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mobrien316
01-11-2015, 09:50 AM
I have literally never completed this quest. It locks up on me every single time I enter, about six or seven minutes after I start the quest. Doesn't seem to matter if I'm solo or in a group. I don't have this problem with any other quest in the game.

Everything seems to be working normally; I enter, fight the Harpy leader, start clearing the gnoll archers from the cliffs, and then everything locks up.

Anyone else have this issue? Should I not go up on the cliffs? Or perhaps not go to the Harpy camp? Does it make a difference?

bartharok
01-11-2015, 09:55 AM
I think ive gone to fight the harpy leader once, and crashed. Didnt connect the two in any way, since my laptop had an extremely unstable day. Havent tried it again, so i have no idea if it has anything to do with the quest.

Steelstar
01-11-2015, 05:16 PM
We have a potential fix for this in U24.1; however, we're still gathering data on it. If it happens again, please file a bug report with as much information about what you did leading up to the freeze as possible. Thanks!

Seikojin
01-11-2015, 06:02 PM
I have never fought the harpy leader in the quest and never had it crash.

nibel
01-11-2015, 06:15 PM
My tests seems to be that the quest lock up when a new wave appear at the cave while the previous wave is still active. Leaving the harpies to clear the camp at the end by themselves also occasionally gives some spikes.

My bet is that the quest map is divided into "zones", and when there is no player in line of sight of a respective "zone", the server don't load them, but when the NPCs start interacting in unloaded zones (like the harpies fighting far away from the group, or new mobs spawning when the group is chasing gnoll packers after the shrine), the server suddenly have to keep track of a lot of variables.

I think that is the reason why in new quests the mobs usually spawn only when the players are nearby, instead of at the time the zone load. In very old quests that are on open field (like Caverns of Korromar or Irestone Inlet), you can see all mobs on their spawn place, sometimes moving in a set path, but they are all there at once. In new quests, like Tracker's Trap or Haunted Halls, if you have a bit of connection lag, and your character move fast enough, you can see the monsters appearing from thin air only when you get close.

I don't know why the devs changed the system to that way (and my bet again is to accommodate double scaling), but I think this is why Lines of Supply lags so much. Because if the party don't have enough DPS to stop all mobs on the cave entrace, the lag ALWAYS happens.

Chacka_DDO
01-12-2015, 12:29 AM
We have a potential fix for this in U24.1; however, we're still gathering data on it. If it happens again, please file a bug report with as much information about what you did leading up to the freeze as possible. Thanks!

I have the impression this is a problem that can happen in every quest with Monster spawn.
Quest where the monsters are not already there if you go in and only get active.
Or even worse with potentially unlimited re spawn, like Temple of the Deathwyrm and Vault of Night (the spawn of the elemental never ends) and from my understanding also in Lines of Supply.
In a lot quests the server performance concealed the problem but if the server is overwhelmed it appears (i cal it server because i don’t know much about your system)

vryxnr
01-12-2015, 02:49 AM
The last time I soloed through this quest, something like this happened to me. I was chasing some of those running gnolls who got lucky and got past me, then I started to freeze up. I couldn't not move, I could swing and my lower body was frozen, could not jump, etc. Then I turned all my in game graphics settings to the lowest possible. Suddenly I was able to move again and the rest of the quest ran smoothly, just not the best looking.

Take that was you will. Not saying it's your machine or anything, just some anecdotal evidence. Of course, I really did just to a blanket reduction of all graphical settings, so draw distance may have been a large factor (I suspect it was), but who knows. I wasn't very scientific about it as I was trying to finish the quest.

bartharok
01-12-2015, 03:06 AM
I don't know why the devs changed the system to that way (and my bet again is to accommodate double scaling), but I think this is why Lines of Supply lags so much. Because if the party don't have enough DPS to stop all mobs on the cave entrace, the lag ALWAYS happens.

I have failed to stop the mobs at the entrance on a couple of my toons, but havent noticed any lag when i do so, so it cant be purely that either.

mna
01-12-2015, 03:35 AM
I think that is the reason why in new quests the mobs usually spawn only when the players are nearby, instead of at the time the zone load. In very old quests that are on open field (like Caverns of Korromar or Irestone Inlet), you can see all mobs on their spawn place, sometimes moving in a set path, but they are all there at once. In new quests, like Tracker's Trap or Haunted Halls, if you have a bit of connection lag, and your character move fast enough, you can see the monsters appearing from thin air only when you get close.

I don't know why the devs changed the system to that way (and my bet again is to accommodate double scaling), but I think this is why Lines of Supply lags so much. Because if the party don't have enough DPS to stop all mobs on the cave entrace, the lag ALWAYS happens.

Actually, not that simple.

I've managed to catch mobs appearing out of thin air in old quests too, Irestone Inlet included. (Run fast enough with draw distance set to max, the respawns have to appear somewhere after all...)

Though it's usually not a lot of them appearing simultaneously like in, say, Escape Plan, where I have indeed seen clearly spawn-related lag occasionally...


Oh, and I do find it slightly annoying in those quests (and wilderness) where the mobs exist but start inactive, is that you can only hit or otherwise affect them after they've become fully active, and the activation sequence only happens once you get close enough. Such as some of the bugbears in Cerulean Hills, some of the hill giants in Gianthold wilderness, and those Korromar undead... go there with an archer, maxed draw distance - easy to reproduce.

Powskier
01-12-2015, 04:01 AM
i definately run stormhorns and wheelon on low detail settings,or the freeze up happens almost every time...I think it is the older harddrives with moving parts still...new drive users have little or no comlaints..ill be ugrading soon...oh and landscape draw distance i have on low as well(enemy draw med) ,visual is cool running through town too.

nibel
01-12-2015, 05:21 AM
I have failed to stop the mobs at the entrance on a couple of my toons, but havent noticed any lag when i do so, so it cant be purely that either.

Did you had the harpies active on the final camp at the time?

bartharok
01-12-2015, 08:51 AM
Did you had the harpies active on the final camp at the time?

It seems that i misunderstood you. It seemed that you meant two separate things, when you meant that when x and y simultaneously.

Fedora1
01-12-2015, 09:00 AM
Just solo'd this on EN. Did not do Harpys optional. Killed everything at or close to entrance. No lag.

Robai
01-12-2015, 09:27 AM
Yesterday we completed EE Lines of Supply (was full group), haven't noticed any problems.

Except that Harpies didn't help, I mean someone talked to Matriach and harpies started to attack Lions (we ignored them at first) and Harpies stayed there, i.e. didn't go down to the camp (and Matriach refused to talk).
We didn't fight harpies at all though.

Then we went back to the cave and did the job there and at boss fight it was still no harpies.

Aliss7
01-12-2015, 09:39 AM
I've never locked up in this quest, but I have been able to not satisfy the objective "Prepare to ambush the Netherese Supply Convoys". It wasn't until the end of the quest that I noticed that it hadn't been met. I remember running through the illusionary stone wall before it disappears at the start of the quest, but not sure that had anything to do with it.

mobrien316
01-12-2015, 01:07 PM
We have a potential fix for this in U24.1; however, we're still gathering data on it. If it happens again, please file a bug report with as much information about what you did leading up to the freeze as possible. Thanks!

Thanks for the reply.

Sianys
01-12-2015, 06:33 PM
I have never fought the harpy leader in the quest and never had it crash.

Ditto. I get the gnoll archers, maybe talk to the trapper, but never go see the harpy leader. I've completed it at least twice before on two different characters, two different servers.

Enguebert
01-14-2015, 10:32 AM
I tried to solo this quest on EH
I went to harpy, no problem, even if time was over the 5 min
Then i went back to the valley.No monster near the cave so i start to run the path
When i arrived near the shrine, i was paralyzed ! Completly unable to move.
Same for my hireling
I could swing my weapons but not move
And from time to time, i was high in the air for 5 sec, then back to the ground
After 2 min of complete paralyze, one gnoll carrier came. Yes alone
I was able to do 2 steps and swing my weapons. Gnoll react like when hit, but no damage displayed
As it was unplayable, i tried to kill the application and reboot

And i was not able to start DDO. In fact, it was locked at "cleaning old connection"

5 min later, it was possible to reconnect (i guess when the dungeon instance was released)