Page 6 of 7 FirstFirst ... 234567 LastLast
Results 101 to 120 of 129
  1. #101
    Community Member Merlocke's Avatar
    Join Date
    Jun 2007
    Posts
    524

    Default

    Quote Originally Posted by Nyvn View Post
    Could someone fraps and post the video of how the fog spells act for us. I seem to remember being told that the Devs never say any DPS lag in the shroud. Until they saw a video of what happened and then observed players actually playing on a live server they'd never seen DPS Lag.
    I agree, someone with fraps should do this.
    Synergia Merlocke (Wiz, Heroic/Epic/Iconic Completionist x3) Merloc (Cleric Tank) Merlocked (Barb) Merlocc (Rog)

  2. #102
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    Quote Originally Posted by Merlocke View Post
    I agree, someone with fraps should do this.
    I disagree. The devs/qa/whatever should do this. Its their ******* job.

    I don't understand how so many of them (allegedly) play the game and yet are always completely oblivious to such long-lasting and major bugs throughout the game.

  3. #103
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    Quote Originally Posted by Talon_Moonshadow View Post
    (BTW: fix Greater Teleport too! Or am I the only one that remembers it is not working as originally advertised?)
    I'll bite - what's wrong with GT? Besides not having any new locations in over a year (or has it been 2?).

  4. #104
    Community Member Talon_Moonshadow's Avatar
    Join Date
    Apr 2006
    Posts
    9,033

    Default

    Quote Originally Posted by Wizzly_Bear View Post
    I'll bite - what's wrong with GT? Besides not having any new locations in over a year (or has it been 2?).
    It is supposed to work in public areas too.

    I would settle for self only in public areas.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  5. #105
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    Quote Originally Posted by Talon_Moonshadow View Post
    It is supposed to work in public areas too.

    I would settle for self only in public areas.
    I'd rather not have group tele in public, but self would be nice.

  6. #106
    Community Member Talon_Moonshadow's Avatar
    Join Date
    Apr 2006
    Posts
    9,033

    Default

    http://forums.ddo.com/showthread.php?t=98270

    Best I could find is post #4.

    I cant find the original spell description.....sry
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  7. #107
    Community Member
    Join Date
    Sep 2006
    Posts
    524

    Default

    Quote Originally Posted by Freeman View Post
    There are a lot of players now that don't even know they are supposed to have that effect. I realize that is has been a long time since they worked correctly, but has any Dev ever actually commented on it? It would be nice for these spells to be a little more useful again.
    Ah, life was grand when these still worked to what they used to be.
    Q&A is the business of pointing out others' failures. Optimists need not apply.

  8. #108
    Community Member Syrophir's Avatar
    Join Date
    Oct 2008
    Posts
    64

    Unhappy

    Quote Originally Posted by fuzzy1guy View Post
    A little more messing around with the actual 'slow' spell shows that a 25% movement rate change on the monster IS very visible and IS noticable. It does slow them down. Very much so.. It's obvious and far more than the supposed 40% change from a fog spell we're supposed to see. So whatever change you guys think you're making that is -40%. It's broken. Not working.

    Altho even slow isn't correct anymore as per the screenshot... But the 25% rate that is applied is very noticable. at -25% they have trouble keeping up with my character speed. (and at -40% they don't.)

    If this is the way it now is, I would say no matter how you devs tested it it's not WAI on the live servers.

    Also pretty much no one who knows what the spell should, and shouln't, do have used this spell for a very long time.
    If it was not broken, players wouldn't be here barking about it. Will do some testing myself and see how it is..

    Edit: Ok I have just a sorc on Thelanis so couldn't swap more than 1 spell, and decided to try Acid Fog 1st which I used to the rats near Meridia.
    I was able to slow them a bit, and keep them in the fog, while myself running around the cloud but need to try the Slow spell next to see the difference.
    Last edited by Syrophir; 09-26-2010 at 06:31 PM. Reason: Some testing done..
    Guild: aLiclan Main: Ichilphira (FvS/Caster) Prime alt: Ichilphrion (Melee)
    Has been playing DDO, on and off, since 2006.
    Moved from Keeper/EU to Thelanis in 2010.

  9. #109
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    Quote Originally Posted by Talon_Moonshadow View Post
    http://forums.ddo.com/showthread.php?t=98270

    Best I could find is post #4.

    I cant find the original spell description.....sry
    Wow....that was over 3 and 1/2 years ago. That was right about the time I joined the game. So often I wish there was a game as enjoyable as this one, but with good customer service.

  10. #110
    Founder Lifespawn's Avatar
    Join Date
    Feb 2006
    Posts
    2,886

    Default

    Quote Originally Posted by Wizzly_Bear View Post
    Wow....that was over 3 and 1/2 years ago. That was right about the time I joined the game. So often I wish there was a game as enjoyable as this one, but with good customer service.
    ya over 3 years thats pathetic they should go back and put the SOON on it
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  11. #111
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    Quote Originally Posted by Lifespawn View Post
    ya over 3 years thats pathetic they should go back and put the SOON on it
    I'd "lol" but its just true and sad

  12. #112
    Community Member parvo's Avatar
    Join Date
    Mar 2007
    Posts
    30

    Default

    While you're at it, check the speed of human type enemies. They act like they are perma-hasted.
    M O R T A L V O Y A G E
    Permadeath Guild
    Stay Hard

  13. #113
    Community Member Lorien_the_First_One's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    Quote Originally Posted by MadFloyd View Post
    OK, I got the whole story now.

    Yes, it was changed with Update 9. It used to apply an 80% slowdown to both players and mobs, but it was decided at that time that it was too close to a root.

    It's currently at 40%. I just sat with the entire systems team and verified that it is indeed a 40% slowdown. Apart from it technically moving the mobs at 60% of their normal speed, it visually looks like they are moving at 60% of their non-slowed speed. This is the same for players and monsters (i.e. before Update 9 players affected by fog would have moved twice as slow as now).

    So, our official stance on this is that it is 'working as intended' and not a bug. What *is* a bug (or at least wasn't intentional) is that the fog spells can stack.

    We could certainly debate the merits of the change, how useful the fog spells generally are, etc, but that is a separate matter. I personally think that we need to a review pass on all spells as many of them just aren't useful (or worth the cost) and I'm hoping for us to do that in the near future.

    Well thank you for your work on this so far. But don't you think its odd that they made a useful spell NOT useful at the same time you say you want to look into making useless spells useful?

    Quote Originally Posted by Memnir View Post
    I respect you, MadFloyd - but I have to just say that what you are reporting just does not jibe with what I've seen. When a player goes into an enemy's fog, the slow-down is noticeable. When an enemy goes into a player cast cloud, there is no visible effect what so ever. None. They simply don't slow down a notch, let alone 40%. If there is any slow-down on a mob, then it's so subtle it's to the point of near non-existence.

    But, I guess this means the case is closed as far as the Devs go - so I won't harp on it anymore. I'm just really disappointed that this is yet another instance of Dev/Player disconnect.
    This is my experience on the issue as well. The only purpose for Solid Fog at this point is on clickies to easily raw agro in the hound.

  14. #114
    Community Member
    Join Date
    Nov 2009
    Posts
    4,222

    Default

    A comment in regards to the fog spells and the SRD (or tabletop, however you want to put it). The thing is that in tabletop the fogs affect friend and foe alike, everybody gets concealment and everybody gets slowed. I know in ddo we have no friendly fire. But the thing is that by making it so it only affects opponents spells which are of very limited use in PnP become 'uber' in ddo. Or they would be 'uber' if it wasn't for the visual effect that comes darn close to makeing players (only) blind. Doesn't effect the mobs.


    Quote Originally Posted by MajMalphunktion View Post
    *Handwraps. Yes we know. Here is my known issue for handwraps. Hand wraps in assorted flavors are borked.

  15. #115
    Hatchery Hero Dark_Helmet's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by MrkGrismer View Post
    A comment in regards to the fog spells and the SRD (or tabletop, however you want to put it). The thing is that in tabletop the fogs affect friend and foe alike, everybody gets concealment and everybody gets slowed. I know in ddo we have no friendly fire. But the thing is that by making it so it only affects opponents spells which are of very limited use in PnP become 'uber' in ddo. Or they would be 'uber' if it wasn't for the visual effect that comes darn close to makeing players (only) blind. Doesn't effect the mobs.
    Back in beta, some people wanted spells to work that way (even firewall which would prevent all that kiting).

    All the dev posts are gone about it, but it was too easy to cast where party members were / run into your own spell area while the computer never did it. It was called "Magic" that the spells only worked on enemies (but they never really explained why grease and ice storm hit everyone).
    Oh, that's easy. I didn't farm them. I just cheated. -Meghan
    Quote Originally Posted by 404error View Post
    lol, I didnt give it a QA pass.

  16. #116
    Founder Freeman's Avatar
    Join Date
    Feb 2006
    Posts
    2,859

    Default

    Quote Originally Posted by Lorien_the_First_One View Post
    This is my experience on the issue as well. The only purpose for Solid Fog at this point is on clickies to easily raw agro in the hound.
    Coming in Update 8: Fog clouds no longer generate aggro from purple named mobs
    Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
    Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).

  17. #117

    Default

    In the event it hasn't been mentioned yet, the issue with fog-based slowing is that it appears to take place on critters only if they are subjected to another slowing effect at the same time (such as being fatigued, exhausted, slowed, hamstring'd, crippled, tendon sliced, and so on while in a slowing fog), otherwise the fog-based slow effect is ignored.

    Quote Originally Posted by parvo
    While you're at it, check the speed of human type enemies. They act like they are perma-hasted.
    Yep. Since Update 1 when we got the humanoids in the Inspired Quarters there was a change to all humans (and those who are closely linked to the human model) such that they run about 125% run speed. The change can be assumed that it was accidentally made global when it was meant solely for the Inspired humanoids that came with the update's new quests.
    Last edited by MrCow; 09-27-2010 at 07:52 PM.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  18. #118
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    Quote Originally Posted by Dark_Helmet View Post
    Back in beta, some people wanted spells to work that way (even firewall which would prevent all that kiting).

    All the dev posts are gone about it, but it was too easy to cast where party members were / run into your own spell area while the computer never did it. It was called "Magic" that the spells only worked on enemies (but they never really explained why grease and sleet storm hit everyone).
    fixed
    Quote Originally Posted by MrCow View Post
    In the event it hasn't been mentioned yet, the issue with fog-based slowing is that it appears to take place on critters only if they are subjected to another slowing effect at the same time (such as being fatigued, exhausted, slowed, hamstring'd, crippled, tendon sliced, and so on while in a slowing fog), otherwise the fog-based slow effect is ignored.



    Yep. Since Update 1 when we got the humanoids in the Inspired Quarters there was a change to all humans (and those who are closely linked to the human model) such that they run about 125% run speed. The change can be assumed that it was accidentally made global when it was meant solely for the Inspired humanoids that came with the update's new quests.
    Indeed. This one doesn't affect me personally so I'm not much invested in it, but there definitely was a change and it has persisted.

  19. #119
    Community Member LordArkan's Avatar
    Join Date
    Sep 2009
    Posts
    232

    Default

    Saw this thread, did a Q&D recording of a jaunt in the Vale. Uploading now.

    Finished uploading, now processing...

    aaand finished processing. http://www.youtube.com/watch?v=mHrmEiIatpQ
    Acid Fog in particular had zero effect on enemy movement. At least solid fog would cause their AI to stop for an instant before running through at full speed again. Threw in grease/sleet storm to show the extreme contrast in effect on the player vs the mobs. Enemies with slow already on them were noticeably slowed further by the solid fog.
    And then slow had the same targeting bug as the mass holds, so I demonstrated that one as well.
    Last edited by LordArkan; 09-27-2010 at 11:32 PM.

  20. #120
    Community Member muffinlad's Avatar
    Join Date
    May 2006
    Posts
    785

    Default

    Quote Originally Posted by Wizzly_Bear View Post
    fixed

    Indeed. This one doesn't affect me personally so I'm not much invested in it, but there definitely was a change and it has persisted.
    Actually, sleet was known about, but ICE Storm actually worked on your party too...the slow part, not the damage part., so I am not sure if that needed to be fixed.

    muffinicer
    Now Diving in Lava, with the Lava Divers.

    AKA, Cb,Cg,Cj,Cl,Co,Cp,Cq,Cr,Cs,Ct,Cw,Cx,Cz and...Edvard. All the other C's were taken.

Page 6 of 7 FirstFirst ... 234567 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload