An easy clarification of the combat bug, for support/devs

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aelvana
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An easy clarification of the combat bug, for support/devs

Post by aelvana »

What's happening exactly is mobs' hit-rate-timers are being reset every time they change targets, and mobs hit at the beginning of their hit-rate-timers (bad combination). When a mob is undecided and quickly switches between two players in its melee range, it hits each player every time it switches, killing both players in an instant.

Please get this one soon, it's wiping hunting groups :)
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vinnyq
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Re: An easy clarification of the combat bug, for support/devs

Post by vinnyq »

I havent hunt since the Patch, but if this is the case, maybe a thing to do now until they patch it is to maybe have the main tank keep the mob taunted alla time. Taunt no matter what, even if you do have its attention. Would this help?
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aelvana
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Re: An easy clarification of the combat bug, for support/devs

Post by aelvana »

vinnyq wrote:I havent hunt since the Patch, but if this is the case, maybe a thing to do now until they patch it is to maybe have the main tank keep the mob taunted alla time. Taunt no matter what, even if you do have its attention. Would this help?
Taunting helps, ya. So does staying away from the mob if not melee'ing.
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hans1976
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Re: An easy clarification of the combat bug, for support/devs

Post by hans1976 »

aelvana wrote:What's happening exactly is mobs' hit-rate-timers are being reset every time they change targets, and mobs hit at the beginning of their hit-rate-timers (bad combination). When a mob is undecided and quickly switches between two players in its melee range, it hits each player every time it switches, killing both players in an instant.

Please get this one soon, it's wiping hunting groups :)
It seems you have more skills in nuking the innocent then reading the forums. This has been mentioned a few hours after the patch came and the bug was encountered.
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vinnyq
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Re: An easy clarification of the combat bug, for support/devs

Post by vinnyq »

Aelvana is just clarifying what she thinks exactly is the bug, for the devs to duplicate it (it's easier to fix once you pin down the exact cause and effect).

All we mentioned before is that we see mobs hit us lots of times all at once, randomly. Ael is saying here that it's directly related to the mob switching target. I.E. if the mob doesn't switch target, you'll be fine.

Btw, I hunted a little today and I didn't notice this at all, even with a few time when the mob switched on us. Maybe my team was just lucky.
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mmatto
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Re: An easy clarification of the combat bug, for support/devs

Post by mmatto »

Fryde had quite similar suggestion about the root cause of this bug earlier :)
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vinnyq
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Re: An easy clarification of the combat bug, for support/devs

Post by vinnyq »

Ah, indeed he did. Sorry hans, my forum reading skill is also sub par.

Except, I found the post that mmatto is referring to, and, I am not sure if you were drunk when you posted that :0)
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buupi
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Re: An easy clarification of the combat bug, for support/devs

Post by buupi »

vinnyq wrote:I havent hunt since the Patch, but if this is the case, maybe a thing to do now until they patch it is to maybe have the main tank keep the mob taunted alla time. Taunt no matter what, even if you do have its attention. Would this help?
Not 100% sure, but it seems that taunting have some problems too now.

In cases where aggro target does nothing ie. healing and backs slowly away from aggro (witch was requirement earlyer to taunt efficiently) and tank taunts aggro away it seems really hard to taunt&pull mob away from it's target (taunt wont stick more than second or so or wont work at all) :(

Now it seems that only way to stick taunt is hit mob first and then taunt (takes sometimes enuf time to say byebye to yer healer/nuker)

Correct me if i'm wrong

-Asto
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helbreat
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Re: An easy clarification of the combat bug, for support/devs

Post by helbreat »

there is a workaround to this bug till its fixed... just have 1 tank or if you have more than 1 tank have then tanking 1 mob each :)

we tested this out with 2 melee and 1 healer in FF and we managed to lvl up pretty fast prob even faster than usuall as we were killing 2 mobs at once :D
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iwojimmy
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Re: An easy clarification of the combat bug, for support/devs

Post by iwojimmy »

managed to encounter this bug in most of its manifestations now.. 3 melees in team.. two die instantly, 1 melee.. pulls a mob attacking a herbi.. and dies when the herbi catches up with the tank and aggro mob, 1 melee.. losing the fight so runs back into the rest of the party...

it's a nuisance but it certainly can be worked around, just have to keep party dispersed. doesnt mean i dont want it fixed tho :D

Still need to get some screenies of the damage counts smoking off people ;)
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