The bug I speak of is the mob teleport bug, as a creature you are
battling turns to flee (for any reasons, such as fear or about to die),
it instantly teleports across the zone. Sometimes it can be a short
distance, but in many instances it can be all the way to the opposite
end of the zone. I do not see why the dev team cannot debug this, as it
is so easily reproduced, and happens in so many areas. This bug is
witnessed most frequently in outdoor zones, and ones that are
particlarly bad are:
Qeynos Hills - a very high percentage of the zone is affected by this
bug, this is probably the worst zone for it in the game. I almost refuse
to play in this zone because of it.
Kelethin newbie area - the area around the standing stones
Steamfont - the area adjacent to the Windmills
Nektulos - the valley to the west after entering from East Commons
Oasis - along the coast near pillar two
These are the areas that I have noticed (and remember), if any of you
have seen other areas that are particularly bad please add them to the
thread.
Ok Brad, can you please explain why this bug still remains as bad as
ever after so long. Also, could you please coordinate a larger effort to
repair it.
Along the same lines are "bouncing" mobs. These are the ones that
bounce around while you're fighting them (clockworks in Sol A come to
mnd here.) I know it causes me to mis half the time because they
usually bounce right on top of me where they can hit but I can't. If I
can't move to cause them to miss me they shouldn't either.
In article <3821CAE4...@dtai.com>,
Greg Pola <gp...@dtai.com> wrote:
> This is a multi-part message in MIME format.
> --------------2E2C7C89FDD517B9DBF7D67B
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> Content-Transfer-Encoding: 7bit
Sent via Deja.com http://www.deja.com/
Before you buy.
Greg Pola wrote:
>
> The bug I speak of is the most annoying bug in the game in my opinion.
> It causes you to waste your resources and time and get nothing in
> return. It causes you to have to flee the zone in some cases because of
> its unpredictable nature. It causes you to lose elusive and rare spawns
> to NPC kill-stealers.
>
> The bug I speak of is the mob teleport bug, as a creature you are
> battling turns to flee (for any reasons, such as fear or about to die),
> it instantly teleports across the zone. Sometimes it can be a short
> distance, but in many instances it can be all the way to the opposite
> end of the zone. I do not see why the dev team cannot debug this, as it
> is so easily reproduced, and happens in so many areas. This bug is
> witnessed most frequently in outdoor zones, and ones that are
> particlarly bad are:
>
> Qeynos Hills - a very high percentage of the zone is affected by this
> bug, this is probably the worst zone for it in the game. I almost refuse
> to play in this zone because of it.
I will second this notion. Last night, I lost two wisps in the Qeynos
Hills due to this warp bug. Frustrating. (Not enough to kick in my
monitor, but frustrating enough).
Never really seen it as bad as this zone.
Geoff
Please look into this =)
(yes I have submitted bug reports on it).
Greg Pola <gp...@dtai.com> wrote in message
news:3821CAE4...@dtai.com...
> The bug I speak of is the most annoying bug in the game in my opinion.
> It causes you to waste your resources and time and get nothing in
> return. It causes you to have to flee the zone in some cases because of
> its unpredictable nature. It causes you to lose elusive and rare spawns
> to NPC kill-stealers.
>
> The bug I speak of is the mob teleport bug, as a creature you are
> battling turns to flee (for any reasons, such as fear or about to die),
> it instantly teleports across the zone. Sometimes it can be a short
> distance, but in many instances it can be all the way to the opposite
> end of the zone. I do not see why the dev team cannot debug this, as it
> is so easily reproduced, and happens in so many areas. This bug is
> witnessed most frequently in outdoor zones, and ones that are
> particlarly bad are:
>
> Qeynos Hills - a very high percentage of the zone is affected by this
> bug, this is probably the worst zone for it in the game. I almost refuse
> to play in this zone because of it.
OMG I cant tell you how many /feedbacks I have done about this, specifically
in Qhills. No zone, that I have been to, is as bad as Qhills for this, but
E Karana can be bad too. I can not begin to estimate the number of rabid
grizzly pelts I missed out on due to the grizz warping next to freaking
guard nash. GRRR.
Things like this just piss me off.
olaf
Greg Pola <gp...@dtai.com> wrote in message
news:3821CAE4...@dtai.com...
> The bug I speak of is the most annoying bug in the game in my opinion.
> It causes you to waste your resources and time and get nothing in
> return. It causes you to have to flee the zone in some cases because of
> its unpredictable nature. It causes you to lose elusive and rare spawns
> to NPC kill-stealers.
>
> The bug I speak of is the mob teleport bug, as a creature you are
> battling turns to flee (for any reasons, such as fear or about to die),
> it instantly teleports across the zone. Sometimes it can be a short
> distance, but in many instances it can be all the way to the opposite
> end of the zone. I do not see why the dev team cannot debug this, as it
> is so easily reproduced, and happens in so many areas. This bug is
> witnessed most frequently in outdoor zones, and ones that are
> particlarly bad are:
>
> Qeynos Hills - a very high percentage of the zone is affected by this
> bug, this is probably the worst zone for it in the game. I almost refuse
> to play in this zone because of it.
I believe this is caused by the NPC running into an area that has screwed up
pathing. I've come to this conclusion after being feared in the arena (which
has no pathing whatsoever) and teleporting to a set location (on one of the
pillar like things). When this bug happens, the NPC's always pop back to a
set location (in qeynos hills it is by the first roadsign).
Nutritech Corp. <sal...@silcom.com> wrote in message
news:cslU3.908$VY5....@newsfeed.avtel.net...
> Kithicor and East karana (near the barbarian village) are also really bad.
> The mobs teleport when they are running from you (from fear or just
because
> they are low).
>
> Please look into this =)
>
> (yes I have submitted bug reports on it).
>
>
this happens in West Freeport, Qeynos Hills (very annoying here - everything
teleports to the north qeynos zone line) and some other places..
--
Xegony:
Wood Elf Druid, Kiwi Starphire - Level 21
Human Ranger, Dondie - Level 18
WebMaster - http://xenomorph.net
Dorian Brytestar <ri...@nospam.com> wrote in message
news:s23oof...@corp.supernews.com...
> Ditto, Verified the spot in Oasis is still broken also.
> --
> Dorian Brytestar
> Lvl 35 High Elf Cleric of Tunare
> Povar
> "Geoff Jones" <geo...@worldchat.com> wrote in message
> news:3821CE8E...@worldchat.com...
> :
> :
> : Greg Pola wrote:
> : >
> : > The bug I speak of is the most annoying bug in the game in my opinion.
> : > It causes you to waste your resources and time and get nothing in
> : > return. It causes you to have to flee the zone in some cases because
of
> : > its unpredictable nature. It causes you to lose elusive and rare
spawns
> : > to NPC kill-stealers.
> : >
> : > The bug I speak of is the mob teleport bug, as a creature you are
> : > battling turns to flee (for any reasons, such as fear or about to
die),
> : > it instantly teleports across the zone. Sometimes it can be a short
> : > distance, but in many instances it can be all the way to the opposite
> : > end of the zone. I do not see why the dev team cannot debug this, as
it
> : > is so easily reproduced, and happens in so many areas. This bug is
> : > witnessed most frequently in outdoor zones, and ones that are
> : > particlarly bad are:
> : >
> : > Qeynos Hills - a very high percentage of the zone is affected by this
> : > bug, this is probably the worst zone for it in the game. I almost
refuse
> : > to play in this zone because of it.
Now, granted, there are a _plethora_ of things I would have liked
fixed/added other than seeing new animated emotes so I agree that Verant's
priorities don't mesh with players. So stop wasting time on /feedback and
the like, becuase you know no one reads it (would you want to be the guy to
have to sort through all that? And how much do you thing they'd pay you to
do it?) and start sending email to folks directly. Be polite, concise and
support your argument, and I'm sure you'll get a better response than what
I'm giving you here <G>. This is a business to them, start thinking of it
that way.
Aamen Palantir
Fennin Ro
Greg Pola <gp...@dtai.com> wrote in message
news:3821CAE4...@dtai.com...
> The bug I speak of is the most annoying bug in the game in my opinion.
> It causes you to waste your resources and time and get nothing in
> return. It causes you to have to flee the zone in some cases because of
> its unpredictable nature. It causes you to lose elusive and rare spawns
> to NPC kill-stealers.
>
> The bug I speak of is the mob teleport bug, as a creature you are
> battling turns to flee (for any reasons, such as fear or about to die),
> it instantly teleports across the zone. Sometimes it can be a short
> distance, but in many instances it can be all the way to the opposite
> end of the zone. I do not see why the dev team cannot debug this, as it
> is so easily reproduced, and happens in so many areas. This bug is
> witnessed most frequently in outdoor zones, and ones that are
> particlarly bad are:
>
> Qeynos Hills - a very high percentage of the zone is affected by this
> bug, this is probably the worst zone for it in the game. I almost refuse
> to play in this zone because of it.
A perfect testcase for this is in Steamfont by the windmills. There is
a small valley just north of the windmills where pumas, skels, kobolds,
and cleaners are found. Start hitting on a greenie cleaner and as soon
as he starts to run, you can see him pop up over by the windmills. And
it's not because of lag since it always goes like this:
You hit a cleaner for 8
You hit a cleaner for 9
(He turns to run, I see him pop up by the windmills)
You are too far away from your target..
I can fight the same stuff in other parts of Steamfont and don't have
any problem.
I wish they would fix it since those MOBs will eventually regen and
come looking for you.
-Xavier
In article <FGoU3.4523$Hc.12...@news.optonline.net>, "Bert Ulrich"
* Sent from RemarQ http://www.remarq.com The Internet's Discussion Network *
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--
Dorian Brytestar
Lvl 35 High Elf Cleric of Tunare
Povar
"Bert Ulrich" <bul...@optonline.net> wrote in message
news:FGoU3.4523$Hc.12...@news.optonline.net...
: I believe it's called popping, due to LAG ( be it refresh of the gamestate
: >
:
:
Bert Ulrich wrote:
>
> I've fought in every zone (extensibly) that you folks mention, and I've
> never witnessed this. Granted, I have a cable modem...oh wait, you still
> claim it isnt due to lag <G>. I've seen the lag popping in Gfay as well,
> but wait, is this what you're talking about? Sorry, I just hear so much
> from folks claiming they cant dock in Freeport because they zone out as soon
> as they zone in, only to find out they are using AOL as an ISP. I stand
> corrected ;-)
>
> OK, flame me, I still don't believe you.
> Invite me to witness this. Better yet, invite a GM if you can find one <G>.
Go to Qeynos Hills and fight bears and wolves. Wait for them to
vanish. When they do, they go instantly from melee range to out
of spellcasting range and take a long time to come back.
I have ADSL. I generally have 40-80 ping and no packet loss.
--
Morgan
it is either server lag or your lag
On Thu, 04 Nov 1999 10:05:24 -0800, Greg Pola <gp...@dtai.com> wrote:
>This is a multi-part message in MIME format.
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>tel;work:619-542-1700 ext 243
>x-mozilla-html:TRUE
>org:DTAI, Incorporated
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>email;internet:gp...@dtai.com
>adr;quoted-printable:;;3900 Harney Street=0D=0ASuite 210=0D=0A;San Diego;CA;92110;USA
>fn:Greg Pola
>end:vcard
>
>--------------2E2C7C89FDD517B9DBF7D67B--
>
> it is either server lag or your lag
No sorry, it's a real bug. I've seen it in lots of places, and it's
very repeatable. It should have been fixed, as the original poster
said, ages ago.
>I believe it's called popping, due to LAG ( be it refresh of the gamestate
>or the network). Mostly newbies or non-casters bitch about it.
It may well be called popping, but it is *not* because of lag. It is
demonstrable in a number of areas, viewable by everyone, and easily
repeated, mob after mob.
Lag, conceivably, could cause short jumps, but in some of these cases,
the mob will jump across huge amounts of space. Every time.
OK, flame me, I still don't believe you.
Invite me to witness this. Better yet, invite a GM if you can find one <G>.
Aamen Palantir
Fennin Ro
xv <xNOx...@awsearch.zzn.com.invalid> wrote in message
news:0221c012...@usw-ex0102-015.remarq.com...
> Although this can happen because of lag, the situation he is talking
> about is NOT from lag. There are certain areas where a MOB will
> consistenly warp to a certain location when he begins to run.
>
> A perfect testcase for this is in Steamfont by the windmills. There is
> a small valley just north of the windmills where pumas, skels, kobolds,
> and cleaners are found. Start hitting on a greenie cleaner and as soon
> as he starts to run, you can see him pop up over by the windmills. And
> it's not because of lag since it always goes like this:
>
> You hit a cleaner for 8
> You hit a cleaner for 9
> (He turns to run, I see him pop up by the windmills)
> You are too far away from your target..
>
> I can fight the same stuff in other parts of Steamfont and don't have
> any problem.
>
> I wish they would fix it since those MOBs will eventually regen and
> come looking for you.
>
> -Xavier
>
> In article <FGoU3.4523$Hc.12...@news.optonline.net>, "Bert Ulrich"
> <bul...@optonline.net> wrote:
> > I believe it's called popping, due to LAG ( be it refresh of the
> > gamestate
> > or the network). Mostly newbies or non-casters bitch about it.
Tox Forest, both sides of the bridge. Hit the mob, get
it down to low health, mob turns, mob teleports away
- and comes back 10 secs later at nearly full health :-(
Never did verify it myself, but supposedly they jump to
the bridge or somewehere near there.
At least that's how it was 1 month or so ago.
Juergen Puenter
During the popping, pets will give up and walk back to you. That is,
they'll turn away as if the mob was killed.
If I yanked my ethernet cord, causing some pretty serious lag, my pet would
still attack the mob. During normal lag, i'd see my pet AND the mob pop up
a little ways away.
This happened to me regularly on reaver hill, until they got rid of the mobs
there. We'd kill something, then we'd see it running away. Suddenly, pets
would return to their owners, "You are too far away.." and nothing. A few
minutes later, it popped back, at full health. After a while we'd start
nuking the heck out of it towards the end so it couldn't magically get away.
We're not stupid. ;)
This isn't a flame. :) Four places I know of where you can view this
phenomenon, are: South Ro, on the eastern wall, just south of the edge of the
desert; Lavastorm, straight out from the end of the valley that contains the
zone-pass to Nektulos; Steamfont, near the Windmills, in the valley straight
behind the windmills; Nektulos Forest, in the area near the Halfling Raider
tent-camp. In Nektulos, attack a wolf or bear, and if you don't kill it, it
will turn and run, and suddenly disappear. Spell-casting attempts will report
that the target is out of range, and if you have a pet, it will stop pursuing
and return to your side. Somewhere between 30 seconds and two minutes later,
your pet (if you have one,) will shout "Time to die, a wolf!" and zoom off in
the direction of the river. If you don't have a pet, you will be attacked by
the animal. Please note, that this is not a case of lag, becase your pet is
server-controlled, just like the NPC. If it was lag, your pet would simply
disappear as well, and return when it killed the target. Brad has even stated
on this newsgroup, that this is a known bug (I believe he called it a legacy
bug,) and that it is being looked into.
Marc Fuller
i will admit that things have gotten better, but still it exists.. i had it
happen today twice.. with one excpetion, there is a few spots you can go
that mobs won't chase you, i was using one of these to save me from danger
(rather then zoning) well there was more then once i stepped into the safe
spot and the mob stopped but when i stepped back up to it.. it was gone..
never too return.. one did this and returned like 10 minutes later with
friends, that was kinda funny and i ended up zoning after several tries to
isolate one.
me
I dont know why you would want to witness this, but if you want to go to
Qhills and attack a grizzly or a rabid grizzly, south of BB and east of the
road. When the bear decides to run, he will teleport away from you and end
up near the crossroads/milemarker area where an always helpful Guard Nash
will help you dispatch the creature.
olaf
Bert Ulrich <bul...@optonline.net> wrote in message
news:g6vU3.4576$Hc.12...@news.optonline.net...
> I've fought in every zone (extensibly) that you folks mention, and I've
> never witnessed this. Granted, I have a cable modem...oh wait, you still
> claim it isnt due to lag <G>. I've seen the lag popping in Gfay as well,
> but wait, is this what you're talking about? Sorry, I just hear so much
> from folks claiming they cant dock in Freeport because they zone out as
soon
> as they zone in, only to find out they are using AOL as an ISP. I stand
> corrected ;-)
>
> OK, flame me, I still don't believe you.
> Invite me to witness this. Better yet, invite a GM if you can find one
<G>.
>
> Aamen Palantir
> Fennin Ro
>
> > > > These are the areas that I have noticed (and remember), if any
> > > of you
> > > > have seen other areas that are particularly bad please add them
> > > to the
> > > > thread.
> > > >
if it only happens in a few select spots, over and over, when people in
some other place in the zone or in another zone dont see it, it is a BUG.
the same thing happens when a fire beetle/spiderling/orc is walking through
some zone, and hits a tree.. sometimes they walk up the tree and down the
other side (which looks stupid as hell) .. sometimes they walk into a tree,
and it looks like they get "stuck" .. they walk in place.. about 5 second
later, they teleport about 30 feet away... it has something to do with sever
side prediction in the way things move.. it aint lag though
--
Xegony:
Wood Elf Druid, Kiwi Starphire - Level 21
Human Ranger, Dondie - Level 18
WebMaster - http://xenomorph.net
Bert Ulrich <bul...@optonline.net> wrote in message
news:FGoU3.4523$Hc.12...@news.optonline.net...
i was looking for the clockwork spiders to get that part for the Trueshot
bow.. i tracked one by the windmills.. it con low green, but it took me a
LONG time to kill it..
i hit it twice
and i get a message thats its too far away.. i look around for it, and i see
it running towards me from the windmills.. i hit it again, and it starts to
walk away.. it dissapears.. i then see it next to a windmill.. i run over to
kill.. the whole thing took a while because i kept losing it...
--
Xegony:
Wood Elf Druid, Kiwi Starphire - Level 21
Human Ranger, Dondie - Level 18
WebMaster - http://xenomorph.net
Tyber
Xenomorph wrote in message ...
So you essentially have to run -past- your mob up into the room and
wait for it to teleport in front of you (very predictable location).
This bug is as annoying as the Qeynos hills/West Karanas zone bug (why
you can only zone in the pass instead of along a long face like qeynos
to qeynos hills is another issue. You should be able to zone anywhere
in those hills including the pass (which would help the racewar servers
a lot because a wider zone line would be harder to defend against.)
Bert Ulrich wrote:
> I've fought in every zone (extensibly) that you folks mention, and I've
> never witnessed this. Granted, I have a cable modem...oh wait, you still
> claim it isnt due to lag <G>. I've seen the lag popping in Gfay as well,
> but wait, is this what you're talking about? Sorry, I just hear so much
> from folks claiming they cant dock in Freeport because they zone out as soon
> as they zone in, only to find out they are using AOL as an ISP. I stand
> corrected ;-)
>
> OK, flame me, I still don't believe you.
> Invite me to witness this. Better yet, invite a GM if you can find one <G>.
>
> Aamen Palantir
> Fennin Ro
>
> xv <xNOx...@awsearch.zzn.com.invalid> wrote in message
> news:0221c012...@usw-ex0102-015.remarq.com...
> > Although this can happen because of lag, the situation he is talking
> > about is NOT from lag. There are certain areas where a MOB will
> > consistenly warp to a certain location when he begins to run.
> >
> > A perfect testcase for this is in Steamfont by the windmills. There is
> > a small valley just north of the windmills where pumas, skels, kobolds,
> > and cleaners are found. Start hitting on a greenie cleaner and as soon
> > as he starts to run, you can see him pop up over by the windmills. And
> > it's not because of lag since it always goes like this:
> >
> > You hit a cleaner for 8
> > You hit a cleaner for 9
> > (He turns to run, I see him pop up by the windmills)
> > You are too far away from your target..
> >
> > I can fight the same stuff in other parts of Steamfont and don't have
> > any problem.
> >
> > I wish they would fix it since those MOBs will eventually regen and
> > come looking for you.
> >
> > -Xavier
> >
> > In article <FGoU3.4523$Hc.12...@news.optonline.net>, "Bert Ulrich"
> > <bul...@optonline.net> wrote:
> > > I believe it's called popping, due to LAG ( be it refresh of the
> > > gamestate
> > > or the network). Mostly newbies or non-casters bitch about it.
> > > The dev
> > > team does not address it because it only affects a small
> > > percentage of
> > > people, and they get over it as they raise levels or figure out
> > > how to get
> > > around it.
YES, I fought near the windmills and I saw the same thing. But for some
reason they never popped far enough away to get out of range of my spells.
Mind you, I don't use bolt spells because clean LOS is required. I recall I
had similar problems in Gfay when I was just starting out. Again, as long
as I could target it, I could cast on it. I guess it just never really
bugged me as much as other people. Must be hard for non-caster types...oh
wait, didn't I already say that? ;-)
I guess I'm off the Qeynos Hills to investigate this some more. Maybe I'll
send one of my other characters over...a non-caster. Thanks for the
insights.
Aamen Palantir
Fennin Ro
Morgan <mor...@misleading.com> wrote in message
news:382285F3...@misleading.com...
> > xv <xNOx...@awsearch.zzn.com.invalid> wrote in message
> > news:0221c012...@usw-ex0102-015.remarq.com...
> > > Although this can happen because of lag, the situation he is talking
> > > about is NOT from lag. There are certain areas where a MOB will
> > > consistenly warp to a certain location when he begins to run.
> > >
> > > A perfect testcase for this is in Steamfont by the windmills. There
is
> > > a small valley just north of the windmills where pumas, skels,
kobolds,
> > > and cleaners are found. Start hitting on a greenie cleaner and as soon
> > > as he starts to run, you can see him pop up over by the windmills.
And
> > > it's not because of lag since it always goes like this:
> > >
> > > You hit a cleaner for 8
> > > You hit a cleaner for 9
> > > (He turns to run, I see him pop up by the windmills)
> > > You are too far away from your target..
> > >
> > > I can fight the same stuff in other parts of Steamfont and don't have
> > > any problem.
> > >
> > > I wish they would fix it since those MOBs will eventually regen and
> > > come looking for you.
>
> Bert Ulrich wrote:
> >
> > I've fought in every zone (extensibly) that you folks mention, and I've
> > never witnessed this. Granted, I have a cable modem...oh wait, you
still
> > claim it isnt due to lag <G>. I've seen the lag popping in Gfay as
well,
> > but wait, is this what you're talking about? Sorry, I just hear so much
> > from folks claiming they cant dock in Freeport because they zone out as
soon
> > as they zone in, only to find out they are using AOL as an ISP. I stand
> > corrected ;-)
> >
> > OK, flame me, I still don't believe you.
> > Invite me to witness this. Better yet, invite a GM if you can find one
<G>.
>
Next verifiable place, head south along the beach in Oasis. Keep going until you hit
the orc camp and whack one of the orcs, drag it to the beach and start whacking it.
When it turns to run, it will run along the beach for a few seconds, the teleport to
the same place as the other baddie did.
These are not Video performance issues, they are verifiable bugs in the pathing.
Take a whole party and attack one of these suckers and it teleports away from all of
us? hmm.
--
Dorian Brytestar
Lvl 35 High Elf Cleric of Tunare
Povar
"Bert Ulrich" <bul...@optonline.net> wrote in message
news:OxHU3.4757$Hc.13...@news.optonline.net...
: Sorry, I reread my original post, and nowhere in it did I mention latency or
:
:
:
I went into the camp alone to try to lull some of them (we were only
marginally high enough level for this place), the lull went bad and three of
them came running at us. Then all three took a sharp 90 deg. turn and ran
off into the distance!
I figured it was a pathing bug, but our ever eager Ranger decided that
someone, somehow, had pulled them all away and went in for more. Right
about the time I typed 'NOOOOO!!!!' she grabbed two more and the three came
back with a few friends they picked up along the way.
Once while nearby the same thing happened, but they didn't come back. After
five minutes or so we gave up and kept on hunting. About 20 minutes later
while wandering around a mob descended on us. I have no idea where they
were keeping themselves in the meantime, but they appeared to be busy
collecting friends and neighbors.
We don't go there anymore :)
I've also got a cable modem. It doesn't prevent mobs in Qeynos hills
from warping. I only acquired the cable modem recently, so I know what
lag is like too. It's different from warping. Here's a clue as to how
to tell the difference: lag won't let a mob get away from your pet.
So, with lag, you get annoying situations where you don't know where
either your pet or the mob have gotten to. With warping, your pet at
least stays by your side, because the mob has teleported out of his
range.
It doesn't happen everywhere. People have mentioned that Qeynos Hills
is one of the prime warping areas. It also doesn't happen with every
mob; in Qeynos Hills, the bears warp, the gnoll watchers don't.
It's also a problem in Tox, but that doesn't get talked about as much as
nobody hunts in Tox anyway.
--
Aaron Boyden
"I may have done this and that for sufferers; but always I seemed to
have done better when I learned to feel better joys."
-Thus spoke Zarathustra
Dorian Brytestar <ri...@nospam.com> wrote in message
news:s23oof...@corp.supernews.com...
> Ditto, Verified the spot in Oasis is still broken also.
> --
> Dorian Brytestar
> Lvl 35 High Elf Cleric of Tunare
> Povar
> "Geoff Jones" <geo...@worldchat.com> wrote in message
> news:3821CE8E...@worldchat.com...
> :
> :
> : Greg Pola wrote:
> : >
> : > The bug I speak of is the most annoying bug in the game in my opinion.
> : > It causes you to waste your resources and time and get nothing in
> : > return. It causes you to have to flee the zone in some cases because
of
> : > its unpredictable nature. It causes you to lose elusive and rare
spawns
> : > to NPC kill-stealers.
> : >
> : > The bug I speak of is the mob teleport bug, as a creature you are
> : > battling turns to flee (for any reasons, such as fear or about to
die),
> : > it instantly teleports across the zone. Sometimes it can be a short
> : > distance, but in many instances it can be all the way to the opposite
> : > end of the zone. I do not see why the dev team cannot debug this, as
it
> : > is so easily reproduced, and happens in so many areas. This bug is
> : > witnessed most frequently in outdoor zones, and ones that are
> : > particlarly bad are:
> : >
> : > Qeynos Hills - a very high percentage of the zone is affected by this
> : > bug, this is probably the worst zone for it in the game. I almost
refuse
> : > to play in this zone because of it.
>I've fought in every zone (extensibly) that you folks mention, and I've
>never witnessed this. Granted, I have a cable modem...oh wait, you still
>claim it isnt due to lag <G>.
It most definatly is not lag--I'm playing through an ADSL connection,
and I've lost so many wisps in Q Hills, I've lost count. Get them
down to less than 25% health, and boom they're gone, so far gone that
my tracking doesn't even show them.
Usually, I shout through the zone: /shout If you see a mostly dead
wisp, kill please. You can loot it, I just don't want it coming back
to me while I med.
These days I just pour mana into the damn thing and hope I can kill it
before it teleports.
>OK, flame me, I still don't believe you.
Don't believe all you want, go and hunt in Q Hills for a couple of
hours and let me know if you still don't believe it. Pick on critters
that will run: wisps, gnolls, bears, and wolves (although, you may
not want to with Holly and Cros around).
--Sang.
I have a cable modem too, and trust me its not lag. I didn't realize this
bug was so debilitating until I witnessed it firsthand in Rathe Mountains.
I went to the area where all the HG spawn with some friends. As a necro,
one of my favorite spells if Fear (snare/darkness, fear = easy kills). The
druid in the group pulled the first HG; first snare failed then he got it on
the second cast. I began my casting of Invoke Fear....got him. Now its
time for venom of sna...huh? HG is out of range? Hes standing right
ther....?? Gone. He came back about 2 minutes later fully healed. Tried
Fear one more time thinking it was some fluke. This time he didn't even
stand there for a second. The moment Fear hit him he vanished. I was
pissed to say the least, because in order to stay and fight, I was unable to
use one of the most usefull spells in my arsenal. I petitioned a GM who
asked me to explain what happened and then said "I'll add it to the bug
list". I just hope Verant eventually gets around to fixing this.
-Aildrik T'Quetzl
Level 35 Necromancer, Tarew Marr