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Re: Jugula DoT

Posted: Fri Jun 24, 2005 12:34 pm
by dazman76
Concise and informative as usual, thanks Neun :)

Yep, I partly agree with the multi-team reasoning. However, with something that can impede on gameplay this much, I would have thought disabling a small piece of code (or leaving it as-is) is more than achievable. We are, after all, talking about mob AI - and specifically mob attacks. Although patching out a small amount of code leaves you open to 'forgetting to put it back in', there are easy ways to avoid fogetfulness :) The code in question will be vastly seperated from any other major systems, and since I imagine every mob has their own 'local' AI code (for some things at least), patching out or modifying the result of a single attack should not be so hard at all.

Ah well, 'perfect world' eh? :-) Anyways, thanks for the reply as usual :)

Re: Jugula DoT

Posted: Fri Jun 24, 2005 12:36 pm
by mmatto
borg9 wrote:Orginally - along time ago ..... MPA (17sec) +TP ticket was a get out of jail free card.

Then, not sure whether it was down to players complaining or the devs deciding that this was their intent or just by accident....

It was announced that 'Teleportation will cancel, if you are hit'.

This meant that you couldn't teleport unless you were stood still in a mob free evironment for 15 secs (and you didn't equip anything).

Recently we seem to have returned to the more flexable TP usage.
I guess that both "along time ago" and "recently" are both very long time ago as I have been using MPA+tp for long time without problems. If MPA runs out and you are hit before tping, tp may cancel.

@Daz. Invulnerability is cure for that poison effect as reported

Re: Jugula DoT

Posted: Fri Jun 24, 2005 2:47 pm
by vguerin
Many great points and ways of trying to figure this out... I have thought through many of them as well after getting the "working as intended" response.

Here is the rub that for me means they either don't understand what we are saying or have not been able to replicate. All things being equal, and taking every explanation listed here implying this makes sense...

This "poisoning" or whatever ONLY occurs when contact is broken. It does not continue to poison you if your in contact with the Jugula. ONLY if you run, swim, teleport or break contact.

This is why it cannot be explained by anything discussed here yet. If it was a "poisoning", it should not stop the next time he slams us with an attack. It is a spell that is not breaking contact properly. Elsewise after EVERY encounter when poisoned you would have a long downtime while your healers keep you alive until the poison fades.

I could agree with many of the reasons why it makes sense if it had a consistant formula behind it. The fact it does not poison you when you stay in contact pretty much points to a bug to me. Can you imagine a hunting party having a downtime of 28 (at least verified so far) ticks just to keep alive your tanks after defeating a Jugula ? This only occurs when I am digging and get jumped and turn on the boosters or when you get a bad pull/respawn and you choose to survive by fleeing. If you stay and fight you will not be poisoned...

I sure hope I explained that better :D
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Re: Jugula DoT

Posted: Fri Jun 24, 2005 4:31 pm
by mrshad
DT pointed out the main inconsistencies, and I would like to add a bit.

If the Jugula ability is a link spell, it should be subject to the same restrictions our link spells have (it ends with distance, taking an action, or receiving dammage)

If the ability is a poison or sickness, the dammage should continue even after the beast is dead.

If it is some sort of ethereal probiscus that leaches away our energy even if we are on the other side of Atys, then I for one welcome our new jugula masters.

Xavier and support...

Posted: Fri Jun 24, 2005 6:04 pm
by aelvana
The most important bit of info that needs to reach the devs is that it never happens while you're in contact with the mob, and hence, does not appear to be an actual attack of the mob. Xavier, anyone, getting just this one piece of info to the devs will likely resolve this situation, either by making them aware that it's definitely a bug, or letting us know that the devs ARE aware that it never happens during combat, and that it was intended as an attack to stop fleeing prey.

The only reason it's still a big issue is because the players don't feel the devs are aware of this point. IMO, it's likely it was just missed in all the information presented, or didn't trickle down with the rest of it.

Re: Jugula DoT

Posted: Fri Jun 24, 2005 8:29 pm
by asaseth
If this was to happen with the 'Poison' line of spells, then it could be reproduceable, but with no mobs that run away...


Noh
Zorai
Infinity

Re: Xavier and support...

Posted: Fri Jun 24, 2005 10:46 pm
by akicks
It doesn't appear to happen when you are in contact with the mob, because you are in contact with the mob.

It still happens. Only your fighting so you expect it to happen.

Re: Jugula DoT

Posted: Sat Jun 25, 2005 5:41 am
by aelvana
No, it hits every tic once you flee, as opposed to being used now and then during combat like normal. Either it's a bug that they're still unaware of, or it's a feature that doesn't make much sense and looks very suspiciously like a bug in a mobs spell-refresh-timer-checking code, which aren't uncommon.

Re: Jugula DoT

Posted: Sat Jul 02, 2005 2:51 pm
by b00ster1
So, if I understood correctly there is no bug in this jugula effect
"Jugula effect" ...

Sysinfo:
Jugula spell hit you for x dmg...
You have destroyed a Kami Teleporter Pact...
** "Loading screen"...**
Jugula spell hit you ...
You have been killed...
**Appears Sunken Kami TP, and i facing to it, but with "Respawn window"**
/who: "You are not here"
You target (!!) Kami Altar
/who: "Hey! You are not here"

Screenshot

Well, Jugula Effect..

Re: Jugula DoT

Posted: Sat Jul 02, 2005 3:11 pm
by basicart
lol Now if only we could do that in PvP :D