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  1. #1
    Community Member Ringlord's Avatar
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    Default Still Getting Hit By Held Mobs

    I ran my weekly loot runs for cash of the giant caves with my guild leader last night and we still took hits from boulders or the club of the giant that was currently being held and the fire giants would also cast fireball at us on occasion as well.

    I think it was happening less than it used to, but I have to say nope they did not get the problem fixed yet Oh well as long as there is progress.

  2. #2
    Community Member Qzipoun's Avatar
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    Are you surprised?

    They indeed do it less often, but still do.

    A guildy brought up an interesting point, they clearly have the coding done right for trips and commands. The enemy just lies on the ground and does not attack. So why not apply the same coding to being held/stoned with very minor changes to animation (so they're not on the floor ) and add the auto-crit.

  3. #3
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Qzipoun View Post
    A guildy brought up an interesting point, they clearly have the coding done right for trips and commands. The enemy just lies on the ground and does not attack. So why not apply the same coding to being held/stoned with very minor changes to animation (so they're not on the floor ) and add the auto-crit.
    Nope. Just this week, there were screenshots in another thread of a guy making rolls versus trip while facing a tripped/prone worg.

  4. #4
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    Quote Originally Posted by Ringlord View Post
    I think it was happening less than it used to, but I have to say nope they did not get the problem fixed yet Oh well as long as there is progress.
    The theme of half-ass fixes to bugs is nothing new to this game.

    Remember when they finally fixed SC?

    Why on earth would anyone expect anything different?
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  5. #5
    Community Member Jomee's Avatar
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    Nope commanded/tripped mobs still slide around the floor, also held ones hit on occasion.

  6. #6

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    saw a kobold get held yesterday ins smuggler's warehouse.. and then it took off like a bolt. I mean it was as if it went "yark! I'm held.... fleeeeeee!!!!" because it took off, blue chains and all.

    Running the orchard 2 nights ago saw one of the rats get flesh to stoned.... and it was still running. I mean we had this moving statue chasing us. That happened not just once, but many times.

    I mean how bloody hard is it to add a canPreformAnyAction check before the mob actually does anything?

  7. #7
    Founder & Hero jjflanigan's Avatar
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    Alright...having worked on smaller games and lots of other programs before...this one boggles my mind how it can't be fixed. Assuming you have a class for the MOBs and that class has event handlers for moving, attacking, etc. Just check the state of the mob and, if it's in one of the "halt" states...don't fire off the events for moving and attacking. Should be simple If/Then/Else. Even taking it out to the level of complexity I'm sure the new AI system added...you should still be able to break out of the AI functions for movement and attacking if the MOB has a halting effect on it (or just don't make the call to the functions).

    Hire me turbine, I promise to help fix a lot of these bugs, a new set of eyes can only help in debugging huge code projects.

  8. #8
    Community Member Talcyndl's Avatar
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    Quote Originally Posted by jjflanigan View Post
    Alright...having worked on smaller games and lots of other programs before...this one boggles my mind how it can't be fixed. Assuming you have a class for the MOBs and that class has event handlers for moving, attacking, etc. Just check the state of the mob and, if it's in one of the "halt" states...don't fire off the events for moving and attacking. Should be simple If/Then/Else. Even taking it out to the level of complexity I'm sure the new AI system added...you should still be able to break out of the AI functions for movement and attacking if the MOB has a halting effect on it (or just don't make the call to the functions).

    Hire me turbine, I promise to help fix a lot of these bugs, a new set of eyes can only help in debugging huge code projects.
    I would assume (yeah, I know) that the difficulty lies in syncing things given network latency.

  9. #9

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    Quote Originally Posted by Talcyndl View Post
    I would assume (yeah, I know) that the difficulty lies in syncing things given network latency.
    No, in this case JJ is right. The state of the mob is what is in question. Then again we don't even know if the mobs are running through states or not. network latency would only effect initial slides when the mob is held, not the continuing actions.

    JJ, if you really want to help them, you know where to toss your resume at. That link has been posted before.

  10. #10
    Community Member parvo's Avatar
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    Quote Originally Posted by jjflanigan View Post
    Alright...having worked on smaller games and lots of other programs before...this one boggles my mind how it can't be fixed. Assuming you have a class for the MOBs and that class has event handlers for moving, attacking, etc. Just check the state of the mob and, if it's in one of the "halt" states...don't fire off the events for moving and attacking. Should be simple If/Then/Else. Even taking it out to the level of complexity I'm sure the new AI system added...you should still be able to break out of the AI functions for movement and attacking if the MOB has a halting effect on it (or just don't make the call to the functions).

    Hire me turbine, I promise to help fix a lot of these bugs, a new set of eyes can only help in debugging huge code projects.
    I think it has something to do with lag. Anything you do at range seems to be problematic.
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  11. #11
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    Quote Originally Posted by Ringlord View Post
    I ran my weekly loot runs for cash of the giant caves with my guild leader last night and we still took hits from boulders or the club of the giant that was currently being held and the fire giants would also cast fireball at us on occasion as well.

    I think it was happening less than it used to, but I have to say nope they did not get the problem fixed yet Oh well as long as there is progress.
    I have had the same problem repeatedly. I have bug reported it. I hav ehad them keep moving, through rocks, trip me, and hit me all while held, sometimes after significant time has passed.

  12. #12

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    What is sad that is if anything, the "held" monster issue seems to be a lot worse than what it was.

  13. #13
    Community Member ahpook's Avatar
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    Just so you know, it isn't just monsters.

    I say this because my dwarf was displaying a similar "problem". Ran him into Cerulean Hills where he was stunned by a bard. I was hitting the attack key so he could start swinging as soon as he was "unstunned" and low and behold the bard dropped dead. No swing animation, but a couple hits were registered none the less even though the dwarf was still stunned.

    I have seen this a few times more. If I hit the attack key, the mob dies. If I don't hit the attack key he lives. So, it doesn't seem to be prequeued actions in this case.

    I haven't seen this with holds though. Only stuns.

  14. #14
    Community Member Raithe's Avatar
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    From what I've seen, it has never been a "brief period after the spell takes affect" network latency fudging issue. If a monster moves when it shouldn't, it seems to be able to continue moving indefinitely. If a monster fires an arrow when it shouldn't be able, it seems to be able to continuously fire arrows. Same for melee attacks. It does seem to me, however, that the mob cannot switch from being able to fire arrows when they shouldn't to being able to move when they shouldn't.

    It looks to me like only one type of action is slipping through the cracks at a time.
    Last edited by Raithe; 10-04-2007 at 12:49 PM.

  15. #15
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    Quote Originally Posted by Raithe View Post
    From what I've seen, it has never been a "brief period after the spell takes affect" network latency fudging issue. If a monster moves when it shouldn't, it seems to be able to continue moving indefinitely. If a monster fires an arrow when it shouldn't be able, it seems to be able to continuously fire arrows. Same for melee attacks. It does seem to me, however, that the mob cannot switch from being able to fire arrows when they shouldn't to being able to move when they shouldn't.

    It looks to me like only one type of action is slipping through the cracks at a time.

    Well I was chasing a giant who was moving while held and he hit me, and he did so without turning around however.

  16. #16
    Community Member MrWizard's Avatar
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    I have only seen them finish as existing attack or spell cast immediately after I paralyze, flesh to stone, or hold monster them...

    And of course, some just 'run a little bit' or even a 'lot a bit' away after I stone/para them
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