On a long enough timeline, the survival rate for everyone drops to zero
Yes, i'm french and i do eat frogs alive, so don't mess with me when i'm hungry
Argonessen FTW : Leelith ~ Bagdad Cafe ~ Lipp Stick ~ Peroxy Acetone
A fix for this will not make it in U13, but it is under investigation.
Major, why does it take Turbine QA/Devs to hunt the forums to find out about bugs still? Or is this still a remnant of the old bug system not working and people not figuring out it wasn't working?
Would it not be wiser to create a bug report section of the forums? It would also have the hind sight aspect that you could see what forumite feel are very frustrating, and hence higher priority due to emotional strain.
That is what this forum right here is for.
It is not the 'we didn't know' more like ' bigger pain point that we thought'. As a QA tester irritations after a while just become noise. Be it animation glitches, or facing issues like this. When it is 8-10 hours a day, you work around it, and at some point it becomes WAI for us. Sometimes we need a reality slap be it from the community players, or new testers. Fresh eyes is never a bad thing.
On a long enough timeline, the survival rate for everyone drops to zero
Yes, i'm french and i do eat frogs alive, so don't mess with me when i'm hungry
Argonessen FTW : Leelith ~ Bagdad Cafe ~ Lipp Stick ~ Peroxy Acetone
I'm referring to live, Major. We have been dealing with this bug for a heck of a long time. I always figured the bug was caused by either client/server positioning failures (also seen as the ladder hitching, jump warping, etc.) or the fact the mob wants to stand right in the center of your character as witnessed when two AI start to do the square dance, circling each other but can't because they are solid.
Heck, every time I can't attack with the weapon in my hand via keyboard just because the mouse is over the hotbar, a map, or hasn't moved after selecting treasure I want to deck someone at Turbine. Broken combat is not fun.
Or at the very least, grab the dev responcible by the collar, slam his or her face into the scream and shout "BAD DEV! BAD DEV! YOU WILL FIX IT NOW!" However, by this time, I'm betting that developer has left so I'd use a rolled up newspaper or be extremely belligerent to the manager's face. This issue is #1 on my list that ticks me off during game play. On a scale of 1 to 100, it rates right up there at 100+ for irritation/anger. The next issue on my list probably rates oh... 30-35 if that tells you anything. (That is an "Argh... figg'n annoying." Yes, "frigg'n", not any other term.)
If you do not have this bug in your stack, how long has the bug gathering device been broken as I've reported it every mod/update ever since it broke in Mod 3.
Enemies are always moving. The AI that makes most monsters, including oozes and 'mindless' monsters always go for a back attack extremely annoying in this regard.
The amount of spells my casters have failed over the years because of that circling behavior is quite high, and is quite frustrating every single time.
Because while players are always a half second behind the game engine it seems wherever they are - hence the delay in moving or facing response - monsters are always a half second ahead.
Which is why even when you dodge a ray spell from a monster - it hits you even if you are behind a wall and see the spell hit the wall - because when they targeted you they could see you.
Or why if I trip or stun a monster moving towards me - I have to hit the action when they are basically 20 feet away - and time after time, I have tripped or hit or stunned a monster, and all my followup swings MISS because I somehow hit a monster 20 feet away that is now stunned/tripped that is out of my combat range.
Conversely - if you try to hit a monster that is approaching you, and swing when it looks in range - its too late - its already registered as behind you. And if you are casting spells - poof spell fail not facing monster - even when you can SEE it in front of you.
This has ALL been a problem since like mod 4 when a change was made in the engine - because before then you could chase monsters running away - and be hitting them in the back the whole time(and monsters still get to do this to players today) - however after that change, you can be chasing a monster, and your weapon visibly passing through the monster - and get no to hit rolls.
It is great that it is getting some attention now. However this has been an issue for years, and has been pointed out twenty times over - with developer responses - and is still ongoing.
Yes there are a great many issues large and small - but I would think that a change in the game engine that results in everything in the game being a half second ahead or behind of what you can see would have seen greater attention on Turbine's side than it has.
It occurs when an enemy attempts to flank you and due to client/server delay due to natural round trip time, the server identifies the monster as flanking you, your targeted spell gets lost because they are in the back 180 degrees on the server.
That is typical not facing when a mob is close. Solution is 360 degree targeting for players. Monsters already have this. Run in circles around an enemy archer. They will shoot you no problem.
You can actually skip step 4. When you get the "not facing" error trigger disable again (use item) and the disable timer will start up, without restarting the animation, and continue after you finish the disable animation. The box will then be disabled.
Saves you a couple seconds, and with barbs eager to jump into that trap you need to get it disabled as fast as you can..
Sorry to cross post, but I couldn't resist - this thread applies to my frustration on the live servers and a dev is reading! So please forgive ...
I get this all the time now (since summer?) and it's a game killer.
It's definitely worse when lag is high, but happens even when lag seems only moderate.
I've also noticed that hard targeting no longer sticks - I hard target a foe and bump (not click!) the mouse and focus jumps to a different foe, this is also awful.
It is painful on my casters, but also affects ranged combat and even melee - I'll target a nearby foe and start swinging and catch nothing but air with no rolls in the combat log.
Just to give you an idea how big an issue this is, when RL friends ask me about DDO I tell them to wait until these issues get resolved. It's not just the "not facing" bug - the blink dog foes, rubberbanding off cliffs, and unresponsive hirelings contribute too - but all of these got really bad at around the same time.
I like the fact that you must face your opponent, it adds flavor to the game, but if you can't get the client and server to agree where "facing" is, you should remove that requirement until such time as you can. If a wizard is smart enough to master complex spells, he's smart enough to turn and track his opponent.
I'd agree with this assessment, actually. Attacks do sync up quite well, but movement, IME, does not.
When everyone is standing still, all is well in the world. But as soon as someone starts moving, it's like their attacks come from their position half a second into the future (assuming their future is traveling in a straight line). The same being true for landing attacks on a moving target - you have to aim where they will be in a few moments, not where they appear to be now.
I play from china so my latency is probably higher than most 350-400 ms , and it happens all the time. The mob can be staring me in the face with those dead black eyes of his and ' you are not facing '. I would say I get this error once every 4 casts ,even stopped playing squishy sorcs, switched to wf so I can be more stationery. Serioulsy this bug has made me change my playstyle and yeah the Sorc SLAs are even more screwy.
If you fix this it would make my game experience a gabillion times better.
Also I found lam land even worse than live. I got the error consistently with FOD.
Last edited by kraaal; 02-15-2012 at 08:25 AM.
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