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  1. #21
    Community Member Zenix_Leviticus's Avatar
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    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course.... There's a big hunk of code that controls what your pets/allies/charms can attack. We made a number of changes in that code recently; unfortunately it did cause this unexpected issue.

    That said, we are aware of the problem, and a fix is on the way (ETA unknown, but hopefully it will be in a patch soonish).
    Thanks for the response!!

    Most reasonable people don't expect perfection. What they expect is someone to acknowledge their issue and deal with it. You
    Sir have done that!

    This post has to be the most useful the forums have ever been to me. I got a temporary work around and the acknowledgement
    that the issue is being looked at by a dev.

    Ale for everyone!! Let's celebrate!
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  2. #22
    Community Member Umbra's Avatar
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    Had the same problem in "The Offering of Blood" in the Desert, we had a pet out and some firewalls up and it broke the scorpion spawn when you touch the offering on the alter. We had to reset the quest and touch it and then cast etc once it came out. We were able to reproduce it.

    Umbra

  3. #23
    Community Member HumanJHawkins's Avatar
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    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course....
    Just a thought... Did you look into just having an attack on inanimate objects trigger them to activate? Sure the occasional smite would get through on the first attack, but overall this would be a good realistic solution. It would certainly stop the ranger sitting there trying to banish an elly for 2 minutes rather than just waking it up and killing it.
    Sarlona - Nyr Dyv Raiders
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  4. #24
    Founder Riggs's Avatar
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    Quote Originally Posted by Impaqt View Post
    Expecting EVERYTHING in the game to be tested prior to releasing a new mod is unrealistic. THe problem occurs when something that effects players in an extremely negative fasion gets pushed to the backburner of the fix list rather than getting fixed right away.

    The AI really needs to be looked at long and hard.... Just running around Atraxias Haven yesterday, many wildment absolutely would NOT aggro on me. It was an exercise in futility trying to chase them down for a kill.
    I have noticed this on many monsters. Slimes in waterworks, many wolves, that see you and turn and run. Or kobolds that face the wrong way and go running off attacking in the opposite direction. (Playing monk a lot so mostly lowbie anecdotes).

  5. #25
    Community Member RvLeshrac's Avatar
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    Quote Originally Posted by Impaqt View Post
    Expecting EVERYTHING in the game to be tested prior to releasing a new mod is unrealistic. THe problem occurs when something that effects players in an extremely negative fasion gets pushed to the backburner of the fix list rather than getting fixed right away.

    The AI really needs to be looked at long and hard.... Just running around Atraxias Haven yesterday, many wildment absolutely would NOT aggro on me. It was an exercise in futility trying to chase them down for a kill.
    Perhaps they've simply coded the AI *too* well, and have instilled in them a sense of self-preservation?

  6. #26
    Community Member GlassCannon's Avatar
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    Exclamation Everyone Stop Panicking!!!

    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course.... There's a big hunk of code that controls what your pets/allies/charms can attack. We made a number of changes in that code recently; unfortunately it did cause this unexpected issue.

    That said, we are aware of the problem, and a fix is on the way (ETA unknown, but hopefully it will be in a patch soonish).

    wait... was I the only one panicking? oh... ok then.

  7. #27
    Community Member Sue_Dark's Avatar
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    Quote Originally Posted by rimble View Post
    Yeah, mobs have definitely gotten alot more "runny" again. I like that the Sentrys are working again...had a good 'oh crud' moment in the last part of WW when the Sentry went and rang the bell to get the Ogre out...I'd gotten so used to just ignoring all that...
    Yeah, we put together a lowbie group for a few clanmates to try out monks. I'm on my baby-buff sorc and had just shrined, we'd previously killed the ogre's guards and they didnt get a chance to ring the gong. Re-pop, which i didnt see as i ran by, rang the gong and I stop thinking "what was that?!?" turn around and there is a named ogre comming at me. The rest of the party hears their 1/2ling sorc howling as he runs away (we were on elite and I was awful squishie). Scared the **** outta me... which was awesome. I havent had that kinda surprise in DDO in a very long time.
    Fyshie the Tasty, of Thelanis
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  8. #28
    Community Member MrWizard's Avatar
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    Quote Originally Posted by DeadlyGazebo View Post
    One fix breaks other things because things are interrelated, of course.... There's a big hunk of code that controls what your pets/allies/charms can attack. We made a number of changes in that code recently; unfortunately it did cause this unexpected issue.

    That said, we are aware of the problem, and a fix is on the way (ETA unknown, but hopefully it will be in a patch soonish).
    yea...and charms...wow....good way to take that spell out of the game..

    near completely broke at times.
    Cannon fodder build The Stalwart Defender, Raid Tank
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  9. #29
    Community Member MrWizard's Avatar
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    can I also add, summoned monsters can be near useless now due to attacking empty air....not even a place where something spawns.
    Cannon fodder build The Stalwart Defender, Raid Tank
    Worst Shroud PUG EVER!!!!!! Epic Fail (started 1/13/10, necro'd 3/9/10, 4/20/10, raised dead 3/ 9/11, necro'd 4/9/11, 5/28/11, fame petition necro 8/5/11, necro'd 9/30/11, KIA 10/3/11, True reincarnated famed (by cleric Cordovan) 10/4/11,

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