View Full Version : The QA Lodge
rimble
02-11-2009, 01:11 PM
In the meantime, we've gone through the game and increased the experience rewards for the optional quest objectives. With the coming of Module 9, there should be good motivation for taking your time and getting all the optionals in a quest.
Good stuff, that's what didn't make sense to me. Why make me run around and carry this stupid bounty bag and try over and over to get an optional to spawn...just make the encounter worth my time to begin with, if it does spawn. If not, no big deal.
parvo
02-11-2009, 01:47 PM
...we'd rather not have new players to DDO see something that just isn't working very well...~Silthe
I hearya Slithe
Like Protection Ring/Protection From Evil that leaves them with no AC?
Like inability to group?
Like not being able to recall to town from Korthos?
Like dungeon difficulty not indicating properly after someone else goes in?
Like enemy casters AI that causes them to suicide into melee players?
I'd rather not have new players see that stuff too.
Lifespawn
02-11-2009, 02:05 PM
Haven't seen it asked How about the Bag bug for any of the bags opening them and scrolling down they close on you quite often.
Junts
02-16-2009, 06:36 PM
Pretty sure this is a flaw:
Enduring Conviction, the raidloot longsword from Accursed Ascension, possesses the 'greater good' and 'absolute law' traits (2d6 versions of pure good and true law). Greater Good works properly; however, Absolute Law does not make the weapon lawful for damage reduction purposes: it only overcomes slash, magic and good. The idea that the better version of true law would not make the weapon break dr/lawful when true law does seems like a clear mistake (especially given this is the only item with absolute law, so it was probably created just for this loot).
Many chaotic evil outsiders that Enduring Conviction was created to excel against have dr/lawful instead of dr/good (like Tharakk Hounds), and having it not break their damage reduction makes the weapon rather ineffective.
Silthe
02-26-2009, 05:00 PM
Like Protection Ring/Protection From Evil that leaves them with no AC?
This will be fixed in Mod 9, although the circumstances for this occuring aren't such that most people will see it. I would recommend that you not use Protection from Evil effects with a Ring of Protection of +3 or higher, though.
Like inability to group?
I'm not sure what you mean here. Please explain.
Like not being able to recall to town from Korthos?
That should be fixed in Mod 9.
Like dungeon difficulty not indicating properly after someone else goes in?
This is on our list again, but may not be in Mod 9. It's a rather ornery bug that defies quick and easy fixes.
Like enemy casters AI that causes them to suicide into melee players?
That behavior was modeled after player casters that run into melee to drop firewalls. You fix the sorcerers I've pugged with, and I'll harass Codog to fix this.
Seriously though, AI will always be an ongoing project. It'll never be as smart as players, but there will always be room for improvement. Most of our AI guy's time this cycle has gone to improving henchmen and a few, less global monster AI behaviours.
I do find it interesting that you're complaining that they suicide since we still get complaints that they run away too much. Guess it depends on your personal experiences. If there is a certain type of caster that you find ALWAYS charges into melee, then please submit a bug. It is quite possible that a particular monsters has a few entries on its monster sheet incorrect.
~Silthe
Silthe
02-26-2009, 05:10 PM
Haven't seen it asked How about the Bag bug for any of the bags opening them and scrolling down they close on you quite often.
This is unlikely to be fixed in Mod 9. It's not random though. It appears to happen when you drag the scroll bar past collectibles with long names. It'll be pretty consistent as to which items cause it.
~Silthe
negative
02-26-2009, 05:16 PM
I do find it interesting that you're complaining that they suicide since we still get complaints that they run away too much. Guess it depends on your personal experiences. If there is a certain type of caster that you find ALWAYS charges into melee, then please submit a bug. It is quite possible that a particular monsters has a few entries on its monster sheet incorrect.
Most AI casters in my experiance first suicide run all the way up into your face, then immediately turn around and run away, ussually casting their spells like scorching ray and lighting bolt away from you as they run away. After they are about 10 feet away, they turn around again and start casting on you.
Wizzly_Bear
02-26-2009, 05:21 PM
I do find it interesting that you're complaining that they suicide since we still get complaints that they run away too much. Guess it depends on your personal experiences. If there is a certain type of caster that you find ALWAYS charges into melee, then please submit a bug. It is quite possible that a particular monsters has a few entries on its monster sheet incorrect.
~Silthe
a rundown
-caster sees a character
-caster kamikazes to them
-once caster reaches that character, he then turns around and faces away from the character
-caster casts an offensive spell AWAY from target
-runs away until ~30 ft away from target
-if target is closing on caster, caster will nto stop running
edit: this is all AI casters, not just enemies, and not just certain enemies. coyle does this to.
Silthe
02-26-2009, 05:23 PM
Most AI casters in my experiance first suicide run all the way up into your face, then immediately turn around and run away, ussually casting their spells like scorching ray and lighting bolt away from you as they run away. After they are about 10 feet away, they turn around again and start casting on you.
Oh, THAT. Yes, I've seen that too. Honestly, this is something to bring up in Codog's thread. I'll likely just end up poking him about it anyway.
~Silthe
Borror0
02-26-2009, 05:35 PM
Honestly, this is something to bring up in Codog's thread.
Oh, that brings up another AI bug. I tried to aggro Codog but he seems unresponsive.
Mind checking into that? ;)
Barumar
02-26-2009, 05:57 PM
This is unlikely to be fixed in Mod 9. It's not random though. It appears to happen when you drag the scroll bar past collectibles with long names. It'll be pretty consistent as to which items cause it.
~Silthe
I have found that after opening said Bag I can leave my mouse cursos 'within' it and mouse wheel down and back up with no issues.
I had not noticed that it only closed when using the scroll bar passing long names - but that is good to know.
Barumar
Silthe
02-26-2009, 06:14 PM
Pretty sure this is a flaw:
Enduring Conviction, the raidloot longsword from Accursed Ascension, possesses the 'greater good' and 'absolute law' traits (2d6 versions of pure good and true law). Greater Good works properly; however, Absolute Law does not make the weapon lawful for damage reduction purposes: it only overcomes slash, magic and good. The idea that the better version of true law would not make the weapon break dr/lawful when true law does seems like a clear mistake (especially given this is the only item with absolute law, so it was probably created just for this loot).
Many chaotic evil outsiders that Enduring Conviction was created to excel against have dr/lawful instead of dr/good (like Tharakk Hounds), and having it not break their damage reduction makes the weapon rather ineffective.
Yup, that's a bug.
~Silthe
vyvy3369
02-26-2009, 07:00 PM
This will be fixed in Mod 9, although the circumstances for this occuring aren't such that most people will see it. I would recommend that you not use Protection from Evil effects with a Ring of Protection of +3 or higher, though.
...~Silthe
I hope you meant avoid casting Protection from Evil with a Protection +1 item on (http://forums.ddo.com/showthread.php?t=158913), right?
Strykersz
02-26-2009, 07:34 PM
Is the third tier of blood rage from Scourge choker giving +2 str/con instead of +4 a bug for the description or the buff?
Silthe
02-26-2009, 07:50 PM
I hope you meant avoid casting Protection from Evil with a Protection +1 item on (http://forums.ddo.com/showthread.php?t=158913), right?
No, I didn't mean that. The way it was described to me was that if you have a conditional buff to AC (such as Protection from Evil or some Ranger favored enemy enhancements) and then use another source of AC that has the same bonus type (in this case, a deflection bonus) that overwrites the conidtional buff (and is therefore higher than the conditional buff) then you will end up with an effective -50,000,000 AC.
It's possible that the bug happens overwriting the other way as well, but that's not how it was explained to me.
Either way, Codog says he fixed it. We're just waiting to see the fix in test now.
~Silthe
Junts
02-26-2009, 08:38 PM
Yup, that's a bug.
~Silthe
thanks! Will the abbot fixes be fixing this, then, I hope?
parvo
02-26-2009, 09:51 PM
Slithe,
Currently if you have a +1 protection item and then get buffed with Protection from Evil, you will get hit with almost every enemy attack. There is a +1 protection ring (Engraved Ring?) that is very common on Korthos. Therefore, lots of new players were probably hit with that bug. In fact, lots of veterans are still being hit with it.
The frustration of "You are not on the same Korthos Experience", is fairly well documented. I think you know what I mean.
If you are not going to fix the dungeon difficulty setting indicator, remove it from the display. It has never served any purpose other than confusion.
Right now, enemy caster AI is the most broken part of the game. Every enemy caster that is not anchored and not attacked from range, runs right up to the player and bumps into them. If they aren't immediately chopped to bits, they turn around ant try to get some distance, often firing off a spell in the opposite direction of the player. This is 100% repeatable. Just run within sight of any (non-anchored) enemy caster and it will happen. This has a very unbalancing affect on play. Enemy casters often have spells that should balance player melee types, however the AI is set up so they "suicide" on the melee characters. Fixing it would go a long way toward restoring player/environment balance.
The poor caster AI contrasts what in many ways is very exceptional AI. The spot and listen AI affects are superb. The way mobs will invesigate sounds they hear is quite worthy of being called intelligent. Patrol paterns are realistic. The part of caster and ranged type AI that causes them to run away, while possibly annoying to the barbarians, is fair and not unreasonable. Even some of the scripting as substitute for AI is ingeneous. But the overall grade is brought way down by mob caster suicide.
Garth_of_Sarlona
02-27-2009, 12:03 AM
...then you will end up with an effective -50,000,000 AC.
Hold on... I think I know someone with this bug on them all the time!
Garth
Tanka
02-27-2009, 12:14 AM
Hold on... I think I know someone with this bug on them all the time!
Garth
Hey, I built Tanka like that on purpose, OK?
Yuhjn
02-27-2009, 04:52 AM
This is unlikely to be fixed in Mod 9. It's not random though. It appears to happen when you drag the scroll bar past collectibles with long names. It'll be pretty consistent as to which items cause it.
~Silthe
Ok this quote could mean one of two thing.
Either a, Silthe really means it WONT be fixed in mod9, and just doesnt want to be so absolte, even though he knows for certain it wont be.
Or b, there are still things that MIGHT or MIGHT NOT happen in mod9, which means we're not even close enough that the deliverable list is locked! If that's the case it'll be later than we anticiapte before we see mod9
I really hope it's a.
Vormaerin
02-27-2009, 05:46 AM
Uhh, I thought that post was quite clear. The bug isn't on the fix list for Mod 9. In theory, a dev might trip over the fix and slip it in or something, but if there is real effort involved to fix it, its too late.
All the conditional stuff described in the post is the actual bug itself...it isn't random, its apparently tied to overly long item names or some such thing...
Hey, I built Tanka like that on purpose, OK?
Ya but most toons who have a low AC actually do some DPS!
Borror0
02-27-2009, 06:57 AM
Ya but most toons who have a low AC actually do some DPS!
...but that also was on purpose!
Kylstrem
02-27-2009, 10:09 AM
In the meantime, we've gone through the game and increased the experience rewards for the optional quest objectives. With the coming of Module 9, there should be good motivation for taking your time and getting all the optionals in a quest.
~Silthe
Awesome! So more than 90XP for turning in all those crates to the guy at the end of stormcleave?!?!? You know, where you have to talk to him separately for every crate you turn in.
Impaqt
02-27-2009, 12:32 PM
Silthe, Before ya run off for another couple weeks, how about addressing the Crippling lag we experience in the Shroud? This quest, By far, is the laggiest in the game. Its party wide, and its consistent.
Are you looking into this at all? Is there any hope that we one day will be able to run this raid and not have to worry about having the perfect group to power through the lag?
Steiner-Davion
02-27-2009, 12:42 PM
I think at one point one of the DEVs commented that it was tied to all the Teleporting of the Devils and Orthonons. Maybe they need ot tweak their teleporting abilities A LOT more, maybe give them a huge cool down on it, or put some other rl in place that keeps them aggroed on the same player longer.
Tanka
02-27-2009, 12:57 PM
I think at one point one of the DEVs commented that it was tied to all the Teleporting of the Devils and Orthonons. Maybe they need ot tweak their teleporting abilities A LOT more, maybe give them a huge cool down on it, or put some other rl in place that keeps them aggroed on the same player longer.
They did the last two a few patches ago.
And the really bad lag isn't from the devils and orthons. It's the DPS/healing lag when fighting Harry.
Impaqt
02-27-2009, 01:01 PM
I think at one point one of the DEVs commented that it was tied to all the Teleporting of the Devils and Orthonons. Maybe they need ot tweak their teleporting abilities A LOT more, maybe give them a huge cool down on it, or put some other rl in place that keeps them aggroed on the same player longer.
But there are no teleporting devils in Part 1 or Part 4/5 while your beating on the Pit fiend.
Borror0
02-27-2009, 01:02 PM
I think at one point one of the DEVs commented that it was tied to all the Teleporting of the Devils and Orthonons. Maybe they need ot tweak their teleporting abilities A LOT more, maybe give them a huge cool down on it, or put some other rl in place that keeps them aggroed on the same player longer.
That was about the lag on the way to Vision.
Impaqt
02-27-2009, 01:07 PM
That was about the lag on the way to Vision.
Which, Incidentally, is far from "Fixed" also.
Borror0
03-01-2009, 12:36 AM
Talking about lag, I have no idea if this has reached you or not Silthe, but Master's Touch causes a lot of lag when it is casted, when it is dispelled or when the timer is over and the spell wears off.
It is probably due to the fact that Master's Touch tries to apply all Martial Proficiency feats on your character at once, which appears to not be a simple process.
Actually, the source of the lag is probably due to trying to add the feats to our character sheet. The lag is identical to the one we have when we open the enhancement or feat tab of our character sheet and, when casting Master's Touch with our feat tab open, the progress bar appears as if we just had opened the tab.
No idea on if this is something that can be easily fixed but I thought I'd mention.
Borror0
03-01-2009, 12:45 AM
Another bug is the inconsistency when testing our attack speed. There is an ongoing discussion (http://forums.ddo.com/showthread.php?t=172819) in User-Written Game and Strategy Guides forums about how the bonuses are applied and how they stack. So far, the reproducibility of our results is far from satisfying.
This can be due to:
Inaccurate testing method.
Capricious bonuses applying differently depending on their mood.
Latency issues.
I just thought it'd be worthwhile to mention and for you to at least check on that.
Silthe
03-02-2009, 04:39 PM
thanks! Will the abbot fixes be fixing this, then, I hope?
No, but you bringing it to my attention will.
I'm not sure if existing Enduring Convictions will be fixed or if only new drops will be.
I'll try to check once the fix is in.
Silthe
03-02-2009, 04:42 PM
No, I didn't mean that. The way it was described to me was that if you have a conditional buff to AC (such as Protection from Evil or some Ranger favored enemy enhancements) and then use another source of AC that has the same bonus type (in this case, a deflection bonus) that overwrites the conidtional buff (and is therefore higher than the conditional buff) then you will end up with an effective -50,000,000 AC.
It's possible that the bug happens overwriting the other way as well, but that's not how it was explained to me.
Either way, Codog says he fixed it. We're just waiting to see the fix in test now.
~Silthe
Ok, I need to correct this. Based on comments in this thread, I checked into this again. Turns out I had it backwards. If the conditional bonus is GREATER than the static bonus, the bug crops up and you have an AC of negative fifty-million or so.
This does mean that you really don't want to use Protection from Evil at low level, especially if you're using that lovely ring of protection +1 from Korthos Island.
Again, this should all be fixed in Mod 9, we're just waiting to test the fix.
~Silthe
Impaqt
03-02-2009, 04:52 PM
Silthe, My Morning stars are Broken. They only deal Bludgeoning Damage. Did someone Grind all the Points off of all the Morning stars in Ebberon?
:)
Seriously though, will we ever see MS's Deal Bludg and Pierce damage like in PnP?
Silthe
03-02-2009, 05:54 PM
Silthe, My Morning stars are Broken. They only deal Bludgeoning Damage. Did someone Grind all the Points off of all the Morning stars in Ebberon?
:)
Seriously though, will we ever see MS's Deal Bludg and Pierce damage like in PnP?
Probably about the same time daggers become slashing as well as piercing weapons.
When I brought that back up before launch, there was some reason due to they way it was coded or limitations in the tech at the time that weapons could only have one damage type.
I suppose it's about time I look into it again to see if anything's changed.
~Silthe
Freeman
03-02-2009, 05:55 PM
Talking about lag, I have no idea if this has reached you or not Silthe, but Master's Touch causes a lot of lag when it is casted, when it is dispelled or when the timer is over and the spell wears off.
It is probably due to the fact that Master's Touch tries to apply all Martial Proficiency feats on your character at once, which appears to not be a simple process.
Actually, the source of the lag is probably due to trying to add the feats to our character sheet. The lag is identical to the one we have when we open the enhancement or feat tab of our character sheet and, when casting Master's Touch with our feat tab open, the progress bar appears as if we just had opened the tab.
No idea on if this is something that can be easily fixed but I thought I'd mention.
Another irritating thing I've noticed about Master's Touch is that it seems to bug out many other spell timers. While playing my Warchanter, I'll end up with 0:00 duration buff icons for 3-4 spells at the same time. I even had a shaman's Soundburst timer stick up there once. I couldn't figure out what was causing it until someone else mentioned it was another side effect from casting Master's Touch. I'm not sure how one spell makes the others bug, but it happens consistently. I've even had death penalties bug out and not go away.(Even if I shrined)
Borror0
03-02-2009, 06:00 PM
I've even had death penalties bug out and not go away.(Even if I shrined)
Not sure that it's Master's Touch. I have that occasionally as well, and Barrok does not carry Master's Touch.
Borror0
03-02-2009, 06:03 PM
Am I the only one who has Silthe's post showing up in the Dev Tracker but not here?
It's the fourth time this week.
iamsamoth0
03-02-2009, 06:05 PM
Am I the only one who has Silthe's post showing up in the Dev Tracker but not here?
It's the fourth time this week.
Yesterday it happened.
Strange.
Impaqt
03-02-2009, 06:05 PM
Am I the only one who has Silthe's post showing up in the Dev Tracker but not here?
It's the fourth time this week.
I think Silthe is "Modereated". The Posts are there, but not able to be seen by anyone who isnt a moderator. Not until they get checked "A-OK" Do they show up.
Borror0
03-02-2009, 06:08 PM
I think Silthe is "Modereated".
I thought about that but that is kind of odd... I mean, he is a Turbine employee after all.
Impaqt
03-02-2009, 06:12 PM
I thought about that but that is kind of odd... I mean, he is a Turbine employee after all.
Yeah, but he could be moderating himself.... Jusat making sure the info that he had off the top of his head is
A) Correct (Wants to go verify it)
and
B) Is OK to Post if its questionable
Silthe
03-02-2009, 06:26 PM
Yeah, but he could be moderating himself.... Jusat making sure the info that he had off the top of his head is
A) Correct (Wants to go verify it)
and
B) Is OK to Post if its questionable
Or Tolero won't take me off moderation until I promise not to tell people her middle name.
~Silthe
Freeman
03-02-2009, 06:29 PM
Not sure that it's Master's Touch. I have that occasionally as well, and Barrok does not carry Master's Touch.
I've seen it occasionally as well, but it seems to happen much more frequently on my Warchanter. I haven't died that many times yet though, so I don't have a large sampling.
Missing_Minds
03-02-2009, 09:04 PM
Or Tolero won't take me off moderation until I promise not to tell people her middle name.
~Silthe
What? Agatha? *shrug*
Thoon
03-03-2009, 12:59 PM
Everyone know it's Mysterio. Don't they?
Deathseeker
03-03-2009, 01:26 PM
Everyone know it's Mysterio. Don't they?
But have you ever noticed that if you combined Tolero and Tarrant you'd get Tolerant?
I always figured that was pretty fitting considering that we players are so tough to deal with...
Tolero
03-03-2009, 01:47 PM
But have you ever noticed that if you combined Tolero and Tarrant you'd get Tolerant?
By design, working as intended.
Dirac
03-03-2009, 01:52 PM
But have you ever noticed that if you combined Tolero and Tarrant you'd get Tolerant?
I always figured that was pretty fitting considering that we players are so tough to deal with...
Or later to rant.
Gratch
03-03-2009, 03:05 PM
But have you ever noticed that if you combined Tolero and Tarrant you'd get Tolerant?
I always figured that was pretty fitting considering that we players are so tough to deal with...
Also, if you combine letters from The Cube, Thoon, Tolero, and Tarrant, you get:
HOOR, THE CUBE ART NOT TOLERANT
I especially like his HOOR to start that battle cry!
For he shall strike down all forum miscreants, plat sellers, and yea did Mod 9 approacheth!
Hmmm... ever thought about when the DM's in game hit the
"/ban multiplyreportedplatspammer"
of having said macro spawn a large gelatinous cube on their body just before it kicks them out? I might hang out in Korthos to watch such a spectacle with my recent and soon to be past buds: asdfklsd, wyfslekskeks, and who can forget Nashvfwlsesks.
That Nashvfgwlsesks... them's such a kidder.
smatt
03-03-2009, 04:23 PM
Also, if you combine letters from The Cube, Thoon, Tolero, and Tarrant, you get:
HOOR, THE CUBE ART NOT TOLERANT
I especially like his HOOR to start that battle cry!
For he shall strike down all forum miscreants, plat sellers, and yea did Mod 9 approacheth!
Hmmm... ever thought about when the DM's in game hit the
"/ban multiplyreportedplatspammer"
of having said macro spawn a large gelatinous cube on their body just before it kicks them out? I might hang out in Korthos to watch such a spectacle with my recent and soon to be past buds: asdfklsd, wyfslekskeks, and who can forget Nashvfwlsesks.
That Nashvfgwlsesks... them's such a kidder.
:rolleyes: Oh dear we REALLY need new content........ Lest this start workign it's way into party chat in game...... :D
kruggar
03-03-2009, 04:39 PM
Question: The bug with improved trip and the trip enhancement bonuses will be fixed in mod 9?
with the addition of kensai and a huge bonus to tactic feats i would like to know if i need to plan my kensai with improved trip or not
moorewr
03-04-2009, 09:10 AM
The "Skip Tutorial" option when you character first enters the world and talk to Jeets seems very inconsistent.. it will show up for several new characters, then mysteriously be unavailable for a new one on the same account.
miceelf88
03-04-2009, 09:41 AM
This is becoming so common that players encounter it more than most of the bugs mentioned here, but what's with the lag?
Will the devs or someone from turbine address the issue?
Do they feel that the amount of lag and downtime recently is within the expected and acceptable band of player experience?
Steiner-Davion
03-04-2009, 09:58 AM
The Spell Icon for the Level 4 Paladin Spell ZEAL indicates it is a level 2 spell.
See the icon on the DDO Compendium, it is the same in game: http://compendium.ddo.com/wiki/Spell:Zeal
valorik
03-05-2009, 03:16 PM
I recently bought a load of tensers scrolls for my battleish sorc, and whenever I try to use them I get a huge lag spike. I lag out for about 7 seconds, but then it works fine, not sure if this is a bug or something, or if I am alone in this. IT should also be noted that divine power works just fine when I use it, and I haven't tested natural spells or clickys of tensers, and info would be helpful.
Tolero
03-06-2009, 04:43 PM
Please excuse the dust while we do a little bit of lodge remodeling :D
Tolero
03-06-2009, 04:48 PM
The lodge has opened in a new thread here in the gameplay forum! Click here (http://forums.ddo.com/showthread.php?t=175017) for the latest lodge thread. Any discussion you had going please feel free to migrate them to the new thread.
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