yet again.. massiv shroom bugs at DC keep fight

Started 26 Apr 2019
by Menfany
in RvR
And another bug.. shrooms casting through wall from outside keep up to wall..

I stood up on wall inside these wooden shelter... got dmg.. cleared target.. and got this shroom as target..
https://ibb.co/RbRnbdF

..pressed face.. moved forwward while keep getting dmg..
https://ibb.co/3MLZTns

..moved to the edge of the wall.. while still getting dmg from the shroom(s)..
https://ibb.co/bJx7QFN

..just to look over the wall and see them down there...
https://ibb.co/dDR0Q3B

Every Alb up on this wall got constantly dmg when he was in castrange of these shrooms..

Happens since weeks... nothing happend to change it... like the setting shrooms without Los etc..
Fri 26 Apr 2019 7:12 PM by Saroi
Menfany wrote:
Fri 26 Apr 2019 4:37 PM
And another bug.. shrooms casting through wall from outside keep up to wall..

I stood up on wall inside these wooden shelter... got dmg.. cleared target.. and got this shroom as target..
https://ibb.co/RbRnbdF

..pressed face.. moved forwward while keep getting dmg..
https://ibb.co/3MLZTns

..moved to the edge of the wall.. while still getting dmg from the shroom(s)..
https://ibb.co/bJx7QFN

..just to look over the wall and see them down there...
https://ibb.co/dDR0Q3B

Every Alb up on this wall got constantly dmg when he was in castrange of these shrooms..

Happens since weeks... nothing happend to change it... like the setting shrooms without Los etc..

I agree with you that pets are stupid with their pathing. But this is not a issue for shrooms alone, it applies to all pets. So many can attack through walls/doors or walk through them. And it is not a server issue, it is a DAoC issue because it lasted for a long time.

And in the first pic I see you doing damage, while you mentioned you are standing far away. I don't see you complain about your GTAOE hitting a lot of people without LOS.
Fri 26 Apr 2019 8:42 PM by kratoxin
working as intended
Fri 26 Apr 2019 8:47 PM by djegu
Saroi wrote:
Fri 26 Apr 2019 7:12 PM
I agree with you that pets are stupid with their pathing. But this is not a issue for shrooms alone, it applies to all pets. So many can attack through walls/doors or walk through them. And it is not a server issue, it is a DAoC issue because it lasted for a long time.

And in the first pic I see you doing damage, while you mentioned you are standing far away. I don't see you complain about your GTAOE hitting a lot of people without LOS.

Shot fired ahahahaha
Fri 26 Apr 2019 9:11 PM by Paraa
seems to Need a fix , then fix the Jumping caster too ! they cast over the walls and cant get targedet most times
Fri 26 Apr 2019 9:31 PM by Menfany
Saroi wrote:
Fri 26 Apr 2019 7:12 PM
Menfany wrote:
Fri 26 Apr 2019 4:37 PM
And another bug.. shrooms casting through wall from outside keep up to wall..

I stood up on wall inside these wooden shelter... got dmg.. cleared target.. and got this shroom as target..
https://ibb.co/RbRnbdF

..pressed face.. moved forwward while keep getting dmg..
https://ibb.co/3MLZTns

..moved to the edge of the wall.. while still getting dmg from the shroom(s)..
https://ibb.co/bJx7QFN

..just to look over the wall and see them down there...
https://ibb.co/dDR0Q3B

Every Alb up on this wall got constantly dmg when he was in castrange of these shrooms..

Happens since weeks... nothing happend to change it... like the setting shrooms without Los etc..

I agree with you that pets are stupid with their pathing. But this is not a issue for shrooms alone, it applies to all pets. So many can attack through walls/doors or walk through them. And it is not a server issue, it is a DAoC issue because it lasted for a long time.

And in the first pic I see you doing damage, while you mentioned you are standing far away. I don't see you complain about your GTAOE hitting a lot of people without LOS.
Erm.. you know how GTAE works right?
And you know shrooms need LoS to cast right?
so you compare a bug to a "working as intended" spell?
Is it just me.. or does this sound stupid?
Fri 26 Apr 2019 9:33 PM by Menfany
Paraa wrote:
Fri 26 Apr 2019 9:11 PM
seems to Need a fix , then fix the Jumping caster too ! they cast over the walls and cant get targedet most times
you need to have LoS at the start.. and the end of the cast.. so if you jump right you have both.. no bug used.
the shrooms dont jump.. they NEVER had LoS onto the ppl they casting on..
Fri 26 Apr 2019 9:35 PM by Menfany
djegu wrote:
Fri 26 Apr 2019 8:47 PM
Saroi wrote:
Fri 26 Apr 2019 7:12 PM
I agree with you that pets are stupid with their pathing. But this is not a issue for shrooms alone, it applies to all pets. So many can attack through walls/doors or walk through them. And it is not a server issue, it is a DAoC issue because it lasted for a long time.

And in the first pic I see you doing damage, while you mentioned you are standing far away. I don't see you complain about your GTAOE hitting a lot of people without LOS.

Shot fired ahahahaha
Nope... just stupid opinion without the knowledge how GTAE works.. but he seem not to be the only one..
Fri 26 Apr 2019 10:32 PM by Freudinio
Considering this "bug" does not help Albion in any way, I would imagine it will go unfixed.
Fri 26 Apr 2019 11:43 PM by gruenesschaf
I'll attempt a fix on Saturday. It looks like you are currently able to place any ground targets freely up in the air and cast there with the cast (twf, shrooms, gtaoe etc.) being actually executed at that location while visible effects appear on the ground.

That means in many cases of your screenshots the shroom was actually in the air and hence didn't exactly shoot through the walls, however, this placement in the air while appearing on the ground (that's just what the client does for non flying npcs, render them on the ground regardless of their actual position) is obviously not intended.
Sat 27 Apr 2019 2:42 AM by gruenesschaf
Looks like the attempt should work, it does locally at least.

Basically once the update is in, when you attempt to set a ground target instead of just accepting it, it will be set to the nearest valid coordinate on the navigation mesh which should usually be on the ground or at least on structures but not in the air.
Sat 27 Apr 2019 3:16 AM by Phoenix369!
I think the mushrooms are over powered and should be nerfed. We had 5 groups of mids and 1 or so groups of hibs wtih mushrooms.

Please revise mushrooms dmg.
Sat 27 Apr 2019 3:23 AM by waffel
Phoenix369! wrote:
Sat 27 Apr 2019 3:16 AM
I think the mushrooms are over powered and should be nerfed. We had 5 groups of mids and 1 or so groups of hibs wtih mushrooms.

Please revise mushrooms dmg.

No. Animist are allowed to do damage and be useful in RvR. Sorry boutcha
Sat 27 Apr 2019 6:25 AM by dbeattie71
Phoenix369! wrote:
Sat 27 Apr 2019 3:16 AM
I think the mushrooms are over powered and should be nerfed. We had 5 groups of mids and 1 or so groups of hibs wtih mushrooms.

Please revise mushrooms dmg.

😭
Sat 27 Apr 2019 8:32 AM by Menfany
gruenesschaf wrote:
Fri 26 Apr 2019 11:43 PM
I'll attempt a fix on Saturday. It looks like you are currently able to place any ground targets freely up in the air and cast there with the cast (twf, shrooms, gtaoe etc.) being actually executed at that location while visible effects appear on the ground.

That means in many cases of your screenshots the shroom was actually in the air and hence didn't exactly shoot through the walls, however, this placement in the air while appearing on the ground (that's just what the client does for non flying npcs, render them on the ground regardless of their actual position) is obviously not intended.

so it should be a viable solution to allow the placement of an shroom only if the GT is nearby a structure.. would also fix the problem with set shrooms over a wall onto a point the animist have no LoS to..
Sat 27 Apr 2019 8:42 AM by Leandrys
Phoenix369! wrote:
Sat 27 Apr 2019 3:16 AM
I think the mushrooms are over powered and should be nerfed. We had 5 groups of mids and 1 or so groups of hibs wtih mushrooms.

Please revise mushrooms dmg.

That doesn't mean anything.
Mon 29 Apr 2019 12:17 PM by Menfany
gruenesschaf wrote:
Sat 27 Apr 2019 2:42 AM
Looks like the attempt should work, it does locally at least.

Basically once the update is in, when you attempt to set a ground target instead of just accepting it, it will be set to the nearest valid coordinate on the navigation mesh which should usually be on the ground or at least on structures but not in the air.

Ok tested the change.. should be fix alot of the problems.. not just with shrooms.. also TWF got nerfed..

Good job as far i can see.
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