 5 Sharptooths today, that would equal 25 Bandit drops x 17 = 425 Bandit loots automatically awarded. I haven't even come CLOSE to looting that many in entire time I've spent here.

Point is, Vampire loot and Bandit loot are almost fully unuseable, and because they don't stack they're starting to fill up mah bank.

(http://www.ezserverwiki.com/images/0/01/Dat_bandit_loot.png)


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 05, 2015, 12:07:26 am
Oh, I almost forgot. Is there a new HP augment type planned at some point? I noticed leaves of vitality don't drop here and was really really hoping for something new finally  :D Also, the Cowardice gems aren't showing up either, if those could get tossed into chests and goops or something. I still haven't gone back to t9 to refarm them after they went poof and my rogue is pulling aggro every time he uses frenzied stabbing.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 05, 2015, 01:49:44 pm
Confirmed after 4-5 days Thundermaker has been spawning. BoB has an increasing chance to spawn night after night, but everytime Thundermaker spawns he's resetting BoB's spawn % back to 0. There are literally 0 Sarnak bosses spawning at the moment.

Also, no new bosses found yet and we used Orc Thundermaker's aoe to lay waste to the entire zone for a couple nights in a row. Just a bunch of Thundermakers, Venombites, and Sharpclaws spawning.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 05, 2015, 06:06:22 pm
Vampire Divination Lord clones are still bugged. The real version of the boss drops the correct loot table: gowns, resist stone, 5x spells. The clones ALL dropped 2 spells, 1 plat bag, 1 vampire artifact. He spawned about 30 clones. This wasn't intentionally exploited, I thought the adds were fixed already. We had someone in the raid afk who came back after I had already pulled, so we waited for him to run across the map, during which the boss spawned clones nonstop and dropped 60+ spells (and 0 of them were static burst 3, denzig was saddened)

This is literally the second time he has spawned ever, after posting he was bugged the first time weeks ago (I didn't see which type of Lord it was last time) all of the spawns since then have been Evocation, Alteration, Conjuration, or Abjuration. So out of the 5 Vampire Lords:

Divination: adds bugged still, dropping their own loot tables. Adds do 0 damage as well, they were swinging on the warrior for 3000.
Evocation: didn't notice this guy do anything, ever. Tank and spank
Conjuration: summons an extremely slow moving pet, instantly resummons it every time it dies. Pet seems to do nothing, I never see it attack or do anything at all. Very odd.
Abjuration: I don't remember if I've seen this one yet.
Alteration: awesome fight, on a whole different difficulty level from the other 4. Throws a box to their death (timed) and requires chain dispelling as he runes and hots himself over and over. Side note: his spam casting of necro dots makes dispelling a nightmare because you have to fight to dispel him dotting himself (because the warrior reflects so much) to reach the beneficial buffs later on in the fight. I was spamming dispel like a mad man  :P


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 05, 2015, 06:15:46 pm
And now presenting my favorite thing from all of t10 so far  ;D monk bp is a dress!

(http://www.ezserverwiki.com/images/f/f7/Sunderock_Leather_Chest.png)

Boom mind blown


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 05, 2015, 09:00:48 pm
Curiosity finally got the best of me since you showed me how to look up Unknown### effects. From this I knew that Scroll of the Martyr did a Cast on Death, but I didn't know what it cast and I thought maybe it spawns a boss! I'm really grasping at straws, ya whatever I know. So I clicked one on my monk, ran him into some mobs and let him eat it, andddd nothing happened. Didn't cast anything by the looks of it.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brannyn on December 06, 2015, 02:26:06 am
What if It has to be used by a cleric? Cleric would be a perfect candidate for a martyr wouldn't they?


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 06, 2015, 12:18:08 pm
Chest spawn location @ 1197, 2299, 352 is inside a mountain in the Sarnak base. My boxes, however, do not see this mountain at all on their skinned down clients. They can run directly thru it and access said chest. Curious if my warrior just needs a new zone file, because there is in fact a building at this location.


Title: Re: T10 Bugs/Problems/Questions
Post by: Warbash on December 06, 2015, 03:02:56 pm
Krucial,
You are the man, nice work.

Wish I could be playing.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 07, 2015, 02:41:51 am
same here as I have killed BoB 3 of my toons got the feet armor


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 08, 2015, 12:20:40 am
my biggest problem is getting all my toons in the same instance...spending 10 min trying to get them all in unbugged then having it get all fucked up when they start to die is supper annoying....


has anyone got a solution? I cant be the only one with the problem


Title: Re: T10 Bugs/Problems/Questions
Post by: Chieftan on December 08, 2015, 11:33:48 am
my biggest problem is getting all my toons in the same instance...spending 10 min trying to get them all in unbugged then having it get all fucked up when they start to die is supper annoying....


has anyone got a solution? I cant be the only one with the problem


I'm Not T10 flagged, but thought is was public only, non instanced, so that might be the issue

Instances enabled yet?

Nope. CoH and instances are not coming.


-Hate

You may mean public, in which case i apologize =), and dont have an answer





Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 08, 2015, 11:53:31 am
yes it is all public

know one else seems to be having the problem so it must just be me


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 08, 2015, 11:54:07 am
The only  fix I've found for that Balidet was to summon the toons and they sync bag together. Of course impossible to summon in T10 for some stupid reason.

I have the issue too.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 08, 2015, 01:21:19 pm
Thank you Kruc...

I camp and /q out to fix it now but sometimes I have to do this many times to get a toon to sync...

its mainly a problem because

(A) its my main toon that is out of sync and I cant get my group to follow me around because they cant target me.

(B) its a pet class or anyone with a pet and that pet becomes an NPC in some aspects and is target enabled  when I tab to next in range target.  In a small pull not a big deal but my t10 experience so far has been anything over 6 mobs is not a small pull! ( I have survived 1 pull of 12 orcs.....once...)

so in case of (A) i just have to camp and camp until it is resolved and to solve (B) I am just not using pets at all...

As long as the toons effects or spell is AOE it seems to still function normaly

If it requires a /target ##pc## it will not work


my 2.375 cents


Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on December 08, 2015, 04:38:05 pm
Killed thundermaker and BoB turned up shortly afterwards. literally the next 9pm.

Sorry if it was me Kru


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on December 08, 2015, 05:48:44 pm
So...Kruciel finally gets a BoB spawn.  He drops the mob and voila, no tier for him or his team.  The drops went to someone else in the zone who was afk and no where near the fight.  Not sure how tier tokens are being distributed, but perhaps making it a proximity first and random 2nd would be beneficial.  Some large number so that the toon would have to be in spell range and that would put them on the list as a possible candidate for token.  Camping for hours on end only to have your tokens handed off to someone else is beyond frustrating.


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 08, 2015, 05:50:16 pm
Someone file a missing persons report on Hateborne !


Title: Re: T10 Bugs/Problems/Questions
Post by: Brannyn on December 08, 2015, 07:49:43 pm
So...Kruciel finally gets a BoB spawn.  He drops the mob and voila, no tier for him or his team.  The drops went to someone else in the zone who was afk and no where near the fight.  Not sure how tier tokens are being distributed, but perhaps making it a proximity first and random 2nd would be beneficial.  Some large number so that the toon would have to be in spell range and that would put them on the list as a possible candidate for token.  Camping for hours on end only to have your tokens handed off to someone else is beyond frustrating.
So that explains why he suddenly went offline


Title: Re: T10 Bugs/Problems/Questions
Post by: Adydar on December 08, 2015, 09:19:19 pm
So...Kruciel finally gets a BoB spawn.  He drops the mob and voila, no tier for him or his team.  The drops went to someone else in the zone who was afk and no where near the fight.  Not sure how tier tokens are being distributed, but perhaps making it a proximity first and random 2nd would be beneficial.  Some large number so that the toon would have to be in spell range and that would put them on the list as a possible candidate for token.  Camping for hours on end only to have your tokens handed off to someone else is beyond frustrating.
So that explains why he suddenly went offline

So....how about the status of instancing?


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 09, 2015, 01:07:21 am
I have been afk in Zone but didn'd get a token from Bossfight.
I have been on all day and was waiting for BoB spawn didn'd  touch the orcs just to make sure that BoB will maybe spawn.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 09, 2015, 11:19:15 am
now we seem to have people just randomly Mass AFKing in the zone waiting for things to spawn....

 :-X :-X :-X :-X :-X :-X

on a side note;

I had seen this I just did not understand why...


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on December 11, 2015, 07:10:22 pm
I'm settling into the t10 grind pretty nicely, learning the do's and don't of a very unforgiving zone.  Yes, my tank still gets 1 rounded if I am not facing said trap pack when they get to me :).  I am coming up in gear and wondering how the values are being set.  The tank shield specifically (not that I plan on equipping it) is 70k hp's behind the t9 version.  But I do see an added parry effect, not sure if that is meant to offset it.  Also struggling a bit with the finality of making a faction decision based on the text upon zone-in.  Without having a sample gear item to view, it is very difficult to commit to weeks/months of grinding before being able to go back and choose the armor that would best suit my play style.  Do you think it would be possible to add a link in the quest givers to show people what they are going to see as a reward if they "choose" that faction?  I know this is spoon feeding people at the start, but I for one would have selected differently on over 50% of my toons with that knowledge.
Added: Orc bracer doesn't have an AC self buff clicky, not sure if intended to be gone.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 12, 2015, 07:15:08 am
This zone seems so buggy and from what I read on these posts about kills/loot going to random people in the zone and NOT the one who killed it....why I don't go to this zone and havent logged in in awhile. First time new content has come out and I havent attempted the tier....I had misgivings at the start on choosing factions (that cant be changed) with no clue as to what the outcome of that non-reversable decision would be.  ???  But Star Warrs Battlefront is a trip!


Title: Re: T10 Bugs/Problems/Questions
Post by: Krinkle on December 13, 2015, 03:03:40 am
Its hilarious to sit here and read all these posts having to say im not attacking you but heres my feedback. I promise its not an attack so dont make it to where mobs wont spawn and dont tell anyone cause your mad about feedback.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 13, 2015, 06:15:29 am
T10 is quite nice and I dont see many bugs there. The best thing is if your are there to build a raid with all players in the zone so you get the upgrades for the 1000plagueborn kills. For the bosses you have to be in range to get the upgrades so just tell all to be in range. Even the essences have a fairly droperate.
I play in europian time so I am most just on my own in t10 and even then I am just doing fine. All of my toons have augs 12 already and half of them have amor and jewelery. T10 its not done to finish it in 4 weeks time that won't be fun because then you get bored again for a long time till t11 is out.


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 13, 2015, 07:25:33 am
Its hilarious to sit here and read all these posts having to say im not attacking you but heres my feedback. I promise its not an attack so dont make it to where mobs wont spawn and dont tell anyone cause your mad about feedback.

This is because people don't want to offend and don't want to come off as bitching. So they fluff or disarm with that statement.



Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on December 13, 2015, 08:19:11 am
I personally do not want the zone turned down.  The difficulty level is fine, the damage is fine, the rampage is fine.  I would just like to see bosses have higher essence drop rates (maybe I just have bad RNG) or key chests be reverted to 100% essence.  Also, if there is a way to notify who is spawning what.  Just a quick zonewide that says, "Waraesh has spawned High Commander WhazhisNutz".  This would end the issue of kill claims before they begin.  I can see this getting ugly once the zone fills up.  People have spent a long time on EZ not having to play nice with others and share their toys.  Very much like the issues that have arisen from the bandit boss kills.  We have been dealing with them in house and trying not to put more on your plate right now.

P.S.  The t10 bracers do not have the AC click buff of all the other tiers.  Going to head to Qvic to upgrade (destroyed my t9's before reading t10).  AND...I LOVE the shrink on the shoulders, so glad to not be stuck in iksar.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 13, 2015, 10:38:38 am
I have a question/solution....how about allowing guild instances so that people in a guild can go in and kill as a guild....and only allow one guild instance per guild?  Don't know how exactly that could be coded to work but I remember back when T5 was a bitch of a zone and going in with Blarr and Haudie and Brunaa and Wargod and others in my guild was a blast!


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 13, 2015, 01:40:36 pm
Something else I am not understanding in t10....the traps.  Do they spawn even when you dont step on them?  I was fighting some orcs earlier and all my toons were up on the ramp (in the north corner of zone where orcs are near a bunch of small ponds) and had killed the 5 or so orcs that came on my pull when all of a sudden I had a shit-ton of mobs beating on my back door killing a bunch of my other toons.  Not sure if the pathing is just that horrendous in t10 or if it was a trap that was spawned or what.....also  when killing mobs for nameds...is it a kill x amount (like HG in t9)?  i was killing orcs when and Orc Thundercracker spawned (saw the red emote) but it wasnt in the orc area I was in...not sure if it was someone elses mob or if it spawned after something I killed....I left it alone as I wasnt sure and didnt want to ks someone elses mob....just one more reason why  allowing guild instances would be a good thing.  Enable you to keep a closer watch on what or who is spawning what in guild chat.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 13, 2015, 01:46:22 pm
Its hilarious to sit here and read all these posts having to say im not attacking you but heres my feedback. I promise its not an attack so dont make it to where mobs wont spawn and dont tell anyone cause your mad about feedback.

(http://www.lolwut.com/layout/lolwut.jpg)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 13, 2015, 05:39:00 pm
my biggest problem is getting all my toons in the same instance...spending 10 min trying to get them all in unbugged then having it get all fucked up when they start to die is supper annoying....

has anyone got a solution? I cant be the only one with the problem

I might. Just added it, need to get some people in to test it. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 13, 2015, 06:51:29 pm
Ok, whirlwind of fixes today!

  • Removed the reset trigger on Crypt Lord Vaxxol so he should be making steady appearances now.
  • Corrected NUMEROUS issues as I stupidly had one set of variables improperly capitalized (i.e. '$variableName' is different from '$variablename'). This will GREATLY increase the turnout of bosses.
  • Lowered the requirements for plagueborn spawning by 25-50% across the board.
  • Added a 50p trigger to the Roaming Gnome to force cast Call of the Heroes on players in your group or raid that are INSIDE the camp. Simply hand him at LEAST 50p and he should summon all raided/grouped members to himself (again, so long as they are in the camp). This *should* help with the desync and the 'fix' of using CoH.
  • Orcish Brashness (the -15% healing on orc pants) were missing the 20% HP bonus. It should now correctly show -15% healing received, +20% max hp (stacking with Ancient Oak).
  • Vampire Lord of Evocation saw a small 'tweak' to improve lethality.
  • Vampire Lord of Conjuration saw pet damage fixed.  8)

Additionally, vampire lords spawning or orc thundermakers do NOT reset the chance for Beast of Burden to spawn. They do not even affect it. The nightly check is literally made as the night cycle hits via the zone controller. :-P

I need to find time to sit in and watch people farm to see how or why it's "failing" to award tier tokens. Should be available tomorrow afternoon for this.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 13, 2015, 07:02:58 pm
Given the last post's contents, what else is missing or needs to be fixed/corrected?


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 13, 2015, 09:51:27 pm
With reboot, Roaming Gnome in Sunderock will give players a one time, high-cost option to reset the progress of ONE character for 500kpp. It will strip all progress, reset faction, remove all armory items (even from bank slots), and kill character (forcing a full zoning process to refresh character data).

I may add in the ability to reset or unlock an "additional" faction tomorrow or Wednesday.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 13, 2015, 11:19:39 pm
Given the last post's contents, what else is missing or needs to be fixed/corrected?

-Hate

Sarnak Flunkies lack any sort of pathing. When they spawn as triggers, they wander in circles, into the floor, into walls, where all other triggers are static. When they spawn as part of the "Sarnaks fighting Orcs" war, they do not leave the base and head to the platform, instead they start piling up at the various spawn-points of these mobs and wander in tiny circles.

They also don't have any sort of "return to camp" after they lose aggro. So if some candy-ass wipes in the sarnak base to a "INTRUDERSSSSS!" they leave behind a ball of 20-25 flunkies that stand on their corpses, forever  :P

Oh, and the Sarnaks and Orcs still rarely fight. Within 15 minutes of the zone being opened, they stop fighting and just stand around staring at each other across the bridge.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 14, 2015, 12:16:37 am
Logged in and saw the Artifacts were enabled now. Received 7/8 on the warrior, when I turned in the 8th Robe, Leokul ate it and handed me nothing. It seems the "Gem of Focused Hatred" is missing from his reward pool. Also, I am noticing all of these say "Expendable" and "Charges: 1" on them, is that supposed to be like that? I'm scared to even click one and test it.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 14, 2015, 07:19:05 am
I gave up my Faction from War and Cleric both lost there amor bits and the killquest for faction where gone but both dont an other Quest wether from the Gnome nor from the Orc or Gnoll faction giver :(


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 14, 2015, 08:17:19 am
I gave up my Faction from War and Cleric both lost there amor bits and the killquest for faction where gone but both dont an other Quest wether from the Gnome nor from the Orc or Gnoll faction giver :(

Odd. Maybe something didn't reset. I'll get it fixed shortly. (within the next hour).


Just resolved in code. I'll repop the zone shortly. As for your warrior, I force reset the last quest, so you should be good to go once you log out of the game completely.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 14, 2015, 08:46:34 am
Thx Hate War is ok now :))


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 14, 2015, 11:54:32 am
A little birdie told me the faction swap without losing progress was in, but I couldn't find the option anywhere in camp. Roaming Gnome offered to delete my progress and the other faction leaders all said 'piss off'. Does it require super ultra max faction to see it? As in do we have to grind to max ally or is just reaching ally considered max?

Also, wtb shield recipe  :D


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 14, 2015, 12:10:35 pm
A little birdie told me the faction swap without losing progress was in, but I couldn't find the option anywhere in camp. Roaming Gnome offered to delete my progress and the other faction leaders all said 'piss off'. Does it require super ultra max faction to see it? As in do we have to grind to max ally or is just reaching ally considered max?

Also, wtb shield recipe  :D

I didn't add that in yet. Calm dem breasticies. ;)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 15, 2015, 03:44:01 am
when will it be that also the buffers like cleric, druid and shm can change there faction ? They all give up the old faction but dont get the quest for the new one:(


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 15, 2015, 10:06:47 am
when will it be that also the buffers like cleric, druid and shm can change there faction ? They all give up the old faction but dont get the quest for the new one:(

Everyone should be able to do so? Your warrior was unable to proceed as I forgot to include the starter "quests". If you have other stuck characters, let me know their names and I can resolve them manually. :-D


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 15, 2015, 02:27:13 pm
Hate thank you for working through some of the issues we are having and listening to all the ...um...feedback with a level head.


My newest suggestion would be to allow us a new take on the fix for the desync;

1. I still have toons diying and then coming back desync and it is problematic with the random traps ect to be micromanaging who is and who is not currently in my reality.

2. with the AOE zone wide it is impossible to camp out and come back to fix this...you have to /q and having to do this 2 or 3 times with 4 or 5 toons after a wipe is a PITA.

my suggestions is to do the following;

1, create an in game item that would be a Raid COH that would have a max effective range of 100 ( I am not a programmer and the code is beyond me so maybe this is a dead end)
2. Modify COH to only have a range of 100 for this zone (again not sure if you can make change to a spell for just this zone(you would most likley have to make a new spell effect and add it to the item and or spell) and again I dont know if that is possible)


I hope this sheds some new light on the situation or I am a complete moron... maybe both...its usually both...

thank you again!


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 15, 2015, 02:47:06 pm

My newest suggestion would be to allow us a new take on the fix for the desync;

1. I still have toons diying and then coming back desync and it is problematic with the random traps ect to be micromanaging who is and who is not currently in my reality.

2. with the AOE zone wide it is impossible to camp out and come back to fix this...you have to /q and having to do this 2 or 3 times with 4 or 5 toons after a wipe is a PITA

Give 50p to the Roaming Gnome on any character. It will summon all those in camp to him and 'hopefully' unstuck.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 15, 2015, 04:11:01 pm
Quote
Insert Quote
Quote from: balidet on Today at 02:27:13 PM

My newest suggestion would be to allow us a new take on the fix for the desync;

1. I still have toons diying and then coming back desync and it is problematic with the random traps ect to be micromanaging who is and who is not currently in my reality.

2. with the AOE zone wide it is impossible to camp out and come back to fix this...you have to /q and having to do this 2 or 3 times with 4 or 5 toons after a wipe is a PITA

Give 50p to the Roaming Gnome on any character. It will summon all those in camp to him and 'hopefully' unstuck.


I totally understand that I was trying to avoid having to run all the way back to the camp each time a toon or 2 died... I do appreciate this upgrade.

if someone has a suggestion as to why some people have this problem more than others I would love to hear it.... its the big time top of my problems with enjoying t10:)


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 15, 2015, 06:17:05 pm
I totally understand that I was trying to avoid having to run all the way back to the camp each time a toon or 2 died... I do appreciate this upgrade.

if someone has a suggestion as to why some people have this problem more than others I would love to hear it.... its the big time top of my problems with enjoying t10:)

Maybe another custom command, like 'unstuckcorpse' needs to be added. A command that force casts Call of the Heroes (or a special version) for those in extremely close proximity. I'll look in to it. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on December 15, 2015, 10:31:36 pm
I am having trouble getting the gnome to port my desync'd (grey'd out) toons.  Do I give him 50p from my main box or the grey'd out toon?  Does this feature summon the raid to camp or just the group of the person clicking?  Also, I reset my faction on a toon the other day with gnome and 500k, he killed my toon and ate the armor and took out kill quest, it did NOT take the weapons quest.  I tried to manually delete it and rehail the gnome, but he isn't reverting to unfactioned state.  Not sure what is up with that.  So far, seems all is well in the state of t10, still kicking butt and taking names.  Oh, one other issue on the item front.  The neck piece is still miles behind the item off Tserrina in tofs7.  Behind in ac and hp's.  Not sure if you are intending t10 to be best in slot for all classes for all slots.  Thanks as always for all the hard work, really enjoying myself!


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 16, 2015, 08:38:06 am
Wouldnt instead of adding more code to a code heavy zone just enable coh. Good lord.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 16, 2015, 10:09:13 am
Wouldnt instead of adding more code to a code heavy zone just enable coh. Good lord.

Instead of being passive aggressive and complaining, you could just accept it and move on too.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 16, 2015, 10:10:11 am
I am having trouble getting the gnome to port my desync'd (grey'd out) toons.  Do I give him 50p from my main box or the grey'd out toon?  Does this feature summon the raid to camp or just the group of the person clicking?  Also, I reset my faction on a toon the other day with gnome and 500k, he killed my toon and ate the armor and took out kill quest, it did NOT take the weapons quest.  I tried to manually delete it and rehail the gnome, but he isn't reverting to unfactioned state.  Not sure what is up with that.  So far, seems all is well in the state of t10, still kicking butt and taking names.  Oh, one other issue on the item front.  The neck piece is still miles behind the item off Tserrina in tofs7.  Behind in ac and hp's.  Not sure if you are intending t10 to be best in slot for all classes for all slots.  Thanks as always for all the hard work, really enjoying myself!

PM me the character names. I'll double check the quests. :-O


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 16, 2015, 10:33:23 am
That wasnt complaining it was finding the easiest answer to allow you to work on bigger issues without creating new issues.

Calm down with ur labels.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 17, 2015, 04:26:27 am
I havent seen Beast of Burden for 2 days now and I am on 10 hours per day is there something wrong with his spawn?


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 17, 2015, 10:49:01 am
I havent seen Beast of Burden for 2 days now and I am on 10 hours per day is there something wrong with his spawn?

I will check it soon. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 18, 2015, 08:21:16 am
Beast of Burden is still not spawning:(


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 21, 2015, 09:51:44 am
Beast of Burden is still not spawning:(

Confirmed he did last night. :-D


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on December 21, 2015, 10:28:56 am
Saw BoB 3 times yesterday.  Once on server reset, once when zone was respawned with warning, once with zone reset without warning.  Granted, I am killing nothing but orcs during my day, and Venombite's trigger.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 21, 2015, 12:15:10 pm
I still cant really function in this zone because of the sync stuff.... not to beat a dead horse but this is what my day was like.


logged out at orc camp ...

Log into toons and thuderraper orc is up and 83 people in zone... log on main toon and paladin... someone trains (or a trap)over group because I was probably in the way... so they die...

log into rest of toons and they all die..

not a big deal I should not have logged out in a busy area...

All back in nexus... full rebuff... kill all pets because they cause weird agro...

zone back into sunderock...
6 of 12 toons are not in sync..

log out everyone but the main toon...log them all back in ...

4 of 12 not in sync...

camp out 4... camp them back in ..

4 toons are out of sync..

camp out 4 toons.. log them back in..

2 toons are out of sync...


camp 2..

log in... 2 still..

/q the 2...reload from scratch..

2..toons sill out of sync..

camp the 2.....log back in..

1 toon out of sync!

...log the 1....

WE ARE ALL FIXED!

sweet...that was 30 mins of wasted time  but now I am ready to roll... 83 people in zone all in 1 large raid....

run to first orc camp... spawn some gnolls ...lose toons in second group before I know I have aggro... kill mobs...rezz..

2 toons out of sync...FML...

screw em I just run to orc camp ....so like 5 or 6 groups at the orc camp...

So I wander off looking for something else to hunt... kill a few things...snag another essence..yay!

Large raid in zone throws me an invite... now I am soaking up kills with out having to do much!

work my way back over to orcs and....spawn a trap or something that brigns 2 thundermakers or whatever mobs...and about 10 other orcs... lose a few dps but win the fight...yay..

now 5 toons are having sync issues....finally make my way back to orc camp..

Now if you have read this far you are probably annoyed ...

I look around and just say screw it and /q out on all toons..

I did not come all the way to t10 to soak up free kills with a bunch of other people..  I am not interested in looting rots...I am annoyed and not having fun...


this pretty much has been my t10 experience...

with only 10% maybe of the server having access I can only imagine what a cluster this is going to be when the herd gets here....

this is not going to be a challenge zone... this is going to be the PITA zone of begging for people to join massive raids and get free gear and kills....

It is defeating its own challenge by forcing us all into the same instance.

I dont blame people who do this.. and I applaud those who have come first....

if T5 did not allow instances it would be the same thing...everyone in 1 raid being carried through the hard bits...

This is how I see it...

You may not agree...






Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 22, 2015, 04:03:39 pm
I have all but completely stopped playing because of the desync in t10.  I get on and fart around in older zones but then get bored of that and log off.  Soon as it doesnt take half an hour to get in and then wipe and then another half an hour to get all your toons back in it may be more fun....but as it is now I prefer to sit on the couch and watch tv or go outside and do some work I have put off for a few years when zones werent so retarded.  Looking forward to this problem getting resolved so playing isnt such a chore =)


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on December 23, 2015, 08:00:48 pm
I have honestly tried time and time again to play this zone.

same things happen....

toons crash, desync, run off into the distance, all hotkeys are blank>< WTF!

map is busted, zone is laggy as hell

so I mean, good zone? maybe, can't really tell honestly.

I have no real desire to join the massive raid and "soak" or be "soaked" off of

this no instance crap is just that imho, crap

I like this server cause I can do things on my own, in my own zone, by myself. If I still wanted to "raid" with a group I guess I would be playing on a different server. Sometimes I do like to grp up, but most times not.


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on December 24, 2015, 10:17:48 am
So what have you guys tried to do to fix the desyncing and other problems?? Include information and maybe someone can help. It isn't just going to fix itself by complaining. You realize the majority of people do not have these problems right?

As for instancing when are you are all going to let it rest? I never see any of you actually trying it out (I understand some of you can't with your busted clients..), and maybe if you did, you'd realize it's not the end of the world. Damn people. You might actually have to adjust to something new, or would you rather he copy the zone 10 times and release T11-T20 so you can grind by yourselves for another decade? Go play Minesweeper or something.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 24, 2015, 12:06:23 pm
Quote
So what have you guys tried to do to fix the desyncing and other problems?? Include information and maybe someone can help. It isn't just going to fix itself by complaining. You realize the majority of people do not have these problems right?

As for instancing when are you are all going to let it rest? I never see any of you actually trying it out (I understand some of you can't with your busted clients..), and maybe if you did, you'd realize it's not the end of the world. Damn people. You might actually have to adjust to something new, or would you rather he copy the zone 10 times and release T11-T20 so you can grind by yourselves for another decade? Go play Minesweeper or something.



lol to this entire post... so helpful thanks..

sounds like lots of people are having issues ... maybe its hardware related? maybe its not...

but this is our experience



Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 24, 2015, 02:00:28 pm
Quote
You realize the majority of people do not have these problems right?

this is something Hate posted in this same thread:

Quote
Added a 50p trigger to the Roaming Gnome to force cast Call of the Heroes on players in your group or raid that are INSIDE the camp. Simply hand him at LEAST 50p and he should summon all raided/grouped members to himself (again, so long as they are in the camp). This *should* help with the desync and the 'fix' of using CoH.

Now Blarr you and i are friends and played together for years.....but i have to say you are wrong here.  If anyone knows why my client works with EVERY zone EXCEPT for the new zone i would be MORE than willing to eat my words...but i just dont see it as my client but a zone issue.


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on December 24, 2015, 02:07:46 pm
The zone is different than other zones Orth, most notably the number of npcs and objects in the zone. Try unloading MQ2Map and see how far that takes you. Try a different client (UF/RoF2 switch), see what that does. You guys need to post more information and try things so that we can help, or determine if the zone truly has to change to be playable on the latest clients. But I can tell you for certain the zone isn't broken, because lots of players with minimal tweaks have worked out all these bugs you guys are talking about.


lol to this entire post... so helpful thanks..
What part of my post did you confuse with me trying to help your whiny ass?


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 24, 2015, 02:32:57 pm
(http://i.imgur.com/FL0TDIT.gif)


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 24, 2015, 02:43:15 pm
I will try that Blarr.  Maybe unskinny all my clients too.  I dont think I have UF client anymore but thats not hard to reinstall....my issues with the zone are not the difficulty.  Hell i love difficulty....its just the desyncing issues that make it not fun...but if it is me and not the zone than I would be willing to give it a shot.


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on December 24, 2015, 02:45:53 pm
Try unloading MQ2Map first Orth, I think that's the root of most issues there.


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 25, 2015, 12:06:36 am
The issues are posted on eqemulator.net (the desync issue). It has been for nearly a year and the devs cannot replicate them to fix it. All clients can experience it but no one knows why or how.

I dont like t10 bc its a dramatic shift from 9 tiers of what i am used to and enjoy playing. Come and go as i please due to RL with kids. I sometimes afk in zones. How fair would that be going afk while a raid carries me without contribution.


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on December 25, 2015, 09:33:06 am
Thanks for sending me the link Expletus (http://www.eqemulator.org/forums/showthread.php?t=39417)

I'm not convinced that is the issue we're seeing in T10. They are talking about what seems to be a different type of desync issue, happening in many zones, on many different clients. As players here have confirmed it is only happening in T10; I still lean more in the direction of clients and mq2 mishandling the number of entities in the zone...something along those lines.


Title: Re: T10 Bugs/Problems/Questions
Post by: Expletus on December 25, 2015, 11:43:36 am
It happened to me in stonehive one time and thats how i learned coh fixes it.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brannyn on December 25, 2015, 03:50:51 pm
I have a slight issue with something that sounds very similar except that the only problem arising from it is I cannot trade using those characters. They don't show up in zone but unless I have to target them there is no issue as they still perform and follow the tank, they are still hit by group spells and CoH does absolutely nothing to fix it.
The only problems are minor ones and it only happens to the toons on my stripped down client so unless I need to trade something it's a non-issue.  It makes me think people are just using it as an excuse to try and get CoH in t10 =/.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 25, 2015, 09:26:25 pm
I could care less about CoH in the zone....only time it sucks is when a toon dies and you dont notice and you have to run the whole raid back to zi to get them... I just hate having to log in that many toons becaue of desyncs....of course going to try to unskinny my clients and strip down as much mq2 as I can to see if that helps after this christmas event.  ;D


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 25, 2015, 10:38:36 pm
Dear Santa, for crimmus I want SoA and UW recipes from t10 ;D


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 26, 2015, 11:14:49 am
CoH does absolutely nothing to fix it.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on December 30, 2015, 01:39:13 am
Spent a goodly amount of time testing with Hurty tonight. From the hour long harassment, it appears as if the server may potentially be doing one (or both) of these things:

A) Sending zone data to the client too quickly (sending data based on the START of the zoning process, not the end or 'arrival')
B) Clients entering zone en masse may not be updating the zone correctly (bum rushing, only one or a few get in/through to be 'announced')

I've sent Akkadius an email with this information in a bit more long-winded fashion. I was making use of the $client->UpdateWho() function to force an update, but I am unsure of it's exact use given the lack of documentation even in the source. A manual way to "reinventory" the zone may be a helpful band-aid, but it's not the actual fix.

This is my first viewing of the zoning code bits and my C++ is ...lackluster currently. Hopefully Akkadius, or one of the other EQEMU ladies/gents/trolls, can shed light on this.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 30, 2015, 03:36:58 pm
Hateborne, seriously, thank you for looking into this!  If there is anything I can do from my end (have tried the things Blarr suggested) I am always open to suggestions.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on December 31, 2015, 03:18:55 am
with the beast of burden spawn I have noticed if I log in in the morning (european time) and no one is in zone Beast is up.
After I killed it he spawnes after Serverreset and then not anymore. I have been on after serverreset for about 10 to 12 hours
and havent seen him so I think there must be something wrong with his spawn.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 31, 2015, 05:53:52 pm
He actually spawned when Hate and I where messing around and he repoped the zone or whatever he was doing..spawned as a human


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on January 01, 2016, 10:52:54 am
ok that means that the beast only spawns after repop zone or after serverreset !!


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on January 01, 2016, 07:56:19 pm
BoB spawned at 9pm for me and Deamonwarrior the other night.  There were "other conditions" that were unique for his spawning though.  I haven't had a chance to try to spawn him again (burnt out a bit on t10 for now).  I will confirm that he did spawn and it was outside of a reset.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on January 02, 2016, 06:00:27 am
If it is for example 6pm game time after reset he will spawn at 9 pm but not anymore.
I kill  lots of sarnaks or even other mobs but after the spawn at reset he is not spawning anymore or I must be blind:p


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on January 02, 2016, 06:34:29 am
I haven't verified the spawn, could have just been random chance.


Title: Re: T10 Bugs/Problems/Questions
Post by: Waraesh on January 10, 2016, 09:16:29 pm
Any news on Death4?


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on January 11, 2016, 02:29:47 am
So, I haven't played in a while, but locked chests have apparently started refunding keys, and unlocking.

Message #1 "a rusting chest says 'I don't need that, take it back"
Message #2 "a treasure chest has unlocked!"

Chest becomes attackable and key goes back to my cursor. So far it has happened 100% of the time after coming across 3 or so chests tonight.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on January 11, 2016, 03:47:27 pm
Quote
Spent a goodly amount of time testing with Hurty tonight. From the hour long harassment, it appears as if the server may potentially be doing one (or both) of these things:

A) Sending zone data to the client too quickly (sending data based on the START of the zoning process, not the end or 'arrival')
B) Clients entering zone en masse may not be updating the zone correctly (bum rushing, only one or a few get in/through to be 'announced')

I've sent Akkadius an email with this information in a bit more long-winded fashion. I was making use of the $client->UpdateWho() function to force an update, but I am unsure of it's exact use given the lack of documentation even in the source. A manual way to "reinventory" the zone may be a helpful band-aid, but it's not the actual fix.

This is my first viewing of the zoning code bits and my C++ is ...lackluster currently. Hopefully Akkadius, or one of the other EQEMU ladies/gents/trolls, can shed light on this.


-Hate


Any new news on this?  Also what is the status on nerfing the mitigation on tanks....I am really excited about these changes and holding off on t10 awaiting the outcome


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on January 13, 2016, 01:29:37 am
Message #1 "a rusting chest says 'I don't need that, take it back"
Message #2 "a treasure chest has unlocked!"

same here opend a few chest but still have the key.

Beast ist still only spawning after server reset.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on January 13, 2016, 10:24:35 am
I snagged the beast at 8pm 2 nights ago....


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on January 18, 2016, 03:48:53 pm
Just fixed the chest issue. Thank you for reporting it!

As for news on client zoning, not yet. Harassing Akkadius again today about it. Thanks for following up. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on February 14, 2016, 04:45:50 pm
As I am currently transitioning to RoF2 I wanted to add some data I found interesting, dealing with the zoning bug into T10.

I wanted to test if sunderock was the only effected zone, so I moved my crew through instances of previous tiers. The results:
cazicthule: 24/24
postorms: 24/24
hohonora: 24/24
airplane: 24/24
illsalin: 24/24
anguish: 24/24
lopingplains: 24/24
olcommons: 24/24
sunderock: 11/24
nexus: 24/24
sunderock: 15/24
illsalina: 24/24
sunderock: 12/24
nexus: 24/24

I know this isn't news but there's the data.

What I find most interesting though is that when using the Underfoot client, after hundreds of zones into T10, I never once saw a grey bug. So if there's a way to simplify the fix knowing it only has to address RoF2 hopefully this info is helpful.

As a side note I just want to say, the failure rate of zoning into T10 on the RoF2 client completely rules the client out for me as a viable option. I am rezzing a LOT in there, and  a ~50% chance my toons will not rez in, that's a game breaker for me.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on February 14, 2016, 08:52:29 pm
I would like to echo Blarr's previous post...been having this issue for months (nice to have confirmation that it wasn't my setup or settings) also to reiterate my previous posts about T10...zone is still borked on spawns and mobs like BoB not dropping lewtz and portals not working and orcs not spawning nameds........... :'(


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on February 16, 2016, 08:05:43 am
and the bug that doesn't allow zone instances to be created for T10 still isn't resolved :(

The zone just won't let you create a private instance  :-\


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on February 17, 2016, 01:34:10 pm
T10 is still broken Bosse all empty and you dont get tokens, I wonder when this will be repaired :o


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on February 18, 2016, 03:24:45 pm
Is everything alright with Hate?  Haven't heard from him in awhile and he normally replies soon after a post like this comes up.....  :-X


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on February 18, 2016, 03:51:16 pm
I think he's just occupied with stuff. I got an email from him yesterday about a fix. I'd imagine he'll post when he 1) knows whats up and 2) Has the time.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on February 18, 2016, 08:05:33 pm
Thanks, Chunka.  I need to be careful trying to act like I am concerned for Hate....wouldn't like to loose my signature......HATE'S MOST HATEFUL HATER!


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on February 19, 2016, 06:35:46 am
Yeah, Hate is fine, I got an email reply from him stating that he was working on things behind the scenes and that he had some RL things he is working on atm.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on February 21, 2016, 06:28:57 am
Have been going back to t10....still borked.... :'(


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on February 21, 2016, 06:33:23 am
Also don't know if this helps...no traps spawn, no nameds spawn from portals, no nameds spawn from killing "x" mob type, no loot drops from BoB, seems after zone controller was refreshed so that orcs/sarnaks would fight it did;nt fix the underlying problem.....also, and this was like this before the current zone problems, bandit turn in loot is practically non existent.  :-\


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on February 24, 2016, 09:58:33 pm
Also don't know if this helps...no traps spawn, no nameds spawn from portals, no nameds spawn from killing "x" mob type, no loot drops from BoB, seems after zone controller was refreshed so that orcs/sarnaks would fight it did;nt fix the underlying problem.....also, and this was like this before the current zone problems, bandit turn in loot is practically non existent.  :-\

This was just fixed. Sorry :-(


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on February 25, 2016, 08:46:14 am
You fixed the traps?!!!! OH NO! I was just starting to warm up to you Hate....now I hate you all over again! Seriously though I do appreciate you fixing that zone.....on the bright side I was able to SoA my druid and shaman in the time it took to fix it....so maybe I won't have 500 corpses hanging around my camp lol. ;D


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on February 25, 2016, 08:20:37 pm
T10 appears to be fully functional. Thanks Hate.


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on February 29, 2016, 07:43:12 am
Thanks Hate :)

Not a big deal on these but a couple things I noticed today
  • Fortune Cookies no longer working Just seems to be on one toon, must be something in his client
  • Shadowknight gear doesn't exist from Grognir quest line, Item 583-589 does not exist.
  • Clerics have Agwin/Gnoll wrist quest but when I hail Agwin I see this text on clerics [Wrists Armor] will be unlocked when you complete 'IV: Orcish Wrist Armor Tokens' -- looks to be just a cosmetic problem


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on March 02, 2016, 01:35:56 pm
  • Shadowknight gear doesn't exist from Grognir quest line, Item 583-589 does not exist. - This has been fixed. The $class variable returned 'Shadowknight' not 'Shadow Knight', so the check ALWAYS failed. Just fixed on all three armor NPCs.
  • Clerics have Agwin/Gnoll wrist quest but when I hail Agwin I see this text on clerics [Wrists Armor] will be unlocked when you complete 'IV: Orcish Wrist Armor Tokens' -- looks to be just a cosmetic problem - Just resolved. Good with reboot. ;)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on March 12, 2016, 11:12:55 am
Sarnak Boss Asmodae does only give kill quest but no amor

works again



Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on March 14, 2016, 02:10:36 pm
Do we still not know what the zoning issues are from in T10, or is this pretty much like Tserinna being broken, and its the new normal?


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 14, 2016, 07:10:38 pm
Just seems to be RoF2 clients...people with UF dont have that problem


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on March 14, 2016, 08:08:13 pm
It's the biggest reason I haven't bothered much with T10, I'm excited about the zone and challenge of doing the content but I'm not excited about the challenge of crashing toons, rezzing dead toons in that don't show in the group window as being in zone then crashing them out again to reload and hope that when they do I can continue.  I can find other things to work on, but would definitely like to be able to do T10 without having to run multiple client directories just to do it.


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on March 15, 2016, 06:15:36 am
that and the whole map open = chat, raid, quest windows go blank......


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on March 15, 2016, 08:15:12 am
Just seems to be RoF2 clients...people with UF dont have that problem

Well, considering RoF2 is the preferred client, and seeing as how the majority of the server uses it.....I'd say it was a major problem.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on March 21, 2016, 08:45:13 pm
Working on resolving the sync issues in T10 for good.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on March 21, 2016, 08:56:24 pm
Also, for those that are zoning into T10 and see "sync issues" please report what your /netstats looks like ingame for each character and what the descriptive state of that character is. As in, is this character not seeing other characters, or not seeing some NPC's etc.

Thanks everyone.


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on March 21, 2016, 09:51:01 pm
Just sent all the bots into the zone then after they all loaded, I zoned warrior in.  All the bots see each other but none can see or receive commands from the warrior, but the bots can issue commands in bca that the warrior receives and responds to.  Crashing the warrior out with /q and loading back in clears it up, but the same thing happens randomly on deaths/rezzes.


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on March 22, 2016, 08:15:51 pm
Any luck isolating the issue(s)?  Experiencing the same issues today, toons zone in en masse and warrior zones in after they are all through and warrior isn't seen by group members but this time another group member that made it through is also not showing up in group though he sees all members including warriors in his window.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 22, 2016, 09:35:09 pm
If it helps, Akka, it seems to only be RoF2 clients.  UF client works well (according to those using that client in T10)


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on March 22, 2016, 10:19:44 pm
I know the issue is ROF2 focused. I've got someone who is deep drive troubleshooting the netcode side of things.

It's a complicated problem, we have an idea of what is going on. As always, we will figure it out.


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on March 22, 2016, 11:23:03 pm
Solid, if there's anything us gimps can do to stress test let us know.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 25, 2016, 05:32:57 am
Loaded toons into T10 this morning after leaving T9...all toons loaded in...maybe was luck or maybe the problem was fixed?  ;D


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 27, 2016, 06:50:58 pm
Any plans on making a orc dagger to drop?  Rogue's not getting any back stabs in w/o one...and dont want to go with a t9 piercer (the only piercing weapons i have seen drop are gnoll/sarnak factions and they are more lack luster than the t9 ones....Also how about making it so that you can do multiple factions (after you complete a full faction max (ally)and the accompanying armor pieces from feet-chest) would enable you to build your own custom set of t10 armor and also take longer to complete the zone!  that's a win-win no matter how you look at it!


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on March 27, 2016, 06:56:32 pm
Also how about making it so that you can do multiple factions (after you complete a full faction max (ally)and the accompanying armor pieces from feet-chest) would enable you to build your own custom set of t10 armor and also take longer to complete the zone!  that's a win-win no matter how you look at it!

I think this is a good idea as well. Nothing would be too over powering and so long as you were limited to one quest line at a time, the time/reward is well balanced.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 27, 2016, 07:26:30 pm
Maybe have a class specific weapon that you get by combining all the different weapon types from orc/sarnak/gnoll.......that would be different.....maybe have 10k more hp than the orc weapons and slightly better dps........


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 27, 2016, 07:39:24 pm
Shoot you could make tier specific for UW too 100 tier esse+other components+each tier weapon........make it a little harder to obtain........


Title: Re: T10 Bugs/Problems/Questions
Post by: Rotic on March 28, 2016, 07:57:48 am
I know the issue is ROF2 focused. I've got someone who is deep drive troubleshooting the netcode side of things.

It's a complicated problem, we have an idea of what is going on. As always, we will figure it out.

+1. I hope it will be resolve soon. Gambatte!

/rotic


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on March 29, 2016, 04:03:07 pm
I spent several hours with Dimurwar last night zoning in his boxes after some netcode changes we made, he got 11/12 boxes a majority of the time.

I'd like to see what others report as well.

What was your desync rate before and what is it now? I'd like to get to the bottom of this issue sooner rather than later.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on March 30, 2016, 04:39:37 pm
Bump: Need more info guys


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on March 30, 2016, 04:48:03 pm
I tried zoning in and out of the zone for an hour or so yesterday, sometimes getting 12/12 but got 9/12 once and almost always 11/12.  I know you mentioned packets being sent before the client being able to see them, or maybe that was the beer suggesting it, but would there be a way to force a re-send?  Or force the client to request the packets when they do zone??  I don't understand how the process works in any case, just trying to understand it a bit better.  I think I remember on live back in Velious they had some issue with people zoning slow and dying to npc's before they finished zoning and they put on some invuln buff for the first 12ish  seconds of a client in a new zone, not sure if something like that would work but instead of a buff wearing off a packet gets sent.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on March 30, 2016, 04:56:30 pm
As I am currently transitioning to RoF2 I wanted to add some data I found interesting, dealing with the zoning bug into T10.

I wanted to test if sunderock was the only effected zone, so I moved my crew through instances of previous tiers. The results:
cazicthule: 24/24
postorms: 24/24
hohonora: 24/24
airplane: 24/24
illsalin: 24/24
anguish: 24/24
lopingplains: 24/24
olcommons: 24/24
sunderock: 11/24
nexus: 24/24
sunderock: 15/24
illsalina: 24/24
sunderock: 12/24
nexus: 24/24

I know this isn't news but there's the data.

What I find most interesting though is that when using the Underfoot client, after hundreds of zones into T10, I never once saw a grey bug. So if there's a way to simplify the fix knowing it only has to address RoF2 hopefully this info is helpful.

As a side note I just want to say, the failure rate of zoning into T10 on the RoF2 client completely rules the client out for me as a viable option. I am rezzing a LOT in there, and  a ~50% chance my toons will not rez in, that's a game breaker for me.

I'd like to know what this person gets now, if our changes has improved zoning.


Title: Re: T10 Bugs/Problems/Questions
Post by: Mixlor on March 30, 2016, 06:31:59 pm
Okay.. so.. when I first tried, per your request, I had 16/18 toons enter Sunderock from Stone Hive. There was only 19 toons in the zone (18 were mine). I then continued to pop out into Stone Hive and back into Sunderock and below were the results:

2nd try = 16/18
(By now Dim's fat ass was showing up with his toons and crushing me to death as he fell upon zoning in...raising the number of toons in the zone to 12+ before I got my 18 in there.)
3rd try = 15/18
4th try = 12/18
5th try = 15/18
6th try = 14/18

I did have 1 toon desync upon zoning into Stone Hive only once during those attempts. I then decided to just zone in 1 toon at a time and waited til it was fully in the zone before sending another. (Yeah it was painful to do that for 18 toons).

1st try = 12/18

Didn't bother trying it again since I had 6 toons desync'd from the 18 doing it 1 by 1. I then took all 18 toons to Temple of Veeshan where last night and today I had 1 desync when I brought in 12 toons but 18/18 made it in so not sure what is up with that.

That was my testing. Will try more later but I feel that the less ppl in the zone, the more toons I got in good to go. The tries where I had 3+ desync'd.. I blame Dim.

*Using the RoF2 client*

-Mix-


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on March 30, 2016, 06:55:36 pm
My results were

[ 7/12]    [11/12]     [12/12]     [11/12]     [11/12]

[10/12]   [10/12]     [11/12]     [12/12]     [11/12]

[10/12]   [10/12]     [11/12]     [12/12]     [10/12]

I also blame my fatass for Mixlor's results


Title: Re: T10 Bugs/Problems/Questions
Post by: Rotic on March 31, 2016, 01:39:47 am
I have 7 toons. I tried 3 times...all of them zoned into sunderock, but they don't see each other. I do see their pet. When I move one of the toon, I can see the toon's pet move in my screen.

Hope is of some use.

Cheers.



Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 31, 2016, 04:36:32 am
I zoned in a few times got 12 of 12 once....rest were 11 of 12 or 10 of 12....lots of times i had grey out on toons who were rezzd back in....it seems a little better, but just...a...little....or it may be just me being use to it I am not sure.


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on March 31, 2016, 05:07:49 am
Nowhere near as bad as it was.....still a few desyncs though.


Title: Re: T10 Bugs/Problems/Questions
Post by: Mixlor on March 31, 2016, 10:15:29 am

What I find most interesting though is that when using the Underfoot client, after hundreds of zones into T10, I never once saw a grey bug. So if there's a way to simplify the fix knowing it only has to address RoF2 hopefully this info is helpful.


I logged in this morning to test T10 using UF client and RoF2 client. Here are the results:

UF Client (5 Attempts)

12/12 - 27 toons in the zone including mine
12/12 - 27 toons in the zone including mine
12/12 - 27 toons in the zone including mine
12/12 - 27 toons in the zone including mine
12/12 - 27 toons in the zone including mine

RoF2 Client (5 Attempts)

10/12 - 12 toons total in the zone...all mine
10/12 - 12 toons total in the zone...all mine
9/12 - 13 toons total in the zone...including mine
9/12 - 12 toons total in the zone...all mine
9/12 - 12 toons total in the zone...all mine

Decided to load up UF Client and try again...

UF Client (3 More Attempts)

12/12 - 12 toons total in the zone...all mine
12/12 - 12 toons total in the zone...all mine
12/12 - 12 toons total in the zone...all mine

So.. results for me using UF Client... 0 desync's but with RoF2 Client...various desync's. I would have to agree with Blurring, Chunka and others that say the RoF2 client seems to have the issue with desync's in T10. As to what is causing it.. I have no idea. Maybe its how the clients address the server packets being sent upon zoning in. Again.. I don't really know anything. One thing I am 100% sure on both clients is that the mobs rape me!

I hope this helps and there is a fix for the RoF2 client for T10. As of now UF client is the way to go for stability when dealing with T10...but I am not sure I can go back to using UF client again after being exposed to the awesome features that the RoF2 client provides.

Mix



Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 31, 2016, 03:28:10 pm
Just zoned over from Nexus with 9 of 12


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on April 01, 2016, 05:27:09 pm
Loaded in toons...had 13 toons in total....4 did not load in and had to take them back to nexus (Raygan/Widomaker/Lunarmace/Dazzrak) Widomaker loaded back into Sunderock and was good....Dazzrak had to re-zone twice....Lunar was 3 times....took Raygan 3 or 4 times to get in w/o being greyed out.  :-\


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on April 02, 2016, 12:07:15 pm
I am not sure if this is intended or not, but when a toon dies in T10 now they are instantly ported back to zone in and must wait 60s to revive, then are able to move from zone in.

I am hoping it is a bug because it really makes playing in the zone next to impossible. The 60 second lockout is perfectly fine, but if you are deep into a camp and a toon dies (which happens constantly), they don't leave a body to rez back in. So we are now currently limited to fighting only in places you can safely run a toon from zone in back to. Not to mention a whole mess of training to zone in happening as well, as mobs don't seem to lose aggro 100% of the time on death.


Title: Re: T10 Bugs/Problems/Questions
Post by: Leis on April 02, 2016, 07:55:31 pm
Akka was working on that rez system, not sure if he finished with it, so it might still have some bugs.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on April 02, 2016, 08:21:29 pm
I am not sure if this is intended or not, but when a toon dies in T10 now they are instantly ported back to zone in and must wait 60s to revive, then are able to move from zone in.

I am hoping it is a bug because it really makes playing in the zone next to impossible. The 60 second lockout is perfectly fine, but if you are deep into a camp and a toon dies (which happens constantly), they don't leave a body to rez back in. So we are now currently limited to fighting only in places you can safely run a toon from zone in back to. Not to mention a whole mess of training to zone in happening as well, as mobs don't seem to lose aggro 100% of the time on death.

Oh boo hoo cry me a river!  Oh wait...I am in the same boat with you...no seriously stop....we are both gonna drown STOPPPPPP! hehhe yeah I got stuck in a death loop earlier and my most hated rival (even more hated than Warrior5) my nemisis, Hateborne the Nasty, showed up and saved me....not like i owe him anything after that....SO DONT EVEN ASK!  ;D


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on April 03, 2016, 01:27:52 am
T10 is a whole mess atm!

I just logged on and Orthanos with his raid is in a death loop, I did nothing just watching then the mobs run to me and started killing me and my toons I just could gate some of them out to Nexus but the other half now also in this stupid death loop. The only good thing is that it doesn't matter how often the toons die they never looses there buffs  :P

I hope this will be fixed soon so we can play in T10 again

Brunaa


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on April 03, 2016, 06:29:19 am
Yeah hehehehe I woke up at 0630 and came in to play and saw a bunch of sarnaks killing me....I managed to get everyone back in and killed them all...no clue how sarnaks were on me when I left my guys at the orc camp lol....but you know Brunaa, I always like seeing you in a hot mess /wink


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on April 03, 2016, 07:13:56 am
0812 I am stuck in yet another death loop....go to pull and then get a trap to spawn with a bunch of plague types and berserkers.....wipe....go to zone in...mobs follow....you just keep dieing....over and over and over....what fun!  ::)


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on April 03, 2016, 07:26:17 am
0825 fought my way out of the death loop....sheesh.....


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on April 03, 2016, 09:37:59 am
Agro doesn't drop when you hover at zone in from death, so the mobs train there and you death loop till you somehow get out of it toon by toon.


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on April 03, 2016, 11:04:36 am
Agro doesn't drop when you hover at zone in from death, so the mobs train there and you death loop till you somehow get out of it toon by toon.

On it! Created a scripted Fading Memories so it can be used for this type of thing. I'll reload/repop the zone when it's more empty. :-)


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on April 03, 2016, 02:10:02 pm
Just me in there atm, repop away!


Title: Re: T10 Bugs/Problems/Questions
Post by: hateborne on April 03, 2016, 02:22:31 pm
Just kicked everyone from zone, reloaded, then shutdown the zone. I reopened it now. It is correctly dropping aggro.


-Hate


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on April 03, 2016, 02:35:08 pm
Have more netcode adjustments to try which should help with the zone in issues. Stay tuned


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on April 04, 2016, 03:31:48 am
What is the reason for the change ? Ok you have a graveyard where you wake up after 1 minutes and you are still fully buffed. But if you are in the middle of a camp like the Sarnaks for example and some of your toons died you cant rezz them in again and also not coth in. If they try to run up to the camp they will die on there way up or bringing a lot of adds (train), so wipe is inc for sure:p

Is that now the way you want for T10?

Brunaa


Title: Re: T10 Bugs/Problems/Questions
Post by: Mixlor on April 04, 2016, 06:17:58 am
I think the intent for the revive was to mitigate the possibility of having greyed out toons once you zoned them back in from a rez or manually re-enter T10...assuming you could eventually get all your toons in T10 without any of them being greyed out from the get go. Less chance of packet sending error and getting that grey bar bug. That was my assumption from it all.

As far as the part about having dead toons revived at the camp and doing a suicide run to retrieve them since you cant CoTH in T10, I mentioned that to Akk when testing a few days or so ago -but not sure if I was understood since he was busy sic'ing his goon squad on me at the zone in, watching netcode and laughing at my misery.  :D I mentioned that if one of my toons died while fighting some mobs.. they would revive at the camp and as soon as I switched mobs and hit my assist hotkey, everyone...including the newly revived toon would target and /stick. Now I have a toon at the camp that would be trying to run halfway across the zone to get to the mob...hence an imminent death coming up for the newly revived toon(s) and or a possible wipe for the entire raid should they aggro something along the way. Maybe that is where the 60s got added. Figured the fight wouldn't last more than 60s. Either the mob(s) would be dead or your entire raid and there would just be one big happy rave revive party at the camp.

A fix of some sort will be figured out. If the worst case scenario is that RoF2 cannot be used for T10, then I for one will load up UF client in order to do it. I mean folks are still using UF client right now to get into T10 with no problems. I just will miss the item clickables from the bags.

The server has survived this long and we have seen some AWESOME updates, fixes and changes thanks to the folks that work hard to bring us the content and to our community for the bitching (err..feedback), testing and generation of new ideas.

-Mix-


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on April 04, 2016, 10:13:42 am
wait wait... so you cant even rezz in t10 now?


if this is the case its bad bad bad!:)



sorry but if i cant tell a toon is dead because things do get crazzy in t10 then how am i going to know he is not with the group? w


sorry this seems like a bad idea...  I would rather have greyed out toons


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on April 04, 2016, 11:58:01 am
here's something new that happened to me, I'm sure everyone else has seen it, just I haven't....

(http://i843.photobucket.com/albums/zz355/zupp69/double%20group%20members.png)

(http://i843.photobucket.com/albums/zz355/zupp69/not%20supposed%20to%20work%20meme.png)


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on April 04, 2016, 02:04:10 pm
yes this happens when a toon is not synced... its how i can tell who needs to be exited and brought back in.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kelordis on April 04, 2016, 02:36:26 pm
@Rent

I had that happened to me in Rathe Mountain several times.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on April 04, 2016, 02:41:26 pm
In zone death was to alleviate having to resync, if death should occur in place and stay in place in T10 and that is the way we think we should go about doing it, we can change it to that. We're always open to whatever makes the most sense.

As far as the grey out issue, we're not giving up on the issue at all, it is just not as simple as you folks think to troubleshoot. Track record has shown that we have resolved some of the most complicated of issues so just have some patience


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on April 04, 2016, 03:49:35 pm
My only concern is being aware of who is dead and where they are at::) The 1 Min timer is longer than my toons currently stay dead as I spam my ae rezz at the end of every fight just in case and have a hotbutton that clicks the accept key on rezz so I mash the rezz key a couple of times then hit the accept button hotkey a few times and pull the next grouping ....


I think we all understand this is not a simple issue and we are nothing but grateful for the time you have all put in resolving this:)


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on April 04, 2016, 03:54:00 pm
It probably wouldn't be as bad if you could actually coh in the zone, if that were enabled it wouldn't be as retarded trying to get back to camp.  Hatelist is already hard coded to not let you use effects to remove you from it so it's not like it would be exploitable.


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on April 04, 2016, 04:55:44 pm
Yeah, only issue is you'd be able to mass pull the zone....and trust me, this is NOT something anyone would willingly do in T10.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on April 04, 2016, 05:16:48 pm
I dont know why you would want to mass pull the zone...other than to train other players.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on April 04, 2016, 06:49:41 pm
It probably wouldn't be as bad if you could actually coh in the zone, if that were enabled it wouldn't be as retarded trying to get back to camp.  Hatelist is already hard coded to not let you use effects to remove you from it so it's not like it would be exploitable.

the problem with CoH in this zone is it would be too easy to exploit certain aspects of the zone with a CoH....so i can understand having that function disabled....it is a bit of a hassle but it is what it is.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on April 04, 2016, 06:52:19 pm
In zone death was to alleviate having to resync, if death should occur in place and stay in place in T10 and that is the way we think we should go about doing it, we can change it to that. We're always open to whatever makes the most sense.

As far as the grey out issue, we're not giving up on the issue at all, it is just not as simple as you folks think to troubleshoot. Track record has shown that we have resolved some of the most complicated of issues so just have some patience

I say relax guys a lot of the people posting on here arent even actively in T10 and havent sweated the issue before this....even those who have been actively killing T10 have just learned to adapt and overcome.


Title: Re: T10 Bugs/Problems/Questions
Post by: Mersedez on May 05, 2016, 10:42:51 am
Giving the fragments to recieve the accessory is broken. It's returning as invalid...

(http://i67.tinypic.com/dfa62s.jpg)


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on May 06, 2016, 09:05:02 am
I have no problems with the armor just past the fragmenst for 3 toons in and got the armor


Title: Re: T10 Bugs/Problems/Questions
Post by: Mersedez on May 06, 2016, 11:08:29 am
I'm retarded. I already did all the accessories lol. I didn't bother to really look at the character haha


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on May 06, 2016, 12:19:19 pm
lolz!


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on May 16, 2016, 05:55:22 pm
T10 desync issues have been resolved after a few weeks of troubleshooting with players, myself and Haynar.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on May 22, 2016, 09:24:51 pm
Just popped in to see if anything new was happening. After running thru "an open portal" I was ported to /location 0, 0, 0 instead of "an exit portal", also the boss typically spawned by using a portal didn't show up, Sharpclaw `Tuff` Grimefoot. Maybe his spawn mechanics were changed, I've been in the wind for a long time  ;)


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on May 23, 2016, 03:45:33 am
hm for me he spawnes normal (shrug)


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on May 23, 2016, 12:39:24 pm
I have had the open portal spawn as a mob that moves around... in a group of undead in the cave... once the time expired or whatever it turned into the red con portal and I killed it with the rest of the room when I pulled them....


the portals are alive! and want you to die!


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on May 23, 2016, 01:50:33 pm
I have seen that too but never bothered with I take the normal open portals along the walls


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on June 08, 2016, 10:16:42 pm
I was in T10 tonight with only 6 toons in the zone, the lag was pretty bad.   It was to the point that I could not reply to tells.   Unsure if this pertains to the changes that were made.  

update:  may have been related to my map, may have already been covered in here. 


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on June 08, 2016, 11:20:53 pm
Not sure if you normally run the HUD plugin, but in T10 with all the shit going on and packets being sent it'll bog the shit out of your system trying to process and display it all.  I would suggest if using the plugin in this zone you set it to update very infrequently but I've gone completely away from using it in T10 at all.  Barring that, yeah the map items are an issue especially the first time you forget to have labels turned off and open the map.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on June 09, 2016, 07:20:41 am
Not sure if you normally run the HUD plugin, but in T10 with all the shit going on and packets being sent it'll bog the shit out of your system trying to process and display it all.  I would suggest if using the plugin in this zone you set it to update very infrequently but I've gone completely away from using it in T10 at all.  Barring that, yeah the map items are an issue especially the first time you forget to have labels turned off and open the map.


Thanks Dimurwar, appreciate it.  I'll turn off the hud and remove labels then try again.      I was able to move around np, but as soon as I clicked on the map, all heck broke loose.     My chat windows cleared and tasks displayed flaky in the task window (were there, then disappeared).

On another note:    Can this zone be refactored so that it sends less packets overall?    Are all these packet requests and background noise necessary?

Could just scrap T10 and release a refactored version.     :P


Title: Re: T10 Bugs/Problems/Questions
Post by: Mersedez on June 09, 2016, 09:17:17 am
Not sure if you normally run the HUD plugin, but in T10 with all the shit going on and packets being sent it'll bog the shit out of your system trying to process and display it all.  I would suggest if using the plugin in this zone you set it to update very infrequently but I've gone completely away from using it in T10 at all.  Barring that, yeah the map items are an issue especially the first time you forget to have labels turned off and open the map.


Thanks Dimurwar, appreciate it.  I'll turn off the hud and remove labels then try again.      I was able to move around np, but as soon as I clicked on the map, all heck broke loose.     My chat windows cleared and tasks displayed flaky in the task window (were there, then disappeared).

On another note:    Can this zone be refactored so that it sends less packets overall?    Are all these packet requests and background noise necessary?

Could just scrap T10 and release a refactored version.     :P

There has always been a problem with the map. Once you open the map the chat disappears and you gotta click on the map for the chat to show and then once you type it disappears. There is just way too much shit going on in T10.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kaid on June 09, 2016, 09:27:25 am
This was posted by Kruciel....hope it is what you are talking about Hate.

"After doing some digging, players rejoice. This is a fix to stop your mq2map plugin from blowing your UI up while in the zone.

/mapfilter untargetable
/mapfilter ground

The first command will stop the 'zonecontroller' and 'proxycontroller' things from appearing. Not a big deal only 10 or so of them but I found this by accident while playing around.

The second command, however, will hide all of the 400x "Something"s that are bogging down the map addon and causing TONSSSS of ui errors."

Mix

From page 2 of this very thread. Use those two commands and no more disappearing chat.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on June 09, 2016, 09:51:52 am
This was posted by Kruciel....hope it is what you are talking about Hate.

"After doing some digging, players rejoice. This is a fix to stop your mq2map plugin from blowing your UI up while in the zone.

/mapfilter untargetable
/mapfilter ground

The first command will stop the 'zonecontroller' and 'proxycontroller' things from appearing. Not a big deal only 10 or so of them but I found this by accident while playing around.

The second command, however, will hide all of the 400x "Something"s that are bogging down the map addon and causing TONSSSS of ui errors."

Mix

From page 2 of this very thread. Use those two commands and no more disappearing chat.
Thanks.   Workarounds are fine, but it seems root cause is that T10 bites off more than it can chew.

from the quote above "The second command, however, will hide all of the 400x "Something"s that are bogging down the map addon and causing TONSSSS of ui errors.""    

To my knowledge, no other zones cause UI errors.   Players are able to seamlessly move up the tiers through T9, then boom, T10 ui issues, lag issues, etc.


EDIT:  softened the message  


Title: Re: T10 Bugs/Problems/Questions
Post by: Mixlor on June 11, 2016, 04:01:28 pm
Gah! Who let you back into the game Peign!? Missed you buddy! Good to see you around.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akito1221 on June 12, 2016, 09:37:02 am
Could add a 2nd one, make it 5 mins and SK only then switch the warrior one back to 3 mins and remove SK's.


Title: T10 Feedback
Post by: Peign on June 26, 2016, 02:38:43 pm
So, here is some feedback on T10.   Some of us were not around when T10 was released and therefore did not provide any feedback during testing.


What works


--The changes made to reduce lag seemed to have worked well, experiencing minimal lag issues as long as the map is adjusted accordingly.    Thank you for that.
--The overall concept of T10 is great, the factions and grind are nice.    Definitely a challenge and it is nice that it is not spoonfed.
--The quest dialog is solid and enjoyable and provides a nice level of immersion



Constructive Criticism



--Uses RNG as a huge crutch

--Loot distribution via raid level RNG:  When you drop a boss that loot is distributed randomly to whatever toon in the raid that is eligible.   This pretty much goes against the concept of pretty much any mmorpg ever (to include EZ Potimea - T9).   Players need/want finite control of loot distribution, as we all know gearing up certain role players make the group stronger.   In addition, due to the "raiding" nature of the zone, the random loot distribution eliminates the use of any DKP type system, which again is typical in pretty much every mmo ever.   I mean my lazy bard gets phat loots and only shows up to raid 1/4 of the time.   The accessories are also distributed randomly.    My SK has 0 need for a healing shield, absolutely 0. 

--Traps:   Meh, is this really needed?

--PKs:    Meh, are they really needed?    We donated for fastest travel only to have it countered at every turn. 

--Pathing:   Have seen mobs path underground or take odd paths back to camp (similar to T8)

--Boss Loot:   I've seen bosses drop 0 loot except a plat bag or diamond.  This has happened 3x thus far.  Is this by design?  If so, it would be nice if it could be refactored so  we could get some type of loot that will enhance group members (spell, weapon, essence, anything).   If not, it may be a bug.    Players of mmos are like rats hitting levers for pellets,  we will hit the levers, just need the pellets.   

Potential Solution to RNG:   The RNG loot issue could be resolved by having loot dropped on the leaders,  1-X  no drop faction armor token per kill.    Those tokens could then be turned into the appropriate faction leader for eligible armor.    Seems to me that this would follow suit with the rest of EZ and allow us to use DKP and or have finite control over loot distribution. 


Title: Re: T10 Feedback
Post by: Blurring on June 26, 2016, 02:47:34 pm
--Loot distribution via raid level RNG:  When you drop a boss that loot is distributed randomly to whatever toon in the raid that is eligible.   This pretty much goes against the concept of pretty much any mmorpg ever (to include EZ Potimea - T9).   Players need/want finite control of loot distribution, as we all know gearing up certain role players make the group stronger.   In addition, due to the "raiding" nature of the zone, the random loot distribution eliminates the use of any DKP type system, which again is typical in pretty much every mmo ever.   I mean my lazy bard gets phat loots and only shows up to raid 1/4 of the time.   The accessories are also distributed randomly.    My SK has 0 need for a healing shield, absolutely 0. 

I agree with Maslow's comments on boss loot / distribution. What makes it worse is that the RNG functionality is actually broken, it just goes to the first player(s) in raid who need the items. (Unless this bug has been fixed since) This hurts the communal aspect because whoever started the public raid will horde the armor drops unintentionally.


Title: Re: T10 Feedback
Post by: Raygan on June 27, 2016, 03:51:59 am

--Traps:   Meh, is this really needed?

 



Probably the ONLY time I will ever agree with this guy.........


Title: Re: T10 Bugs/Problems/Questions
Post by: warrior5 on June 27, 2016, 07:53:58 am
Agree with all of Maslow's points... but somehow also agree with Orthanos on traps which doesn't make sense since he is always wrong so...

Traps should stay  ??? ???


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on June 27, 2016, 07:08:43 pm
somehow also agree with Orthanos




All i needed to hear  :-*


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on June 28, 2016, 12:09:53 pm
Any chance on getting T10 instanced?      I think this would be very helpful.    More people are in T10 now and camps are often taken.   


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on June 28, 2016, 06:48:55 pm
Yeah, and cross agro/pulls get kind of gnarly.


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on June 28, 2016, 06:57:40 pm
Thank you for the info on the mapfilter issues.....I was getting not only the chat screens vanishing (completely, not just the text clearing) as well as target clearing on its own, whether I had MQ2 up or not. Seems T10 doesnt like my UI.

The workaround and dumping Dim's mods, then reloading MQ2 from a fresh install seems to have fixed the issue (I hope).

But yeah, whether its the number of mobs and objects in the zone or the code thats doing it, T10 is a pain in the ass before you even get to deal with mob difficulty. Add to the fact that you are having to fight with increasing numbers of players making it into the zone (no instances)....well, I aint lovin it.


Title: Re: T10 Feedback
Post by: Peign on July 11, 2016, 10:32:09 am
--Loot distribution via raid level RNG:  When you drop a boss that loot is distributed randomly to whatever toon in the raid that is eligible.   This pretty much goes against the concept of pretty much any mmorpg ever (to include EZ Potimea - T9).   Players need/want finite control of loot distribution, as we all know gearing up certain role players make the group stronger.   In addition, due to the "raiding" nature of the zone, the random loot distribution eliminates the use of any DKP type system, which again is typical in pretty much every mmo ever.   I mean my lazy bard gets phat loots and only shows up to raid 1/4 of the time.   The accessories are also distributed randomly.    My SK has 0 need for a healing shield, absolutely 0. 

I agree with Maslow's comments on boss loot / distribution. What makes it worse is that the RNG functionality is actually broken, it just goes to the first player(s) in raid who need the items. (Unless this bug has been fixed since) This hurts the communal aspect because whoever started the public raid will horde the armor drops unintentionally.

It looks like it is distributing loot based on level of the armor quest.    So if a toon has an active BP quest that toon will get BP (if no other active BP quests).   If you have multiple active armor quests of the same level, it appears to distribute in raid order (group 1, group 2, group 3 etc).     This was workable as my main tank always had the highest quest and thus got his gear first.   

T10 is like boot camp,  once it is done it does not seem that bad, but while doing it it feels like teh suq. 


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on July 12, 2016, 04:10:01 pm
Thank you for the info on the mapfilter issues.....I was getting not only the chat screens vanishing (completely, not just the text clearing) as well as target clearing on its own, whether I had MQ2 up or not. Seems T10 doesnt like my UI.

The workaround and dumping Dim's mods, then reloading MQ2 from a fresh install seems to have fixed the issue (I hope).

But yeah, whether its the number of mobs and objects in the zone or the code thats doing it, T10 is a pain in the ass before you even get to deal with mob difficulty. Add to the fact that you are having to fight with increasing numbers of players making it into the zone (no instances)....well, I aint lovin it.

Glad I got my toons through this zone already...sucks that I am bringing up new toons though that i will have to drag back through it though.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on July 24, 2016, 11:55:23 am
We are seeing a few issues with bosses in T10

First, bosses are not always giving armor.   This is fairly frustrating considering the effort it takes to get bosses to spawn and the amount of toons to gear... we have 50+ toons in our raid that need gear.    In a large raid, multiple toons have armor quests, boss (orc boss, no spoilers!) did not give any armor.    

Second, would it be possible to perform a code review on boss triggers?   We are seeing some inconsistencies.     In addition, there are bosses that apparently spawned during beta that have not been seen since, i.e. the 2nd orc boss.     A code review of the boss trigger logic (if not already performed) may be a value added task.  


Thanks   -  Sleepless in Sunderock


Title: Re: T10 Bugs/Problems/Questions
Post by: Fecs on August 28, 2016, 03:59:03 pm
A ton of the humanoid mobs (gnolls, undead, i think bandits, Beast of burden) now have a stonewall buff that can't be dispelled :( I don't remember them having it before, or if it was just hidden?
My already slow killing got slower  ;D


Title: Re: T10 Bugs/Problems/Questions
Post by: Mersedez on August 29, 2016, 09:28:27 am
When I hail the roaming gnome with my mage Ducati and I click on change of heart he doesn't give me the prompt for the 500k to change factions


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on September 06, 2016, 04:35:15 am
Quest: Purge the Plagueborn

Now that the zone sleeps till someone zones in, this quest seems out of line for RoI for time spent. Used to be you could zone in at any time and chances were there'd be several plagueborn up. 1000 then was pretty crazy, but an understood time sink. Now the zone has to be active, which means parking a player in it just to get some to spawn. Not enough folks are playing there to keep the zone going to give them a chance to spawn. The mission helps but is only 6 man.

I'd like to offer the following suggestions:

Change zone spawn mechanic to match the mission
Lower kill count required
Increase current spawn rate
Allow 18-24 into the mission

My humble opinion is that the kill count should be around what it takes to gear out 18-24 (the high end of toons played by one person) doing all three factions. That puts the kill count around 250-300 at the current spawn rate. For full disclosure, I've been in T10 since DAY1 and only have 300ish/1000 and have been done with armor for a good long while (hence the recommended kill count).


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on September 06, 2016, 09:10:08 am
Quest: Purge the Plagueborn

Now that the zone sleeps till someone zones in, this quest seems out of line for RoI for time spent. Used to be you could zone in at any time and chances were there'd be several plagueborn up. 1000 then was pretty crazy, but an understood time sink. Now the zone has to be active, which means parking a player in it just to get some to spawn. Not enough folks are playing there to keep the zone going to give them a chance to spawn. The mission helps but is only 6 man.

I'd like to offer the following suggestions:

Change zone spawn mechanic to match the mission
Lower kill count required
Increase current spawn rate
Allow 18-24 into the mission

My humble opinion is that the kill count should be around what it takes to gear out 18-24 (the high end of toons played by one person) doing all three factions. That puts the kill count around 250-300 at the current spawn rate. For full disclosure, I've been in T10 since DAY1 and only have 300ish/1000 and have been done with armor for a good long while (hence the recommended kill count).

Nice post and recommendations.   Completely concur with this statement and suggestions.  I would take it a step further and assert that even with the previous zone not resetting dynamic in place that 1000 is far too many.     It is 1000 PBs +  100 weapons per toon.      As Haimon stated T10 folks typically run 18-24 toons,  that is a huge investment.      I'm at 77/1000 after months of grinding (1 month 14 hour days or more grinding in there).    Sadly, many of that 77 came from the MPG vice the zone itself which means only 6 of my toons are at 77 while the rest are lagging behind.

Not to detract from the original suggestions, which are all excellent, but I think instancing this zone would also help.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on September 13, 2016, 06:29:08 pm
My personal thought is to lower the kill count on PB's to 100 (just like the # of weapon turn ins)


Title: Re: T10 Bugs/Problems/Questions
Post by: warrior5 on September 13, 2016, 07:41:00 pm
100 makes sense.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on September 14, 2016, 03:03:50 pm
I have been bouncing around t10 the last few days and here is my experience...



I have the entire zone to myself all day.....

1 afk person in zone...1 toon.....


soon as I spawn thundermaker... he logs in on rest of his toons and askes to loot the corpse....



other than this in 6+ hours I have seen not one other soul in the zone..

we should look at why this zone is empty and try to remedy this...




Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on September 14, 2016, 03:40:45 pm
It is empty because the zone mechanics are fucked up....mob triggers don't make sense....I know what spawns a few named mobs but from what I understand the surface of the zone hasn't even been dented. I like how hard the mobs hit, etc. keeps scrubs at bay but a lot of people get in there, hit that wall, and then decide it is too hard and quit.....this is not meant to be read as nerf the zone and make it easier though! I am hopeful that one day soon Akka/Rent will get in there and unscrew the zone mechanics so that things make better sense. the only orc named i was ever able to get in there was the Thundermaker and he seemed to be triggered off Stormcallers and trash mobs...a metric shit ton of trash.....the mini named didnt seem to do anything at all.....the epic quest for that zone is kinda retarded on the PB kill quest #'s...if anything was going to be nerfed then i would say nerf that and fix the zone mechanics


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on September 14, 2016, 08:40:33 pm
I agree with most everything you are saying.


also the zone is missing a final boss of any sort....

why are we gearing up the last few toons when a tank half way done with armor can practically rolf stomp the zone... the only boss that seems to occur is not nearly as hard as a jugg is to kill.....


The zone has no point... you are building to nothing.

I suggest some kind of boss fight mechanic... something people can actually spawn....that is really tough... with maybe AOE lifetaps or something to stop small armys from running it over... som kind of mechanic....GRavity fluxes...whatever... make it a challenge.... Otherwise we are just gearing for the sake of gearring and I find that like mind numbingly borring....



I did the gnoll instance today..... holy shit lets not get started on how screwed up and borring that is....one thing at a time:)


Title: Re: T10 Bugs/Problems/Questions
Post by: Drep on September 15, 2016, 08:45:35 am
It is empty because the zone mechanics are fucked up....mob triggers don't make sense....I know what spawns a few named mobs but from what I understand the surface of the zone hasn't even been dented. I like how hard the mobs hit, etc. keeps scrubs at bay but a lot of people get in there, hit that wall, and then decide it is too hard and quit.....

The zone was created for just a select few.  It went against the reason why most everyone else started playing on this server in the 1st place.   Now there is a dead Tier progression zone on the server cock blocking most everyone except for the select few.    It was said back then and the proof is out there daily with barely anyone playing in it.


Title: Re: T10 Bugs/Problems/Questions
Post by: Leis on September 15, 2016, 09:17:02 am
The zone was created for just a select few. 
This. There were many people who tested the new zone and mechanics only to find it had been designed so that they couldn't enjoy it.

Its not a bug, its not a mistake, it was built to be that way.


Title: Re: T10 Bugs/Problems/Questions
Post by: Adydar on September 15, 2016, 10:36:13 am
Will add my 2 cents in to agree with Drep and Leis, it's the opposite of why many people started playing on EZ, hence not many there to play.

I've said it before, I'll repeat again, many of us are here because we loved playing EQ when we were younger with less "grown up" responsibilities. 

I don't hear people asking for it to be less difficult, but instancing and being able to play at my own pace and take long and sporadic AFK breaks which may land me in a bad spot in a public zone are key.

To those who are enjoying it, great, good for you, glad that the effort of many folks isn't wasted.

For me, I remain on the sidelines until there's a return to the EZ I've played for so many years.


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on September 15, 2016, 11:21:47 am
Would anybody care to enlighten us on on why the majority of people started playing on EZ? How is this zone the opposite?

Of course I don't need to remind anybody instances didn't exist until later in EZ's existence, and even if that wasn't the case, as you said, you have the zone to yourself as it is.


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on September 15, 2016, 11:51:35 am
I started on EZ because the content was challenging and fun. This was back in the "old days", when you had a warrior to tank, a warrior to DPS, and a cleric to keep em standing....and every other class was pretty much filler. I dont play much these days because RL is a bitch, for one....but even when things are calm and I have spare time, I dont log in, because its BORING. Same old shit, only difference is how hard the mobs hit. The ONLY place I've seen anything that even comes close to escaping the pattern EZ has become is T10.

But the whiny "D00d, its liek 2 hrd!" crowd makes up the bulk of the server anymore. We have the majority of the playerbase playing now who started here because they thought EZ meant "easy", and they do all they can to encourage it to become thus. The older players who, arguably, made the server happen dont log in anymore.....because its easy-mode, repetitive sacks of bleh....which is rather sad. Oh, I will pop in still to hang with friends and giggle at the antics of some, but for me its become akin to live: the glory days are gone, the park I used to play in is now a Chik-Fil-A....and at my old school everyone gets a trophy for showing up and successfully breathing.

Ahhh, "progress".


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on September 15, 2016, 11:58:08 am
Quote
The zone was created for just a select few.

And sorry, gotta call bullshit on this one. The zone was created for anyone who got past T9. The issues the zone has are just that: ISSUES, that require attention and tweaking. Hate, for all his flaws and foibles, set it up to be a challenge to EVERYONE, no matter how many UW you had, or how many boxes with rank 1K RoA and 50 EoA. The problems lay in the fact that it needs to be tuned, it needs to be scaled down (the sheer size creates a host of problems with coding and keeping things stable on the emu) and that it needs ATTENTION....and as good as Akk is he's ONE GUY being tasked to do a 5 man job, and in his spare time....AND he's being asked to step in and fix the soup another cook started.


Title: Re: T10 Bugs/Problems/Questions
Post by: Drep on September 15, 2016, 12:40:11 pm
You just pretty much said the same thing.    it was in fact made as a challenge.   but that challenge was made for a select few.  everyone else had to mooch.  Hence why you say it needs to be tuned and scaled down.    if it didn't then it would be fine for everyone, which it isnt.


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on September 15, 2016, 12:53:00 pm
You're right, it WAS made for a select few...the few that have the exact same access to the exact same resources as the many.  It was made for the few were ready to advance to the next tier, and I don't know of anyone who sits and leaches in the zone...albeit I haven't actively been there for months but that's more of a reflection of my summer schedule than it is anything game-related.  But when I've been in the zone and someone else shows up, we almost always team up to do stuff in a raid, whether I'm hitting plagueborn mobs and they are working on orcs or we're both doing the same camp.  The zone is harsh, sure, and the reward really isn't there for the risk once you've gotten your armor done, but I like going into T10 just because it's not the same snoozefest as everything I am overgeared for.

tl;dr If you aren't able to do T10, you aren't ready for T10...you can do what people who can do T10 have done, gear up to a point that you can do it

Maybe a better idea would be starting a new T10 thread and have people offer up real feedback and maybe offer realistic ideas to tune it to be more tolerable.


Title: Re: T10 Bugs/Problems/Questions
Post by: Chunka on September 15, 2016, 01:56:38 pm
Scaled down in SIZE, not difficulty. Sorry if I was unclear. And no one had to "mooch". Plenty of people walked in with no help and did fine....and more than a few did it before it was hit with the 4 nerfs I can remember.


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on September 15, 2016, 01:58:39 pm
The largest issue is the inability to achieve epics at this time, which in turn means you can't level, which in turn means you can't make UWXII. The main reason for that, as I mentioned earlier, is the extreme amount of plagueborns it takes (with a minor issue of needed wep drops and their current drop rate). I could be wrong, but I feel it was set at an arbitrarily high number without feedback during testing. The scope of the zone is so large and complex that a lot of attention was needed elsewhere and it was never tuned after a few months.

The herculean effort it took Brunaa to get to 79 and epic 10.0 in 10 months is crazy, and I believe he/she is the only one almost one year since the zone opened. That effort was helped by plagueborn spawning and the zone not sleeping when empty. In it's current state even semi-hardcore players will take YEARS to reach epic 10.0 with a typical T10 player with 18 toons.

I offered a few either/or suggestions earlier, but here are some more detailed versions:

Lower the kill count needed. Done.

If the plagueborn spawn mechanic was changed to random like the mission, at a rate of 1/10, you should reach 1000 kills in approximately 2 factions worth starting from scratch to ally. It takes between 5000 and 6000 kills to finish a faction through the quests: 250, 500 and 750 X 5 or 6 (forget the amount of 750's to ally). So 5000/10 = 500 plagueborns. At 1/20 you'd have 250 plagueborns per ally faction set. So, if you do orcs, gnolls and sarnaks you should finish the plagueborn count around the time you're finishing armor or shortly thereafter. Math is not my strong suit so if that doesn't look right please say.

Increase current spawn rate: Meh

Allow 18-24 in the mission: Less Meh, but still meh

As far as the named are concerned, IF the mini's do anything it's either broken or takes so many as to not be worth bothering. I know there is a second orc boss, but haven't seen him since testing. The basilisk boss has never been seen. I'd imagine there is a second sarnak boss besides BoB, but again, never seen it. Darkpaw Rellognub hasn't spawned in a good while either, unless someone who's played there recently can refute that.

Let's keep it constructive, please. A ton of work went into this zone and it's scope is huge. As mentioned earlier, it simply needs tuning.






Title: Re: T10 Bugs/Problems/Questions
Post by: Leis on September 15, 2016, 02:38:07 pm
How is this zone the opposite?
Everything up to T10 can be managed with a single group, and all the quests not related to leveling requirements are optional. T10 requires a raid and those quests(rings, earrings, shields and uw's) are no longer optional.

The zone was created for anyone who got past T9.
Past T9 and more. Someone with just T9 gear and a single group wouldn't even be able to pass the dps requirements to take down a trash mob much less progress in T10.

I don't blame Akka for this, its simply how Hate had set it. More than a few players who attended the betas expressed concerns on this very point, but his goal was for players who had spent years waiting for a new tier to still be challenged.


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on September 15, 2016, 03:47:16 pm
Everything up to T10 can be managed with a single group, and all the quests not related to leveling requirements are optional. T10 requires a raid and those quests(rings, earrings, shields and uw's) are no longer optional.


T10 can be done with a single group, the mobs don't regen so it's not like you couldn't beat them down...it'd just take longer.  I don't really know people that limit their force to a single group other than Woodee, and even though he's not active atm, he can do T10 just fine with a single group.  It's also constantly emphasized to people who are progressing to utilize at least 2 and I think 3 groups is what people push as optimal.  I did all of T10 minus the other 700 plagueborn kills I need for epic with a 2 group setup.  I will agree that ROA, shield and UW on the main tank aren't optional in T10, but if alts are around 500 ROA they survive decently and if you have the mass rez item you can just rez in your gimps as they die to rampages or use range tactics to keep them from splatting.


Title: Re: T10 Bugs/Problems/Questions
Post by: walk2k on September 15, 2016, 03:54:57 pm
I did up and thru T6 with 4 toons.

to be clear, it's possible to play EZ with 1 toon up thru about Qvic, and then you'll probably want 2-3, war/pal/dps..

it wasn't until T7 and some of the mobs have stupid strong lifetaps, that I wanted more firepower. the wiki says you need 12+ toons with bane weapons to beat the Floating Skull (7.0 boss) I did it with 8, but my group is not "optimized".. you could probably do it with 5 strong melee toons (war/pal/rog/monk/zerk)


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on September 15, 2016, 07:29:21 pm
More than a few players who attended the betas expressed concerns on this very point, but his goal was for players who had spent years waiting for a new tier to still be challenged.

I remember the beta testing of T10....I also remember the people expressing concerns...the difficulty of the zone is not a problem....I applaud how hard the mobs hit (hate the traps though as i think that is a sorry way to introduce difficulty) the only issue with T10 currently is the poor zone mechanics...and on a personal level the PB kill #'s....oh yeah and traps (to a lesser degree).


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on September 18, 2016, 05:18:50 pm
I will agree that ROA, shield and UW on the main tank aren't optional in T10, but if alts are around 500 ROA they survive decently and if you have the mass rez item you can just rez in your gimps as they die to rampages or use range tactics to keep them from splatting.


I have found that if you have IG pet and all toons max SoA through T9...they wont splat on AoE rampage.....high RoA's help but other than Ray all other toons are between RoA 500 and 750. I don't think I would waste my time w/o IG pet at bare minimum on alts though or you will be rezzing toons all day long....and that gets old FAST!


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on September 27, 2016, 07:31:45 pm
People in t10 need to learn how to play nice again.... i have people pulling through my camp....running past me to snag a plaugborn (looking at you porkpie or whatever mage group) and just general jackassery because who gives a shit right? you dont need teamwork...


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on September 27, 2016, 07:40:39 pm
I would suggest makeing the named mobs spawn in random location....right now everyone wants to camp the orc camp...if you dont you get no armor....I have some toons right now that are lackign tokens for 5 peices.....because the cheap ass orc only gives out 1 or 2 tokens a kill.....so.....if EVERYONE in the zone needs thundernuttst then its going to be a mess....just fyi


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on September 28, 2016, 12:22:28 am
if you groupe (make a raid) with the others which are in T10 you all will get the upgrades for the plagues and even thunder will drope more then just 1 token. At the beginning from t10 we all made raids together so we could split 1 where killing orcs the others sarnaks or gnolls and only came together when a boss spawned for the tokens. So we all got our upgrades on faction and armor tokens.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on September 28, 2016, 10:01:52 am
you only get token in the order of your raid....so the first group gets tokens until they are all full...this is not fair to the other people in the raid...


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on September 28, 2016, 10:39:17 am
we swaped the raidleader after each boss:p


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on October 12, 2016, 08:53:38 pm
OK!


prepare your brain... I have thoughts to share....



t10.....holy shit....t10....


I have some ideas....


When you first zone into t10 you hail the gnomly and he has you pick one of 3 factions.... you chose what factions you want for armor and hail and set them for each toon....

pretty much everything after that I would change...


Faction quest..

holy fing shit why do we have to Hail and reset the faction quest after each set of 750? cant we just gain faction and as it progresses we get access to more armor? I can't fully tell you how annoying it is to have to stop slaying and go reset yer damn quest ... just let us kill....and base it off our faction and not some crappy little quest that gives us GLS? like really? fill my alts up with gls ....so handy....how about 1 sls....for 750 kills ? that probably wont dirupt the economy on the server? or nothing...no quest....just faction like t9....that seems like ok to me...

So no more little faction quests... we can just kill....sweet....all day...for weeks....and weeks...you know what...thats fine!...great!

100 weapon fragments quest.... this kind of sucks...but its totally doable.....takes up bag space like mad but whatever...going to take years to get all thetoons done...but whatever...right?  I would like to see like..raid wide credit for turning these in.....so we dont have to farm 1200 freaking rare drop weapons...thats TOO much grind...IMHO....way to much....just finish on my main guy and like...everyone is armored up mostly now...this will take YEARS to finish on all my toons...years.......YEARS... 

Its no good...

Plaugeborn...holy fucking shit....this is probably where I should have started...1000 is stupid ....100 is good....make it 100 please.... thank you! I swear the 1000 must have been a typo... full armor on tanks and i have exactly 50 done....like....wtf...again....this will take years for hardcore players..... 1 year for insane players....not fun.....not...fun...100 is alot....100 is better...

Kidney quest.... holy shit...I dont know what i get for this but its going to take like...um...years...I am like 1/30 and ...yea....this one might be ok actually since i dont know the end result and if its not going to stop progression I am down with a rare quest...prolly a faction quest and i will slit my wrists at the end...

stolen goods... this one is fine....nothing to say...

vampire crap... yea seem to be fine...one again going to take years to finish for all my toons....and I don't see myself actually just trying to farm these in this zone....its boring to me...


qeynos and freeport exiles....ok..rare as shit damn shit..but whatever.....i did one on my main...did not seem to do anything...no reward....not awesome....some faction BS? I dunno..   I ran around hailing everyone and they all did not seem to give shit...maybe that will change when i get the other one done? fark i dunno i still need 2 more...someday maybe...


The zone in huge and has traps...traps can be bad...or good....depending if you live or die... buy hey....that's already been talked about.. so... Please consider moving the boss spawns...from one fixed extremely campable location....so that...people...can....like....you know..share...cause we suck at that....and its bad....if I need orc armor....and soemone else is in the zone....odds are I am fuxored.....and the wave of players has not arrived....yet....or I missed...it....not really sure..took a break....now I am once again solo in t10 most of the day....soo...no wave?...wave is over......not sure...Could killing the placeholder/trigger actually make the mob like....spawn...like...right on you.....so that I can farm orcs at camp 2 or...3......5.....whatever....and still get a fair shot at thunderpants?  might be fun...lets try it.

I have to go to the store now....I may have more to share....not sure....feedback?



Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on October 13, 2016, 04:06:05 am
Just let me say that I did all the "shit" with in 10 month with 15 toons ( you dont need more toons for it) so its up to you if you run more then that makes only more work.
I would agree with the kidney quest becaus if you finish that you get a bag with only 10 slots (Hate told it should be 30 slots).
I agree with the the weapon, vampire and and exile quest because you get nothing for it so just forget those quests.
The Plague quest just half it or make it to 600 a 1000 is stupid.
All other things seems ok to me, because if you put all only on killing Mobs you will be done in 3 month time and after that what will you do then?
I dont think that Akka has the time to do one tier after the other just for players which hate a bit work.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on October 13, 2016, 01:41:53 pm
you did a great job completing this...let me ask you something... was it fun? was it worth it? I think the 3 month time frame is a little restrictive as well... I have banged away at this for more than 3 months and am just getting armor done...so like...an insane player that plays 8 hours a day every day...sure....but how many can do this?


I am not afraid of a little work,  I would also like it to be fun and rewarding...doing quests that end in NO reward is ..well..sad and if you don't really enjoy doing it...the big question is why?

The big problem I see with t10 is by the time you finish the armor quests and have the power you have nothing to do with it.... there is limited reward in rerunning this zone..no GSOA....limited XP shards......cash loot is mostly meh at best....so why would you want to run past the armor quest? for essence?   


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on October 13, 2016, 03:58:31 pm
The big problem I see with t10 is by the time you finish the armor quests and have the power you have nothing to do with it.... there is limited reward in rerunning this zone..no GSOA....limited XP shards......cash loot is mostly meh at best....so why would you want to run past the armor quest? for essence?   

I have received one (only one) GSoA out of t10...with it's difficulty it should be better drop rate for sure....cash loot could be a LOT better....currently I think farming esse's in the t10 expedition is better because I hate t10 so much....as well as farming the plagueborns....t10 could be more fun if the spawns were fixed and with the length of time it takes to get (the orc boss for example) it should drop at least one esse every time...the esse drops in t10 are the suck! Now some mobs like Venombite who seems to spawn with the death of a certain mob that seems to be up at every respawn shouldn't because if that were the case you could get 1 t10 esse every 15 minutes...I think that the plagueborne quest should be in line with the orc weapon/bandit loot/vampire quest (100 items turn ins and 100 kills) but that's just me...will still take you a good while to complete it (about the same time it would take to complete the armor)....of course I also wish you could adapt the armor by doing more than one faction....get the orc armor and combine it with gnoll/sarnak for the benefits of each respective armor type (but I have mentioned that several times)

as far as "for esse?" yeah because you gotta do the UW 12 at some point....but spawns are so borked at the moment that is a REAL headache!


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on October 14, 2016, 03:04:32 am
it was fun for me, but I had also the luck that I have done raids with several players that really was a good help because we where playing at different timetables so when it was bedtime for me I stayed in raid so I got the kill upgrades on all factions, when I was playing the other raidmember went aslep and got also the the upgrades from my kills. The same was going with the armor quest we just changed the Raidleader after a boss so all got for example 3 tokens if we where 3 different groups. thats the way how to do t10 and not calling for instances where you will be just on your own fighting. I admit that the drops of essences should be raised , I got in 10 months time about maybe 250 essences I did not really count them, but if you will do more then just 1 UW XII it will take years to finish because you need a lot essences for the augs and shields aswell. I did not enjoye the plague kills 1000 is absolutly stupid I hade the time to kill them and during my playtime (thats the time where most people stay in bed) I have been just on my own in t10 and got maybe 6 to 10 per day but now are more players in t10 and everyone is chasing them you can be lucky if you get 3 or 4 per day.
So it will be more then a year to kill them all because I dont think that everyone has the time to play every day. That why I say since a long time 500 - 600 plagues should do it.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on October 14, 2016, 11:37:56 am
so the way you suggest that makes t10 doable it to team up and be afk for updates ....that....is not what i would want to do.... why even bother...   I think they way you did this points out just how borked this zone is.... 24  raid teams... no thank you


Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on October 14, 2016, 01:31:24 pm
May as well have 2000 Plagueborns in the quest on the amount of people doing it.

But then its not really a biggie untill tier 11 is out, then start turning tier 10 into easy mode , like drop plagues by 100 every week and up faction gains so that way those that have been in 10 for a while get in 11 before those who haven't .

but then could be a while before tier 11 is out and we have something to do while waiting ))


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on October 14, 2016, 03:45:27 pm
so the way you suggest that makes t10 doable it to team up and be afk for updates ....that....is not what i would want to do.... why even bother...   I think they way you did this points out just how borked this zone is.... 24  raid teams... no thank you

Hurty....you are using MY multiple periods...it's my style......kinda like David Lee Roth stealing Steven Tyler's scarf-on-the-mic-stand deal back in the 80's...............


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on October 14, 2016, 05:19:01 pm
The "joining up with other people" is dead. It simply doesn't happen like we did it in the beginning.

Now folks zone in, kill the PB that are up and go do something else (I've seen single toons left in the zone so it doesn't sleep). So even if you play every day, if you're not on at the right time, you're relegated to the mission every few days for 6 only toons if you're done with armor.

Please, please, please kill whatever is the resource hog (looking at you npc's fighting each other) and allow instances if any resolution is far off.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on October 14, 2016, 06:49:42 pm
Quote
so the way you suggest that makes t10 doable it to team up and be afk for updates ....that....is not what i would want to do.... why even bother...   I think they way you did this points out just how borked this zone is.... 24  raid teams... no thank you

Hurty....you are using MY multiple periods...it's my style......kinda like David Lee Roth stealing Steven Tyler's scarf-on-the-mic-stand deal back in the 80's...............


................w..............h............a...........t do you mean?

I will work on it....

sorry...

damn it..


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on October 15, 2016, 09:23:51 am
hehehe


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on October 20, 2016, 09:00:11 pm
I will be re-reading through this thread and getting a comprehensive list together for Akkadius of suggestions the community would like to see changed, updated, fixed in T10

Thank you everyone who is adding to the thread in a positive manner, your voices will be noted.

The community should start to see some effective change by the end of the year in T10, however no promises can be made.

Please remember that Akkadius is only one person and T10 has a lot of moving parts that need to be coded perfectly to make it a seamless, functioning zone. The holiday season is here so family and real life takes priority in some cases, but please know that your voices are being heard, your suggestions are being taken into consideration and change is coming.

Thank you all.


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on October 20, 2016, 09:13:43 pm
Who are you, and what have you done with the real Rent?


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on October 21, 2016, 04:55:36 pm
Pretty much ever quest line outside of the kill xxx mobs for armor is broken in this zone and gives either no reward or a very poor reward...

plagues appears to work
bandit loot appears to work
armor appears to work


everything else is borked.


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on October 21, 2016, 07:50:06 pm
Vampire artifacts quest works too.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on October 21, 2016, 08:05:20 pm
i have not completed this but i am unsure as to the reward as I have all the armor and acc....


Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on October 21, 2016, 08:08:35 pm
Kidney quest works

Collect 50 weapons for epic needs 100 so somethings up in the text lol


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on October 21, 2016, 08:11:09 pm
it works but you get a shittastic 10 slot bag...as reward...


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on October 22, 2016, 08:28:34 am
How about making the mission 24 hours like the others so we can at least get 5 or so PB per day on 6 toons? Lower the hive shard reward if that would hold it back. Can't think of any reason that would be overpowered or unfair.

I'm about to hit 500 PB on Denzig. Half way there.  ::)


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on October 24, 2016, 02:48:56 pm
I like Ray's idea of being able to do more than just the one armor set, it'd give people a reason to continue the grind in T10.  Let's say you start your toons all on Orc faction, but you know that there are certain foci on other factions that would be better to have on your off chars.  There are already 3 different versions of T10 armor, so say after you get your Orc armor done, you could start Gnolls and work toward getting their armor.  Allow you to combine the Orc armor and Gnoll armor with respective tokens that you are able to buy at the camp from a faction based vendor of each type of faction.  Once you reach ally to Orcs, the orc faction vendor lets you buy the orc token of combination or w/e you want to call it that would be required to combine Orc armor with either of the other 2 types.  Once you then reach ally with Gnolls, the gnoll faction vendor would let you buy the gnoll token of combination.  Combining an Orc wrist, orc token, Gnoll wrist and gnoll token in the magic box nets you the best stats of both on one piece of armor.  I never bothered with anything but Orc on my toons, but the HP/AC on orc is higher and the Gnoll has what I assume is some focus effect(s) that you would lose HP/AC to use instead of Orc.  Keep the resulting armor piece with the Orc HP/AC and add the beneficial stat/focus boosts of Gnoll for the new piece.

You could then jump into Sarnak faction, max that out and be able to combine Sarnak armor with the Orc/Gnoll hybrid armor and cannibalize the benefits of the Sarnak armor to make the resultant superior piece of T10 armor.  Honestly, I don't think the power gain would be anything overly beneficial...you'd probably do just as well without it, but people like shiny things to work toward and it'd give people reason to continue grinding the zone.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on November 10, 2016, 08:19:27 pm
Ok...


Armor:

Change armor quest entirely to require both faction and token drops to make... faction can be just faction without the quest that is more annoying than useful.
The tokens will drop Rarely and Randomly from mobs and won't be tradeable. The armor from each faction will be distinctly different and have plusses and minus to it as it appears to have now. I would like to focus more on effects and less on raw hps if possible. Boss mobs will drop several tokens and trash mobs will have like a 1/800 drop rate or whatever is suitable small to make them notable.

Not a massive change but a start.

You will be allowed to Mix and Match armor as you see fit .... choices are good.


OR/AND


You can combine the armor to make uber armor and that would be tasty as well.


Plagueborn and epic quest:

Totally scrap this portion of the quest and have the undead with a rare (think GSOA) drop that would be combinable(x10) in a magic box to make the Token that you can turn in for the epic upgrade. OR have the token combinable with the current aug..Either way.

Plaugeborn can still spawn and be a guaranteed token drop but may have to be made a rarer spawn so this is not t0o easy.

Spells:

Spells are fine and are fairly easy to get once you have a good kill per min ratio.

Accessories:

This is actually fine and I like the current breakdown of how you get these.

MOBS:

Delete the archers from the zone... if you want rooted mobs thats fine...but ranged mobs you cant lose aggro on that are so close together are just stupid and not fun.

The traps are fine... yea it can suck....sorry buttercup risk happens.

Please add some random to the bosses so people are not setting freaking clocks and login in 10 mins before it spawns waiting for them to pop (Gemcollecter in OOT, BOB, ThunderNutts ect..) I like surprises and I really enjoy how it works in the t10 Minni where the plagues spawn from mobs... it makes it challenging sometimes and you dont really want to pull 30 mobs if you can get a couple of plagues in that mix.

Speaking of the t10 mini ...REMOVE THE 6 PLAYER LIMIT... please... I don't understand this and it makes it unfun to have to park half your team or more and only get the benefit on 6 toons.... makes no sense.

Now if you want to add some reward for 1000 Plagues... please that would be neat but it's going to have to be something special cause that is a massive grind... having completed all my orc faction and half way done with Sarnak and gnoll i am at under 100 plagues....

I would say that the mob camps in the hills as they are is fine as long as you remove the archers....


I am sure there is more... but for now...



Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on November 10, 2016, 08:38:59 pm
Hurty...because you say keep traps....DIE! Die a horrible painful death by getting kicked in the nuts 1,000,000 times!  other than that...have a nice day!  :D


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on November 11, 2016, 03:33:33 am
Maybe 1000 plagues = UC IV

T6 = UC II
T8 = UC III
T10 = UC IV

 :)


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on November 11, 2016, 04:57:34 am
Sunderock is angry this morning. Can't zone in without 5k+ms and have to character move to get anyone out. UF and RoF clients, with and without MQ2.


Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on November 11, 2016, 06:48:27 am
Ya T10 needs a restart cant do anything in there with the packet loss


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on November 11, 2016, 09:49:52 am
Ya T10 needs a restart cant do anything in there with the packet loss

T10 needs to be shut down immediately!

DHTB!


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on November 12, 2016, 05:55:47 am
Sunderock is still jacked. Was able to zone in this morning but have 15468ms atm. Please reboot when able.

Thank you very much.


Title: Re: T10 Bugs/Problems/Questions
Post by: Adydar on November 12, 2016, 06:05:53 am
Sunderock is still jacked. Was able to zone in this morning but have 15468ms atm. Please reboot when able.

Thank you very much.

I believe this is by design, it's part of the mechanics to make T10 difficult  ;)


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on November 21, 2016, 12:28:22 pm
anyone noticed that the portals are not working so you can not spawn Sharp?


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on November 21, 2016, 01:29:13 pm
YEA  I noticed that last night...


it seems that if you starting killing portals it jacks the zone...


To test this I would roam around killing open/exit/closed portals and before long the zone would just crash....


I have done this a few times...


I am not saying it could not have just been random crashes but I think the are connected


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on November 22, 2016, 02:20:59 pm
Ok...


Armor:

Change armor quest entirely to require both faction and token drops to make... faction can be just faction without the quest that is more annoying than useful.
The tokens will drop Rarely and Randomly from mobs and won't be tradeable. The armor from each faction will be distinctly different and have plusses and minus to it as it appears to have now. I would like to focus more on effects and less on raw hps if possible. Boss mobs will drop several tokens and trash mobs will have like a 1/800 drop rate or whatever is suitable small to make them notable.

Not a massive change but a start.

You will be allowed to Mix and Match armor as you see fit .... choices are good.


OR/AND


You can combine the armor to make uber armor and that would be tasty as well.


Plagueborn and epic quest:

Totally scrap this portion of the quest and have the undead with a rare (think GSOA) drop that would be combinable(x10) in a magic box to make the Token that you can turn in for the epic upgrade. OR have the token combinable with the current aug..Either way.

Plaugeborn can still spawn and be a guaranteed token drop but may have to be made a rarer spawn so this is not t0o easy.

Spells:

Spells are fine and are fairly easy to get once you have a good kill per min ratio.

Accessories:

This is actually fine and I like the current breakdown of how you get these.

MOBS:

Delete the archers from the zone... if you want rooted mobs thats fine...but ranged mobs you cant lose aggro on that are so close together are just stupid and not fun.

The traps are fine... yea it can suck....sorry buttercup risk happens.

Please add some random to the bosses so people are not setting freaking clocks and login in 10 mins before it spawns waiting for them to pop (Gemcollecter in OOT, BOB, ThunderNutts ect..) I like surprises and I really enjoy how it works in the t10 Minni where the plagues spawn from mobs... it makes it challenging sometimes and you dont really want to pull 30 mobs if you can get a couple of plagues in that mix.

Speaking of the t10 mini ...REMOVE THE 6 PLAYER LIMIT... please... I don't understand this and it makes it unfun to have to park half your team or more and only get the benefit on 6 toons.... makes no sense.

Now if you want to add some reward for 1000 Plagues... please that would be neat but it's going to have to be something special cause that is a massive grind... having completed all my orc faction and half way done with Sarnak and gnoll i am at under 100 plagues....

I would say that the mob camps in the hills as they are is fine as long as you remove the archers....


I am sure there is more... but for now...



Jesus reading is sad, esp shit like the 6 limit, this is a solo box army server after all. Not flagged for the zone but if this is how it is I hope akkadius gets around to fixing that shit design of a zone before I unlazy and flag for it.

The 6 limit is for the T10 Mini (T10 MPG) which is not required for progression.    T10 definitely needs work (or removed from source and redone) but the 6 limit is only for the mini


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on December 03, 2016, 01:36:20 pm
Please stop trashing threads with garbage.

Many adjustments for T10 (Including the mini) will be making its way. I've read through this entire thread a few times and many things are very apparent.


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on December 03, 2016, 02:29:55 pm
Can't wait. Thanks for the update, Akkadius.



Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on December 06, 2016, 03:18:47 pm
T10 update.

Last night Akkadius sat down for a marathon session on the zone. 7 hours or so worth of coding.

Major updates to the zone that, when finished will give a far superior zone play quality than what is in place now.

There is a lot of work that still needs to be done, decisions to be hashed out to make the zone flow easier and make more sense, but the work is being put in.

Some of the highlights so far that we can look forward to,

very little npc vs npc fighting
pathing was dramatically reduced
overall npc count was hacked down
removed unnecessary zone objects to improve playability
portal system reworked
bringing to light npc bosses and mini bosses that were in the zone but not used
massive amount of code clean up, massive!
elimination of zone traps that just bogged down the zone
a clear working toward being able to instance the zone is being made

There will most likely be 2 or 3 more extensive coding sessions before the zone is republished for the community, but a huge amount of work was done yesterday and a lot of the community's ideas were heard and implemented with precision.

Thank you all for your patience and contributions to all the involved threads, as always your voice is heard and is often acted on. 


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on December 06, 2016, 04:27:10 pm
T10 update.

Last night Akkadius sat down for a marathon session on the zone. 7 hours or so worth of coding.

Major updates to the zone that, when finished will give a far superior zone play quality than what is in place now.

There is a lot of work that still needs to be done, decisions to be hashed out to make the zone flow easier and make more sense, but the work is being put in.

Some of the highlights so far that we can look forward to,

very little npc vs npc fighting
pathing was dramatically reduced
overall npc count was hacked down
removed unnecessary zone objects to improve playability
portal system reworked
bringing to light npc bosses and mini bosses that were in the zone but not used
massive amount of code clean up, massive!
elimination of zone traps that just bogged down the zone
a clear working toward being able to instance the zone is being made

There will most likely be 2 or 3 more extensive coding sessions before the zone is republished for the community, but a huge amount of work was done yesterday and a lot of the community's ideas were heard and implemented with precision.

Thank you all for your patience and contributions to all the involved threads, as always your voice is heard and is often acted on. 

Thank you for the work and the updates, sounds like a lot of progress is being made.

Are you planning on releasing the changes to the test server (EZ has a test server correct?) prior to going live?   

-- Thanks again


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on December 06, 2016, 04:39:56 pm
Right now all of the work is being done on Akkadius' private server.

As stated though, there is a huge amount of work yet to be done. When it gets closer to time to publish, I am sure there will be a testing and bug finding phase.

And, lol, as a small correction, Akkadius went a tad over 12 hours of coding, I passed out 4 hours before him :)

Thank you for the support in this long and much needed process to fix this very massive and complicated zone.

I feel confident that we will all be very impressed with the outcome of this undertaking.


Title: Re: T10 Bugs/Problems/Questions
Post by: warrior5 on December 06, 2016, 05:07:31 pm
Very very cool. Thanks Akka and Rent!


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 08, 2016, 08:42:11 pm
Here is what my thoughts on armor are;


1. OrC= Melee
2. SarNak= nukers
3. Gnoll= Healers


What we have now appears to be 3 sets of armor with vaguely beneficial effects for certain classes on some of it.


Am I just off base on this? Because having just completed Sarnak I have to tell you I just wasted Thousands of kills to get armor that is meh at best.

I am not just talking hps.... I understand those are under review ... Its the effects that matter to the casters and having a BP for the dps nuke faction that has hps regen...and reduces the mana cost on beneficial spells..makes me confused.


I understand its a work in progress!

Thank you for all the hard work!!

not trying to be all bitchy....




Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on December 08, 2016, 09:05:26 pm
Here is what my thoughts on armor are;


1. OrC= Melee
2. SarNak= nukers
3. Gnoll= Healers


What we have now appears to be 3 sets of armor with vaguely beneficial effects for certain classes on some of it.


Am I just off base on this? Because having just completed Sarnak I have to tell you I just wasted Thousands of kills to get armor that is meh at best.

I am not just talking hps.... I understand those are under review ... Its the effects that matter to the casters and having a BP for the dps nuke faction that has hps regen...and reduces the mana cost on beneficial spells..makes me confused.


I understand its a work in progress!

Thank you for all the hard work!!

not trying to be all bitchy....




With what I have jotted down here, all 3 factions will be combined to make a greater ultimate piece. So it's not exactly worthless


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 08, 2016, 09:24:07 pm
that sounds really good...

I am sad that I will have to do these 2 faction kills again..for other toons...but I do love/hate the grind.


I look forward to doing this


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on December 09, 2016, 04:58:42 pm
Are you able to tell us if we should continue hunting plagueborn if we are greater than say, halfway through? I'm 2/3ish myself.

Curious if the count will stay the same due to the changes, or if there will be a reduction.

Thank you either way for the attention the zone is getting.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on December 09, 2016, 05:55:28 pm
Are you able to tell us if we should continue hunting plagueborn if we are greater than say, halfway through? I'm 2/3ish myself.

Curious if the count will stay the same due to the changes, or if there will be a reduction.

Thank you either way for the attention the zone is getting.

Count will be staying the same, spawn rate will be increasing


Title: Re: T10 Bugs/Problems/Questions
Post by: Mersedez on December 10, 2016, 03:19:49 am
Are you able to tell us if we should continue hunting plagueborn if we are greater than say, halfway through? I'm 2/3ish myself.

Curious if the count will stay the same due to the changes, or if there will be a reduction.

Thank you either way for the attention the zone is getting.

Count will be staying the same, spawn rate will be increasing

Yay thanks akka.


Title: Re: T10 Bugs/Problems/Questions
Post by: Mersedez on December 11, 2016, 03:25:08 am
One stupid request for T10... Can the Druid and Monk not wear robes for their chest piece? Can it go back to the T9 look.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on December 11, 2016, 05:54:03 am
I love the robe look on a monk!


Title: Re: T10 Bugs/Problems/Questions
Post by: nazlum on December 11, 2016, 01:03:59 pm
One stupid request for T10... Can the Druid and Monk not wear robes for their chest piece? Can it go back to the T9 look.

you arnt a bad ass unless you have a robe as a monk I cant wait


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on December 11, 2016, 01:55:48 pm
One stupid request for T10... Can the Druid and Monk not wear robes for their chest piece? Can it go back to the T9 look.

you arnt a bad ass unless you have a robe as a monk I cant wait

robe does look kinda cool.   Initially was like wtf, but then it grew on me


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on December 11, 2016, 02:28:05 pm
Robe is good


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on December 12, 2016, 12:25:29 am
If you take away the robe I had to fight for I will come back and take a big dump in your mouth!

/wave all


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on December 12, 2016, 12:06:07 pm
I think the robe is going to be safe  ;)


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on December 16, 2016, 10:55:33 am
T10 updates being implemented today?   That's the talk around the water cooler.


Title: Re: T10 Bugs/Problems/Questions
Post by: bridgitx on December 17, 2016, 08:31:35 am
Akkadius was on discord chat last night. Basicly said he had another day of work on it and should be implemented by end of weekend.

Correct me if im wrong akkadius.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on December 17, 2016, 12:27:06 pm
Akkadius was on discord chat last night. Basicly said he had another day of work on it and should be implemented by end of weekend.

Correct me if im wrong akkadius.

Thanks!


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on December 18, 2016, 07:53:21 pm
Akkadius was on discord chat last night. Basicly said he had another day of work on it and should be implemented by end of weekend.

Correct me if im wrong akkadius.

Thanks!

It is almost wrapped up, can't say for sure 100% when the grand reopening will be, but soon


Title: Re: T10 Bugs/Problems/Questions
Post by: Mersedez on January 01, 2017, 10:25:28 am
Either T10 or T10 mini is messed up. I was doing the T10 mini, my mage died a couple times, then wiped out when 3 plagueborns spawned. 15 out of 18 toons disconnected, 3 toons zoned into T10 bind spot and lag was over 10k+ for me. Now when I log into the server it takes like 10 min per toon with 8k-15k ms lag.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on January 01, 2017, 11:05:52 am
As said in the T10 thread, zoning into Sunderock is taking quite a bit of time.   Something is definitely amiss. 


Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on January 01, 2017, 12:40:06 pm
reboot of zone?


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on January 01, 2017, 01:48:00 pm
Had an expired T10 instance that I couldn't log orphaned toons into, wasn't in a real hurry to get them on so messed with it a while with their window only locking up when trying to enter the world.  Normally orphaned toons in an expired instance are booted to bind on log in, not sure if it's specific to T10 and the issues being experienced by folks there.


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on January 01, 2017, 07:50:52 pm
Quest: Completed Weapon Research

Speak With the Roaming Gnome

After completing the 1000 plagueborns and 100 weapon turn ins, the gnome is not completing the task.  :(


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on January 02, 2017, 04:32:53 pm
Had an expired T10 instance that I couldn't log orphaned toons into, wasn't in a real hurry to get them on so messed with it a while with their window only locking up when trying to enter the world.  Normally orphaned toons in an expired instance are booted to bind on log in, not sure if it's specific to T10 and the issues being experienced by folks there.

Zone was in a loop, think there is some pre-existing loops I need to investigate still. It was rebooted.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on January 02, 2017, 04:34:01 pm
Quest: Completed Weapon Research

Speak With the Roaming Gnome

After completing the 1000 plagueborns and 100 weapon turn ins, the gnome is not completing the task.  :(

- The Roaming Gnome should now handle Epic 10.0 completion correctly again
- Instancing: /say instance menu now has an option to "Delete All Instances" this follows 10 minute cooldown timer as well
- Resolved an issue with expeditions where sometimes the entire expedition would complete on player zone in
- The Teleporter should also be mass /assist targetable now through certain MQ2 builds
- T10: Main Quest NPC's should now be targetable using certain MQ2 builds
- T10: Roaming Gnome now sends players to Character select instead of killing them
- T10: Roaming Gnome now tells you if you tried to do "change of heart" without having 500k Platinum to "Reset"
- Utility based NPC's no longer will participate in combat
- T10: Fixed an issue that was preventing plagueborne to spawn properly in certain cases
- T10: Warlord Asmodae can now take in multiple weapons at a time for Weapon Research
- T10: Stone Sergeant Grognir can now take in multiple weapons at a time for Weapon Research
- T10: Grand Summoner Agwin can now take in multiple weapons at a time for Weapon Research


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on January 03, 2017, 01:31:02 am
I am getting some pretty big variances in the amount of faction each toon has given the same number of quest turn ins... sometimes it only off 20 or 30 but enough to edge it over from one to the other...others its 100+

random amounts of reward for same kills quest?  I am going to end up running another 750+ kills at the end just because of some variable.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on January 03, 2017, 10:02:19 am
Just a thought on Plagueborns...if you have them spawn you can /highlight # and get them to highlight on map.....but if we could have each camp's PB's spawn in a centralized location.....just a thought to throw out there.  if you are farming Gnolls...why go to a orc amp to clear to a PB and vice versa....my idea....the screenshot below (forgive the penmanship, not use to writing with a mouse)


Modify...../highlight # does not highlight plagueborns...but it does highlight all the other spawns like Freeport squeaker and the mobs in the camp....not sure why it doesn't work on plagueborns


The only way to clearly see PB's, when they  spawn, is to have a spare toon disconnected from bccmd and do a /map hide npc. Then when a PB spawns check that toons map to see where it spawned..../pulls hair out....


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on January 03, 2017, 02:44:57 pm
Mobs like Sarnak War Wizard/ Remains od Advisor Shir' Ock/ Ghost of chancelor Di'zok spawns with emote like a plagueborn. Same with the old Freeport/Qeynos quest mobs (quest that was removed from T10)....so the lieutenants that spawn (named that spawn off trash that just drop plat bags) are spawning as PB's...so I would assume that is skewing your logs on PB spawns.  You told me yesterday you were seeing 3 PB's an hour....I just aint seeing it.  Even with changing the filter so that i see every emote, i have had 1 PB today. The rest have been freeport Squeeker and the old world type sarnak nameds that drop old world loot.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on January 06, 2017, 02:25:12 pm
REQUEST:  Could we remove all of the trash loot,  scrolls, fortune crap, pots etc from T10?     The value of these are minimal and they drop far to frequently.


Carpal Tunnel is real!


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on January 08, 2017, 01:37:43 am
- T10: Vampire/Undead quest items are now also removed from the loot table
- T10: Trash loot that serves little to no purpose has also been removed from tables


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on January 08, 2017, 12:42:22 pm
the keys for the boxes are dropping now from trash but we have nothing to open with because there are no boxes to open ;D


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on January 09, 2017, 04:29:24 pm
- T10: Vampire/Undead quest items are now also removed from the loot table



Haven't been on, been working, but has this also been removed from the T10 mini? Not that I plan to be doing these any time soon since I have been faction hunting in T10.  :)


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on January 09, 2017, 07:07:33 pm
Speaking of the t10 mini ... can we leave this alone?


It's hard as hell...very rewarding and fun..


I am afraid it will get....adjusted... to fit more in line with the current level of difficulty in t10.


It's hard...people die...and it's fun.

thank you.

Yea the undead loot still drops in the mini.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on January 09, 2017, 07:47:44 pm
Speaking of the t10 mini ... can we leave this alone?


It's hard as hell...very rewarding and fun..


I am afraid it will get....adjusted... to fit more in line with the current level of difficulty in t10.


It's hard...people die...and it's fun.

thank you.

Yea the undead loot still drops in the mini.

At no point did I ask for anything to be "adjusted" other than vampire loot drops were still there since that quest line was ended in T10.....kinda jumpin' the shark on me there Hurty...of course I expect nothing less from you and the "Maslow" crowd....The only modification it needs is the ability to pet pull the named from the zone in area.....


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on January 09, 2017, 07:56:09 pm
Speaking of the t10 mini ... can we leave this alone?


It's hard as hell...very rewarding and fun..


I am afraid it will get....adjusted... to fit more in line with the current level of difficulty in t10.


It's hard...people die...and it's fun.

thank you.

Yea the undead loot still drops in the mini.

At no point did I ask for anything to be "adjusted" other than vampire loot drops were still there since that quest line was ended in T10.....kinda jumpin' the shark on me there Hurty...of course I expect nothing less from you and the "Maslow" crowd....The only modification it needs is the ability to pet pull the named from the zone in area.....


calm your bitch titties I never said you where asking for it to be nerfed....  remove the trash loot or dont ...its not really a problem one way or the other.



Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on January 12, 2017, 08:29:34 am
There is no Forgemaster, let them eat cake!

Have seen all of the bosses except that one,  maxed faction on all factions.   


Title: Re: T10 Bugs/Problems/Questions
Post by: Mersedez on January 13, 2017, 05:18:57 am
There is no Forgemaster, let them eat cake!

Have seen all of the bosses except that one,  maxed faction on all factions.   

Forgemaster is a myth like greek gods. It doesn't exist at all.


Title: Re: T10 Bugs/Problems/Questions
Post by: balidet on January 13, 2017, 09:55:09 pm
pfft forgemaster...  cleared the sarnak camp for hours today with not a single named spawned...over 1200 kills...nothing...rng!  this was in pub...


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on January 14, 2017, 08:18:35 am
pfft forgemaster...  cleared the sarnak camp for hours today with not a single named spawned...over 1200 kills...nothing...rng!  this was in pub...


Sarnak bosses definitely spawn.    I'm not sure anyone has spawned Forgemaster yet.


Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on January 21, 2017, 04:36:41 pm
forgemaster in game yet?

ive even tried combining weapons at the blacksmiths


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on January 21, 2017, 05:14:02 pm
pfft forgemaster...  cleared the sarnak camp for hours today with not a single named spawned...over 1200 kills...nothing...rng!  this was in pub...


Sarnak bosses definitely spawn.    I'm not sure anyone has spawned Forgemaster yet.

I am past ally on all 18 toons (still have 4 toons to finish armors on before I move to Gnolls) have only seen Vaxxol and BoB....few mini nameds....didn't know Forgemaster was a named from Sarnak camp.


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on January 22, 2017, 06:35:27 am
Gnoll miners do not count for the kill quests. Was this way before the reboot, but no one really killed them so it didn't matter.


Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on February 13, 2017, 12:43:29 pm
Idea for a quest

Ultimate kill quest... kill 200 of every mob in sunderock and recieve a sun shard.

takes rng out and is still a lot of kills :)


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 16, 2017, 04:16:48 pm
Information seems to be a little scattered all over the place, so I figured the best way to get answers is ask here.

I have picked up an Ultimate Armor quest called "The Mythical Hammer". Completion of this says you're awarded "T10 Ultimate Armor progression". I also see reference of combining all 3 armor types in the zone to forge this armor. My question regarding this is, I had already spent tons and tons of time upon the launch of t10 with most of my raid going Sarnak, Warrior going Orcs, and healers all going Gnolls. Most of them are halfway done with their weapon research. I'm curious what happens if you drop your current faction, assuming you're already at ally with all of the armor pieces. Can they keep the Weapon Research quest and continue filling it out for their old faction? Or does this quest have to be completed while you're still on board with them?

Also, if you've already completed the Weapon Research via turning in the 100 Weapons, but are still finishing off the 1000 Plagueborne, will they remember you already finished the quest if you drop their faction to start working on another?

P.S. Sorry if the answer is somewhere already, I read thru this post, a few update posts, and didn't see anything regarding the changes on either wiki (you guys been slackin since I left  :P )


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on February 16, 2017, 04:50:49 pm
Information seems to be a little scattered all over the place, so I figured the best way to get answers is ask here.

I have picked up an Ultimate Armor quest called "The Mythical Hammer". Completion of this says you're awarded "T10 Ultimate Armor progression". I also see reference of combining all 3 armor types in the zone to forge this armor. My question regarding this is, I had already spent tons and tons of time upon the launch of t10 with most of my raid going Sarnak, Warrior going Orcs, and healers all going Gnolls. Most of them are halfway done with their weapon research. I'm curious what happens if you drop your current faction, assuming you're already at ally with all of the armor pieces. Can they keep the Weapon Research quest and continue filling it out for their old faction? Or does this quest have to be completed while you're still on board with them?

Also, if you've already completed the Weapon Research via turning in the 100 Weapons, but are still finishing off the 1000 Plagueborne, will they remember you already finished the quest if you drop their faction to start working on another?

P.S. Sorry if the answer is somewhere already, I read thru this post, a few update posts, and didn't see anything regarding the changes on either wiki (you guys been slackin since I left  :P )

You do not lose the weapon quests when you switch factions.   You could have all 3 weapon quests at once really.    Yes, the completed weapon quest is remembered when you drop factions. 

Not putting jack in the wiki, T10 should be a mystery  ;)


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 16, 2017, 04:58:47 pm
Eh, I'm sure you could agree on my wanting to seek out an answer on that before potentially deleting half of year o progress, regardless of how much easier it has become  ;D

Thanks for the quick response !


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on February 16, 2017, 05:33:18 pm
Eh, I'm sure you could agree on my wanting to seek out an answer on that before potentially deleting half of year o progress, regardless of how much easier it has become  ;D

Thanks for the quick response !

Good point, definitely do not want to waste time.   I'm too busy grinding to update the wiki  :P


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on February 18, 2017, 09:31:56 am
Would it be possible to create a 2nd T10 public zone?     I've noticed lately that T10 pub is always packed.    The reason I believe is that sometimes instances are bugging out, lagging out etc.    


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 18, 2017, 09:58:52 am
I've noticed lately that Maslow kills all the things

I fix  :D


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on February 18, 2017, 06:53:28 pm
Would it be possible to create a 2nd T10 public zone?     I've noticed lately that T10 pub is always packed.    The reason I believe is that sometimes instances are bugging out, lagging out etc.    

I'd like to know how they are bugging/lagging out


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on February 19, 2017, 01:41:02 pm
Would it be possible to create a 2nd T10 public zone?     I've noticed lately that T10 pub is always packed.    The reason I believe is that sometimes instances are bugging out, lagging out etc.    

I'd like to know how they are bugging/lagging out

Lagging out,  sometimes instances get lag enough to make them unplayable.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on February 19, 2017, 02:18:06 pm
Would it be possible to create a 2nd T10 public zone?     I've noticed lately that T10 pub is always packed.    The reason I believe is that sometimes instances are bugging out, lagging out etc.    

I'd like to know how they are bugging/lagging out

Lagging out,  sometimes instances get lag enough to make them unplayable.

Is there any particular type of activity that leads up to the instances lagging?

I've never seen it


Title: Re: T10 Bugs/Problems/Questions
Post by: Blurring on February 19, 2017, 02:56:35 pm
I couldn't pinpoint any kind of activity, it seems to be more a function of time. Not always but often by day 3, end of day 3, the instance will perform very badly. Pings in the thousands, disconnects, etc. This has never happened to me in the first 48 hours of an instance.

I don't think this is the root cause but a lot of times I will see vampire caves have spawned over and over without despawning the previous generation. (There will be hundreds in the caves) From a layman's perspective it seems like there is some sort of memory/(?) leak that can really degrade zone performance starting around day 3 of the instance.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on February 19, 2017, 04:37:53 pm
I couldn't pinpoint any kind of activity, it seems to be more a function of time. Not always but often by day 3, end of day 3, the instance will perform very badly. Pings in the thousands, disconnects, etc. This has never happened to me in the first 48 hours of an instance.

I don't think this is the root cause but a lot of times I will see vampire caves have spawned over and over without despawning the previous generation. (There will be hundreds in the caves) From a layman's perspective it seems like there is some sort of memory/(?) leak that can really degrade zone performance starting around day 3 of the instance.

That's a good datapoint. I will look into all of that.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 21, 2017, 11:45:42 pm
wru Sharpclaw  :(

Starting to get a little nervous about this guy. In the beginning, he was easily one of the most common boss spawns in earlier versions of t10. I'm not sure what changes were made relating to his spawn, but it used to be as simple as running thru 'an open portal' every 150 minutes and he'd spawn. I've run thru dozens of open portals in the past week and never seen him once. I've tried it after clearing a few hundred bandits, I've tried it with all bandits dead, I've tried it with all of them alive, I've even tried it with each of the other Bandit bosses being alive. I heard from one person his spawn is still related to the open portal, but I don't know what the deal is. I've only heard of one person spawning him and looting his soul, unsure of when this happened to determine what changes may have taken place. On the other hand, I've spoken to three others who are in the same boat as me, unable to see a single spawn and running thru portals randomly throughout the day, just to see if he'll show.

I guess I'm mainly just curious if the spawn is currently working. If yes, I have no problem banging my head some more to try and figure it out. But from what others have said, he just doesn't show up ever. I'd also like to point out I killed so many bandits and killed so many of the other 2 Bandit Lords I lost count, but I have about 8 pairs of Souls of Rokki and Souls of Little Jaughn at this point, and I've never even see him.

On another note, holy crap at the overall stability of the zone and all the nifty new changes / content / revamps. Big thanks to Akka and Rent. I wish I could have been more help but I was severely burnt out from banging my head into the zone. I'd be down to contribute and post findings to further smooth out the zone, but I'll give it more time since I've only been back at it a couple weeks. One thing I can say for sure is the northern bandit area + sarnak fort area are still notorious for having spawns in the ground, as are the sarnak trigger mobs that have a chance of spawning Lieutenants. A quick bandaid fix for this would be change the pathing of one of the sentries to hang out in the southwestern area, because their cry for help is very useful in pulling all of these dickheads out of the ground, but sadly none of them spend much time in that area of the fort. The t10 Expedition zone is also littered with this problem. Some of the idle spawns sit in walls while some of the pathers walk directly thru walls and hesitate inside them.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on February 24, 2017, 03:55:29 pm
Krucial, I have heard that he still spawns through open portals but it is a VERY rare chance of him spawning.  I have only had him once (and I did run through a portal to get him to spawn) I had been killing bandits previously so I don't know what, if anything, one had to do with the other.  I have had Rokki and Little Jaugn plenty.....but in all this time just ONE Sharp.  :o


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 24, 2017, 04:07:03 pm
Krucial, I have heard that he still spawns through open portals but it is a VERY rare chance of him spawning.  I have only had him once (and I did run through a portal to get him to spawn) I had been killing bandits previously so I don't know what, if anything, one had to do with the other.  I have had Rokki and Little Jaugn plenty.....but in all this time just ONE Sharp.  :o

I just finished grinding Sarnak rep from 0 all the way up to max ally on my warrior. During this grind, I was clearing the Sarnak area too fast so I bounced between killing Sarnaks > Bandits > running thru an open portal. I repeated this process around 100 times at least and never got him to spawn.


Title: Re: T10 Bugs/Problems/Questions
Post by: Bruni on February 25, 2017, 02:46:03 am
I have been running a whoe trough open portals killing bandits in between but no sighn of Grimfoot:(


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 27, 2017, 04:17:13 pm
Sharpclaw is busted. I've spent tons of time in the zone the past two weeks. Saw every boss dozens of times other than Den Mother (3 times, granted I spent very little time trying to spawn her). I just finished grinding two different reputations from start to finish, killed 550-600 Plagueborne, and farmed 8 Sun Shards. Never saw this butthole spawn once, and I ran thru portals many hundreds of times. I'm scratching my head as to why nobody else posts about this. It's clear he spawned at some point since the revamp of the zone, but for you warriors who actually finished the quest out there, how long has it been since you've seen him? Previously, he used to be the most common boss spawn in the zone.

(http://i.imgur.com/zb7A1fI.jpg)

On another note, I noticed the temporary Vampires in the caves are behaving oddly. It's partially a  bug I saw in beta and early on, with a new twist. The newer part is: The only mobs that spawn down there at 9pm that path out of the caves are the 2 'Vampiric Champions'. These 2 will despawn with all of the rest of the temporary undead in the zone at 6am. The other 12 or so Vampires that spawned will stick in the cave and not path out like they used to. Also, when 6am rolls around, they stay put, which after multiple night cycles,  leads to a mass of hundreds upon hundreds of vampires all lodged in the cave if the zone has been open for multiple hours. If this is intended, cool, but I can't imagine an infinite spawning pile of mobs being intended.

On another nother note, a freshly created instance of Sunderock is extremly responsive towards spawning triggers and chests for the first hour or two, and then it's almost like the zone slows to a crawl (not lag, just the scripts themselves). Killing 500 mobs in the beginning can spawn 1-3 chests and spawn triggers chains leading to mini-bosses all over the map, and then for the next 4 to 6 hours you don't even see that many afterwards. This is something I only recently noticed, as I spent so much of my time in the public zone until a few days ago. The public zone, being almost always open due to it never being empty of players, never really gets a fresh reset unless the server goes down. Every day that I started killing inside of instance with a freshly opened zone, I couldn't believe how much stuff would spawn in the first hour. At first I thought it may be RNG, but it's held true for 4-5 days in a row so far. I've gone 6 hours in public and seen 1-2 chests spawn total, but since I started using instances I'm finding more chests than I can find keys for.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on February 27, 2017, 07:28:33 pm
Sharpclaw is busted. I've spent tons of time in the zone the past two weeks. Saw every boss dozens of times other than Den Mother (3 times, granted I spent very little time trying to spawn her). I just finished grinding two different reputations from start to finish, killed 550-600 Plagueborne, and farmed 8 Sun Shards. Never saw this butthole spawn once, and I ran thru portals many hundreds of times. I'm scratching my head as to why nobody else posts about this. It's clear he spawned at some point since the revamp of the zone, but for you warriors who actually finished the quest out there, how long has it been since you've seen him? Previously, he used to be the most common boss spawn in the zone.

(http://i.imgur.com/zb7A1fI.jpg)

On another note, I noticed the temporary Vampires in the caves are behaving oddly. It's partially a  bug I saw in beta and early on, with a new twist. The newer part is: The only mobs that spawn down there at 9pm that path out of the caves are the 2 'Vampiric Champions'. These 2 will despawn with all of the rest of the temporary undead in the zone at 6am. The other 12 or so Vampires that spawned will stick in the cave and not path out like they used to. Also, when 6am rolls around, they stay put, which after multiple night cycles,  leads to a mass of hundreds upon hundreds of vampires all lodged in the cave if the zone has been open for multiple hours. If this is intended, cool, but I can't imagine an infinite spawning pile of mobs being intended.

On another nother note, a freshly created instance of Sunderock is extremly responsive towards spawning triggers and chests for the first hour or two, and then it's almost like the zone slows to a crawl (not lag, just the scripts themselves). Killing 500 mobs in the beginning can spawn 1-3 chests and spawn triggers chains leading to mini-bosses all over the map, and then for the next 4 to 6 hours you don't even see that many afterwards. This is something I only recently noticed, as I spent so much of my time in the public zone until a few days ago. The public zone, being almost always open due to it never being empty of players, never really gets a fresh reset unless the server goes down. Every day that I started killing inside of instance with a freshly opened zone, I couldn't believe how much stuff would spawn in the first hour. At first I thought it may be RNG, but it's held true for 4-5 days in a row so far. I've gone 6 hours in public and seen 1-2 chests spawn total, but since I started using instances I'm finding more chests than I can find keys for.


When I decided to farm Sharp, I got him 2x  (a week or 2 ago) and he dropped his soul 1x.      Not saying it isn't bugged, but definitely spawned.    I've spawned him 3x total, same amount that I've spawned Den Mother.

I hope this is not made too easy. 

(http://i.imgur.com/8GMywD8.jpg)


The instance issue, bugging out after an hour is what I meant by instances bugging out/behaving abnormally.    Had no data on it just info from tells and first hand experience.    A 2nd pub would be nice.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 27, 2017, 09:33:26 pm
I hope this is not made too easy. 

(http://i.imgur.com/8GMywD8.jpg)



Don't worry, Soul of Den Mother already makes it a giant bag of dicks to finish. If Sharp has intentionally been made into the rarest spawn in the zone, that's fine I guess. I just don't understand why, since I used to pop him 7+ times a day back when the zone was a demented nightmare  :-\

The only thing I can come up with in the changelog to the zone that sounds like it could effect his spawn were the changes to NPCs fighting each other. I remember from an extremely early talk I had with Hate regarding spawn mechanics. I mentioned Sharpclaw just being as simple as run thru 'an open portal' every few hours and he pops first try 100% of the time, to which he replied "Sharp isn't timed". So seeing as how I used to pop him 100% of the time on the very first portal every 150 minutes or so, even if I just AFKed and watched TV, it makes me think the NPC fighting going on was actually fulfilling whatever spawn requirements he needed. The only NPCs I haven't killed very much that used to fight are the goops and gnoll miners, which both seem to be 100% useless. The Gnoll Miners still have their retarded Stonewall dispelling ability, and they don't even make your Gnoll kill counters go up for the faction quests. Anyhow, that's basically the only theory I have.

I'm all for shit being rare, that's fine. But like I said before, with the amount of time I spent in there to not even see him once when he used to be THE MOST common of all the boss spawns, let alone actually have him drop the quest item... That hurts my brain. At this rate I could finish another 2 sets of Ultimate Armor and another UW12 upgrade just to finish a little augment on a single character? It seems more broken than 'rare'


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 27, 2017, 09:49:36 pm
BTW, I noticed this goofy looking error message when running thru one of the portals earlier today. Typically, I only get the yellow message followed by the two "Fading Memories doesn't work here dummy" messaages. No clue why this would show up.

(http://i.imgur.com/DLoV0wy.jpg)


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on February 28, 2017, 05:13:45 pm
On a positive note, I feel like listing the amount of things that blew me away when I came back.

  • Desync ROF2 issue abolished! Thank you x1000000 to anyone who worked on fixing that, seriously.
  • Zone spawns cleaned up so MQ2map would stop trying to destroy people's clients.
  • Traps gone: Awesome
  • Archers gone: ABOUT FUCKING TIME
  • Completely retarded tier token award system removed and replaced with drops: one of the original reasons I had a meltdown and quit the zone in the first place. There was just so much fun involved in needing 112 Sarnak Tier pieces, having 1 boss spawn broken, and the other be an RNG spawn at 9pm, finally having said boss spawn, and getting 0 pieces of Tier awarded for at least a dozen kills in a row. Woooooo
  • Boss spawns actually working: Cool I had always wondered what Vaxxol, Little Jaughn, Den Mother, Warlord Zug, Darkpaw, and Forgemaster actually looked like.
  • Removal of pointless quests which seemed to do nothing, award nothing, and get no responses on the forums: Yay, no headaches for the newer players
  • Ultimate Armor questline: Awesome

I can't stress this enough. The zone is absolutely amazing compared to the state it was in when i last took a long break.

Oh yeah, and the T10 Expedition is neato too!  :-* Although it could use some serious checks on NPCs spawning in walls, underground, and actually pathing directly thru walls.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 19, 2017, 05:49:59 pm
Kinda funny but...I have now completed all 3 factions and have 6 of 8 UA pieces (chest,legs,hands,1 wrist,arms,feet) and sitting at a PB kill 960/1000....seems the epic count is still too high to have all 3 factions a majority of the UA complete and still be S.O.L. on an epic.....On a positive note I have all the esse's/Master esse/EoN required for the next UW once I get done with 40 more PB kills........ :-\


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 20, 2017, 04:08:06 pm
Also noticed yesterday that at 9a.m. (gametime) I ran to the open portal (near the waterfall by ramp up to old orc #2) and entered it and Sharpclaw spawned....not sure if time had anything to do with it or not but felt was worth noting.  So he spawns just not all the time just very very rarely. Also to note I was not killing ANY bandits when he spawned heck I didnt kill bandits for a week or two.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on March 30, 2017, 02:53:16 pm
Additional Data on PB Spawns:

So, I rolled 3 new toons and revived 2 toons that hadn't been played since 2012.    Just finished T10 armor on the last toon and Ally faction for both Sarnak and Orc.     PB count:   538.    If I had additional toons and or was not ally with gnolls already my projected PB count after all factions complete would be 807.     Thats not bad at all.    Note, I did not do the mini at all.  You can get close to 20 pbs doing the mini.   So add the mini into the mix and am very close to finishing PB quest with just ally with 3 factions.


Interesting fact,  538 pbs yielded  0 sun shards.     4-6 hammer pieces though, just none happened to be shards. 


Anyway, some additional info for you data geeks out there.



Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on March 30, 2017, 04:07:20 pm
so add in about what? 30ish runs in expedition and you will be done with PB's on those toons.

not so bad.

Thanks for the data.


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on March 31, 2017, 01:04:16 am
Personally I don't see the mini giving enough incentive with the changes to PBs in Sunderock for now. It seems like PB count was the original intent to draw people into running it, but with the t10 changes to PBs spawning at an increased rate as well as directly on top of the mob that triggers them, it just seems pointless. I only ran it 3 times before just leaving it out of my normal farm. There's just so much to do in t10 itself that PB count really isn't that big a deal anymore. From grinding all 3 reputations, to hunting for rare drops, to hunting for Boss Souls, to hunting for Sun Shards (no clue if these can drop in the mini, but I'm guessing not)

It just seems like the original incentive to do the mini has been made null by the revamps to t10. I think the guaranteed essence off the boss is the only draw to it for the time being. I know nobody wants to see it become an essence pinata or an easy-skip to the PB quest by upping the spawnrate even further. I think one thing that could pull my attention to running the mini would be to add Scalding Keys to drop inside. I had keys rotting in t10 by the end of double loot, but ran out of them within a week of it ending. I haven't even seen a key drop in the past few grind sessions, yet there are locked chests up all the time  :(. Anyone have ideas as to other options? Disagree? Curious what others think that have run it a few times.


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on March 31, 2017, 04:56:28 pm
Would be cool if bards and rogues could pick the locked chests......not like you dont have to clear to them anyway


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on April 01, 2017, 05:48:43 pm
That'd be a bit too much on the freebie side imo.


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on April 02, 2017, 03:46:30 pm
Summoner's Pack is not working in T10 public. If you create the pet in public, weps in the bag do not equip. Zoning into an instance equips them. If you create the pet in an instance and zone to public, weps remain.


Title: Re: T10 Bugs/Problems/Questions
Post by: spuddson on April 03, 2017, 04:46:44 pm
Hmm have the NPCs in sunderock been tweaked and buffed recently?


Title: Re: T10 Bugs/Problems/Questions
Post by: Kruciel on April 03, 2017, 07:17:24 pm
The plagueknights and undead gnolls received hp buffs so they don't die in one attack round, I think that's the only thing I noticed.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brannyn on April 04, 2017, 10:13:07 pm
Tsukasa (LDON Quest NPC) incorrectly tells you to hand him 4 cards to get a piece of armor. This was changed to where you only need to hand him 1 card to receive the armor. I have seen a few newer players recently scratching their heads over this.


Wrong thread


Title: Re: T10 Bugs/Problems/Questions
Post by: Loyal on April 16, 2017, 11:41:22 am
Gnoll Miners dont give credit to the kill quest

Also - i lost track of this but if the Vampire trash loot was removed or intended to be removed....the goops are still dropping them.


Title: Re: T10 Bugs/Problems/Questions
Post by: Brunaa on April 29, 2017, 05:47:31 am
has anyone seen Grimfoot the last time?


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on May 01, 2017, 02:52:08 pm
I bought his soul.....that named is too much of a pita to get to spawn.


Title: Re: T10 Bugs/Problems/Questions
Post by: Loyal on June 20, 2017, 08:40:54 am
There is a chance the below issue is with my computer and not a widespread problem but i thought i would post just in case anyone else is experiencing this.

T10 has usually been a bit more laggy to play than other zones but after last nights patch i am seeing the following:

- On my main client it takes much longer to zone into T10. Once i am in the zone my raid takes about 1 minute to load along with the zone to settle in.

- I am bound in T10. When i die and zone back into T10 there is about a 50% chance my character that is zoning will get booted to character select. I dont think i am getting the disconnected screen, just straight to char select. This problem appears to be isolated to the same characters...but i havent done enough testing to confirm.

- When I zone my entire crew into T10 at the same time only 3/18 will stick....the rest get black Disconnected screen and booted to char select.

I can zone other zones even quicker than i did prior to the update and am not having the same problems.

I will keep updating this post as i observe more over the next few days.

FYI - ran speed test right after zoning all chars into T10

13MBps download
2.03Mbs upload
37ms

In game i have about 95ms


Update: It appears o have been a system issue. Pre-change things were a bit laggy but i never really worried about dumbing things down beyond stick figures. I went through all the options and optimized and did everything i can to reduce system memory usage. i have 16gb and was able to move boxes from using 800 mb to about 200mb and now things are going smoother. I now only disconnect 2-4 boxes when i zone everyone into T10 at the same time. In zone deaths dont result in DCs nearly as often.


Title: Re: T10 Bugs/Problems/Questions
Post by: Peign on June 20, 2017, 10:06:31 am
There is a chance the below issue is with my computer and not a widespread problem but i thought i would post just in case anyone else is experiencing this.

T10 has usually been a bit more laggy to play than other zones but after last nights patch i am seeing the following:

- On my main client it takes much longer to zone into T10. Once i am in the zone my raid takes about 1 minute to load along with the zone to settle in.

- I am bound in T10. When i die and zone back into T10 there is about a 50% chance my character that is zoning will get booted to character select. I dont think i am getting the disconnected screen, just straight to char select. This problem appears to be isolated to the same characters...but i havent done enough testing to confirm.

- When I zone my entire crew into T10 at the same time only 3/18 will stick....the rest get black Disconnected screen and booted to char select.

I can zone other zones even quicker than i did prior to the update and am not having the same problems.

I will keep updating this post as i observe more over the next few days.

FYI - ran speed test right after zoning all chars into T10

13MBps download
2.03Mbs upload
37ms

In game i have about 95ms


I've been sitting between 90-115ms in T10 for the last few days.     Was experiencing frequent disconnects on zoning and slow zone times as well.     


Title: Re: T10 Bugs/Problems/Questions
Post by: Loyal on July 02, 2017, 09:53:16 am
I believe the work performed to level off the damage spikes in T10 were undone. getting backstabbed for 7M hps in sarnak land.


Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on July 02, 2017, 09:55:16 am
Are you sure that isn't intended?

Don't run away from a fight, just saying


Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on July 02, 2017, 10:57:32 am
Back stabs have been implemented in t10...gnoll assassins do it as well...kudos!


Title: Re: T10 Bugs/Problems/Questions
Post by: Loyal on July 02, 2017, 12:12:30 pm
Are you sure that isn't intended?

Don't run away from a fight, just saying

It wasnt in the changelog and i live and die by the change log. i was raised by Montey Pythons Knights....i know only to RUN AWAY!

If it is intended sweet - but if not its a real lolercoaster out there.


Title: Re: T10 Bugs/Problems/Questions
Post by: Loyal on July 07, 2017, 08:56:32 am
Nothing important here but figured i would drop it here for when in 6 months from now you have nothing but minor things to change.....

Tier progression doesnt check UA as having all the necessary completed gear to advance. Instead you need to request the faction gear purely as a means to advance to 79.


Title: Re: T10 Bugs/Problems/Questions
Post by: Akkadius on July 07, 2017, 02:29:24 pm
Nothing important here but figured i would drop it here for when in 6 months from now you have nothing but minor things to change.....

Tier progression doesnt check UA as having all the necessary completed gear to advance. Instead you need to request the faction gear purely as a means to advance to 79.

It never has checked UA and probably never will.

Factioned Gear + Epic = Level 79


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on July 07, 2017, 02:58:03 pm
My 78 paladin (Haemon) will not ding 79. Full gnoll armor and epic 10. :(


Title: Re: T10 Bugs/Problems/Questions
Post by: Loyal on July 07, 2017, 05:32:00 pm
Nothing important here but figured i would drop it here for when in 6 months from now you have nothing but minor things to change.....

Tier progression doesnt check UA as having all the necessary completed gear to advance. Instead you need to request the faction gear purely as a means to advance to 79.

It never has checked UA and probably never will.

Factioned Gear + Epic = Level 79

I get it - just isn't intuitive (for me at least). It took me a night to sleep on it to figure out thats why i wouldnt level to 79. I figure if i have UA, it would know i have met the armor requirements. Once the wiki is written up ill make sure its noted in there.


Title: Re: T10 Bugs/Problems/Questions
Post by: Ekiir on July 08, 2017, 09:48:09 am
Can we please talk about backstabs in t10?



Title: Re: T10 Bugs/Problems/Questions
Post by: Rent Due on July 08, 2017, 07:48:17 pm
you no like 50 million damage back stabs?


Title: Re: T10 Bugs/Problems/Questions
Post by: Loyal on July 08, 2017, 10:37:54 pm
True friends stab you in the front


Title: Re: T10 Bugs/Problems/Questions
Post by: Denzig on December 16, 2017, 04:45:40 pm
A few things:

Ultimate Armor pants give less HP than Orc pants (from the worn effect).

Could the Citrine Gemstone of Vitality IX server wide "congrats" message be removed and only done for the final combine (X) or removed all together?

Add a server wide congrats for the Champion's Symbol? it is much harder than the afore mentioned Citrine.

Little J'Haughn doesn't give bandit credit like Ro'kki.


Title: Re: T10 Bugs/Problems/Questions
Post by: synthaxx_17 on December 17, 2017, 09:59:40 pm
Also please add that the Warrior's Way for the UA Hands doesnt proc heal on kill =/


Title: Re: T10 Bugs/Problems/Questions
Post by: huffdady on December 18, 2017, 02:59:18 pm
Little J'Haughn doesn't give bandit credit like Ro'kki.

I experience this last night.  I killed him 2 times and got 0 credits.


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on January 08, 2018, 01:31:04 am
Nothing important here but figured i would drop it here for when in 6 months from now you have nothing but minor things to change.....

Tier progression doesnt check UA as having all the necessary completed gear to advance. Instead you need to request the faction gear purely as a means to advance to 79.

It never has checked UA and probably never will.

Factioned Gear + Epic = Level 79
I get it - just isn't intuitive (for me at least). It took me a night to sleep on it to figure out thats why i wouldnt level to 79. I figure if i have UA, it would know i have met the armor requirements. Once the wiki is written up ill make sure its noted in there.

Just wanted to bump this, I finished the Epic 10 quest and had ally to all 3 factions and couldn't figure out why the Level Up Wench wouldn't put out...I found this post by Loyal and hailed the Orc guy to get a set of gloves to wear and bagged my UA gloves and the bitch put out.


Title: Re: T10 Bugs/Problems/Questions
Post by: Dimur on January 18, 2018, 10:27:50 am
Bumping thread to restate something that was pointed out earlier in the thread.

The Orc BP has Warrior's Way effect on it and it works.
The Ultimate Armor gloves has Warrior's Way on it also, but it does not seem to work.

The effect was first introduced in T7? on warrior bp armor pieces and has been on the subsequent tier armor pieces.  It's always been on chest pieces, so is it possible that it's coded in a way that checks for chest slot and ignores the UA gloves?  Sorry, posting from phone so I don't have the links for the pieces handy.



Title: Re: T10 Bugs/Problems/Questions
Post by: Raygan on January 18, 2018, 07:26:11 pm
UA LEGS NEED ADDRESSING TOO DIM! :o