Feedback:Bug reports/Miscellaneous bugs/Non-issues (final archive)
Frozen Foes Issue
I'm sure this has been reported before as its a really old bug. The bug is that foes will randomly not react to you or anyone else's hits or actions for a period of time or at all. I've seen this bug everywhere but it seems to be a issue in the game engine where the foes fail to pickup on the user's entrance/actions and as a result do not respond to them. A possible fix would to force the foes model to rescan if it detects no interaction. --Dominator Matrix 07:06, 29 September 2009 (UTC)
- I believe what you are experiencing is lag. It is not uncommon for you to experience a lag spike, which will often cause enemies and other players to "freeze" in place for a few seconds. If what you are experiencing is not lag, please provide more details to help us narrow down the problem. Thanks! --Andrew Patrick 20:46, 5 January 2010 (UTC)
- I think what he is referring to is that you will hit an enemy and his health bar goes down and all that, but he will not attack. This is not lag. - Mini Me talk 20:50, 5 January 2010
- Some of these in RoF were fixed, but there's another in Cantha. During Battle in the Sewers, after the last bridge on the way to the Royal Guard. Rose Of Kali 00:29, 6 January 2010 (UTC)
- Is this similar to the issue reported in the #AFK Badies section below? --Silver Edge 05:29, 6 January 2010 (UTC)
- Yep, that's one of them. Rose Of Kali 13:24, 6 January 2010 (UTC)
- Is this similar to the issue reported in the #AFK Badies section below? --Silver Edge 05:29, 6 January 2010 (UTC)
- Some of these in RoF were fixed, but there's another in Cantha. During Battle in the Sewers, after the last bridge on the way to the Royal Guard. Rose Of Kali 00:29, 6 January 2010 (UTC)
- I think what he is referring to is that you will hit an enemy and his health bar goes down and all that, but he will not attack. This is not lag. - Mini Me talk 20:50, 5 January 2010
Instant death on resurrection
I suffered from a very odd phenomenon a moment ago while trying to reach The Temple of the Ages with only 3 heroes in my party. I got killed by mobs on my way, several times, and was resurrected. At some point Olias exploited my corpse to create a minion. After this, even though the mobs were dead and none in my party suffered from a condition, every time Dunkoro resurrected me I would have 0 HP and die instantly. I let him resurrect me a few times until I was sure it was not a condition or anything like that. MY DP remained at 59%. I killed the heroes by disabling their healing skills and ordering them to stand in poisonous water, after which I got resurrected at a shrine among the others. The problem still remained; I only had 1 HP now (I have a screenshot of this). I tried getting it higher by eating a Candy Apple (supposed to grant +100 HP) but my new HP was a mere 78 or so. I managed to reach the next outpost and after entering it my HP returned to normal. 86.50.111.158 22:37, 28 October 2009 (UTC)Noseless
- Umm, that has been known for a long time.--Unendingfear File:User Unendingfear Crane eats peanut.jpg 22:50, 28 October 2009 (UTC)
- As JP says. To see a more detailed explanation, see the DP notes on Guild Wiki (I am sure there's an example of this on this wiki, but I found that link more easily). BTW: the suicidal heroes + candy apple was a clever work-around; gj. — Tennessee Ernie Ford (TEF) 01:00, 29 October 2009 (UTC)
- I only thought about that explanation late yesterday and couldn't reach here anymore. Thanks for pointing that out, though, I have to check more carefully next time something alike happens. 86.50.111.158 08:42, 29 October 2009 (UTC)Noseless
- This issue has actually been reported for a while, but I just elevated it to see if we can get a solid answer if this is a bug or by design. Thanks for the report! --Andrew Patrick 21:57, 5 January 2010 (UTC)
- I only thought about that explanation late yesterday and couldn't reach here anymore. Thanks for pointing that out, though, I have to check more carefully next time something alike happens. 86.50.111.158 08:42, 29 October 2009 (UTC)Noseless
Random Arenas still not random
I don't know what you did to make it less random, but it stopped working. People in the same districts can get in just as easily again. ~Shard 21:37, 1 November 2009 (UTC)
- "Oh hey, look, another team with the same guild tags >.<"
- I do that every half hour in RA now. I think the sync fix just made people more interested in syncing.... Karate Jesus 00:10, 3 November 2009 (UTC)
- There is no more TA and you can get more points in RA... Elephant 21:56, 3 November 2009 (UTC)
- PLEASE KILL SYNCHING THANKYOU ??????¯? ??i?? ???? ??????¯? 20:02, 11 February 2010 (UTC)
- Could you guys please give a few more details on this? Are you seeing full 4-man teams that obviously synced or just 2 people with the same tag? Since RA is pulling from a pool that varies in size depending on the time of day, during certain less populated hours it becomes statistically more likely for two people who enter at the same time to be on the same team. Prior to the change there were ways to manipulate the system to increase the likelihood of being on the same team as your friends, and we closed those exploits. That doesn't mean four people going into RA and hitting enter at the precise same moment will somehow be blocked from being on the same team 100% of the time. If, however, you feel the number of perfectly matched teams is too high for it to simply be based on that and you believe there are ways to manipulate that chance we would love to hear your theories. --Andrew Patrick 20:03, 9 March 2010 (UTC)
- Have you released the specific info as to how you fixed it? If not, we're forced to rely on you to come up with theories as to what's wrong; otherwise we would love to supply you with ideas. If so, disregard this note. | 72 (UTC) 00:16, 10 March 2010 (UTC)
- See User:Regina Buenaobra/Journal/Archive Oct-Dec 2009#PvP: Current Projects Status Update - 07 October 2009. --Silver Edge 11:56, 20 March 2010 (UTC)
- Have you released the specific info as to how you fixed it? If not, we're forced to rely on you to come up with theories as to what's wrong; otherwise we would love to supply you with ideas. If so, disregard this note. | 72 (UTC) 00:16, 10 March 2010 (UTC)
- Could you guys please give a few more details on this? Are you seeing full 4-man teams that obviously synced or just 2 people with the same tag? Since RA is pulling from a pool that varies in size depending on the time of day, during certain less populated hours it becomes statistically more likely for two people who enter at the same time to be on the same team. Prior to the change there were ways to manipulate the system to increase the likelihood of being on the same team as your friends, and we closed those exploits. That doesn't mean four people going into RA and hitting enter at the precise same moment will somehow be blocked from being on the same team 100% of the time. If, however, you feel the number of perfectly matched teams is too high for it to simply be based on that and you believe there are ways to manipulate that chance we would love to hear your theories. --Andrew Patrick 20:03, 9 March 2010 (UTC)
- PLEASE KILL SYNCHING THANKYOU ??????¯? ??i?? ???? ??????¯? 20:02, 11 February 2010 (UTC)
- There is no more TA and you can get more points in RA... Elephant 21:56, 3 November 2009 (UTC)
Bug in Foundry of Failed Creations
I was doing a NM run with guildies and a Ranger had to run out for a while. We were doing it Veil->Gloom->Foundry->City. So he left his toon afk at Veil right after completing it, not taking damage or anything. The remaining party members (7) then cleared Gloom, and proceeded to Foundry to take the quest from Captain Jerazh, but no enemies spawned in the first room, and so the vines/tentacles/things never opened, so we couldn't continue. It seems like everyone needs to be in the room for the enemies to spawn. From the quest text or the mechanics in Domain of Anguish, you don't have to actually be together, there's no indication of this, yet this... "anomaly" screwed up a perfectly good run.
Steps to reproduce: (I guess) Start up in the same order (Veil->Gloom->Foundry->City), and right after killing the Dreadmaw, leave one of the characters afk, sitting in Veil. Clear Gloom, take Foundry quest, voila. -- Large 02:26, 23 April 2011 (UTC)
- You can reproduce it by just starting in Foundry, because it is just how Foundry works. There are several rooms. Once everyone enters a room, vines behind you seal off the entrance, trapping you with the spawns that appear. Each room works that way (everyone enters, entrance seals, spawns appear). This prevents you from doing (long) pulls in the rooms, sometimes new spawns even spawn right on top of the group. These mechanics are in place in several other spots in the game. Judas 00:48, 24 April 2011 (UTC)
- OK, thanks, that does make sense. No afk people in DoA next time. -- Large 20:54, 24 April 2011 (UTC)