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Re: Are the devs aware?

Posted: Tue May 03, 2005 12:21 am
by sulberg
From my personal observations, I've noticed that the numbers get misplaced on certain intended targets. For instance, in combat, if I target a group mate, then cast a heal; then immediately switch to the mob and queue a DD spell, the healing numbers appear over the mob.

Also, if someone heals me an they begin to heal someone else (non combat situation) I'll see their healed numbers over my head ... especially if I'm out of range of the caster.

You'll also notice every once in a while, someone who you can read in a region when they're in a neighboring region or across the world. This only happens when you've talked to them or they've talked to you (not necessarily in in private chat) and they leave for another region.

It appears that there's some type of message queue that doesn't release it's queued targets for intended cast messages or chat messages.

But this may be completely off base.

Puk

*waves at Dagger*

Re: Are the devs aware?

Posted: Tue May 03, 2005 2:49 am
by caitiff
sulberg wrote:From my personal observations, I've noticed that the numbers get misplaced on certain intended targets. For instance, in combat, if I target a group mate, then cast a heal; then immediately switch to the mob and queue a DD spell, the healing numbers appear over the mob.

Also, if someone heals me an they begin to heal someone else (non combat situation) I'll see their healed numbers over my head ... especially if I'm out of range of the caster.

The thing is, these numbers being asked about are -23543. I don't know anyone that can hit for that much or heal for that amount's negative. These numbers are COMPLETELY random.

And no, he did not 'skirt' around the question as he answered EXACTLY what was asked. Maybe he has not seen this bug or whatnot so was not able to put 1 and 1 together.

Re: Are the devs aware?

Posted: Tue May 03, 2005 3:53 am
by systemv
Original question as posted in that link Xenofur provided:
tobaran wrote:Once in a while, I will see the floating numbers (green, blue, red, yellow, white, that can be positive valued or negative valued) above my character's head. These are fairly large numbers, and about the only thing I could decern from them is that these are geographically linked somehow. What do these numbers represent, as they are not annotated in the System window, and what do the colors signify if any? (oh, and these are not hits from ranged attacks)
Question in Q&A:
Once in a while, I will see the floating numbers (green, blue, red, yellow, white, that can be positive valued or negative valued) above my character's head. What do the colors signify if any?
Whether edited by a forum mod or Xavier himself we'll probably never know. Kind of puts the Q&A in a different light for me...

Re: Are the devs aware?

Posted: Tue May 03, 2005 4:39 am
by hunter17
I also noticed when town guards kill mobs with their "Melee Attack" which from what i've seen is 1-hit kill, green numbers float above, you say that's heal?

Re: Are the devs aware?

Posted: Tue May 03, 2005 4:50 am
by raynes
xenofur wrote:the question was badly formed and thus allowed him to skirt the actual issue which would be: "why keep differently coloured numbers in completely insane values 20345 green -7890 blue keep on popping above my head when i am standing completely still and doing nothing?"
Yeah but then he wouldn't of answered the question at all. Which I guess is what he did anyway.

Re: Are the devs aware?

Posted: Tue May 03, 2005 7:01 am
by micrix
systemv wrote:One thing on the latest Q&A has made me wondering if the devs actually know how we play this game:
There are reasons for everything.

The first question i never had. Its (to me) obvios that a single roaming hunter can not pull aggro. He would be fighting 24 hours 7 days a week or would be dead the same amount of time... They are just NPCs :)

About the colored numbers i think it really was a problem with the communiation.


There where times when i thought that devs never saw their work ingame ;)

Last time was when patchnote told me that the source window now is fixed.
But it was even more worse then ever. I asked myself if those devs are completely crazy ? The answer was "no". This window is the only "ingame" window. Not like all other windows like compass, chats ect. ect. So i guess it will take maybe some hundred hours to rewrite and test the code until the sorce window is a true floating one. I would give this problem myself a lower priority if i where the one to decide...

Re: Are the devs aware?

Posted: Tue May 03, 2005 7:33 am
by xenofur
it's not a matter of communication, it's a matter of rewritiing the question that was posted, the only problem i would accept here is that he perhaps wasn't able to answer the true question, but at the very least he could've told us so and treated us honestly...

in regards to the source window: they "fixed" it like 4 or 5 times already and it never did what they said would. it's one thing to assign priorities, that's common sense, but it's another thing when you say something is fixed and it's not even close to, that's horrid or no testing

Re: Are the devs aware?

Posted: Tue May 03, 2005 8:28 am
by xenofur
systemv wrote:As we, the players, all know the easiest technique to fighting a boss NPC is drag them out away from the guards and fight it in an isolatated spot. This is just as cheap if not more so than the "exploit" he describes above but we'll keep doing it as long as it's so easy :P Rarely have I seen anyone have to fight all the minions especially for herbie bosses and the bandit bosses, the only exception seems to be plants.

This brings up another question of do they know how we camp a spot and chain pull mobs? Did they really expect us to take those generic missions as a group and go out to complete them when there's no real positive to raising your fame and the former option is just easier?

Worries me a bit...
btw, just occured to me, on of the new "features" will prolly remedy this, that is the territorial movement restrictions that mobs will get, perhaps it was a reaction to this, perhaps not, who knows =)

Re: Are the devs aware?

Posted: Tue May 03, 2005 9:30 am
by morgan73
xenofur wrote:btw, just occured to me, on of the new "features" will prolly remedy this, that is the territorial movement restrictions that mobs will get, perhaps it was a reaction to this, perhaps not, who knows =)

I'm actually hoping this refers more to the fact that most of the time, once something agros you, unless you can kill it, it'll never give up the chase. Being 99% harvester, I can't tell you how many times I've been irritated to no end that I can't outrun/outdistance the larger critters, even with speedup. They just won't stop chasing untill you're dead, they're dead, or by a lucky stroke you've zoned. :mad:

Edit: Just remembered, Ploderos right now essentially do that, if I'm thinking along the correct lines. Even if you hit one and it (or several) decide you're bad, and then run away, it'll only chase you a little ways, and then give up and wander back where it "belongs".

Re: Are the devs aware?

Posted: Tue May 03, 2005 12:41 pm
by lazarus
morgan73 wrote:I'm actually hoping this refers more to the fact that most of the time, once something agros you, unless you can kill it, it'll never give up the chase. Being 99% harvester, I can't tell you how many times I've been irritated to no end that I can't outrun/outdistance the larger critters, even with speedup. They just won't stop chasing untill you're dead, they're dead, or by a lucky stroke you've zoned. :mad:

Edit: Just remembered, Ploderos right now essentially do that, if I'm thinking along the correct lines. Even if you hit one and it (or several) decide you're bad, and then run away, it'll only chase you a little ways, and then give up and wander back where it "belongs".
I have on a number of occasions outrun a Vorax with no speedup, and after a time get the "Vorax has left combat" message.

The only mobs I havn't been able to escape with speedup and/or zoning are the larger canines such as varinx and cuttlers who will chase you to the ends of Atys.