Server Split Launch Bug Reports

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Xorena
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Re: Server Split Launch Bug Reports

Unread post by Xorena »

You can create potions in the nexus. Is there a way to disable this?


Xorena wrote: Tue Jun 08, 2021 11:19 am This is getting very painful after a crash or when I forget to disable the master alchemist brew feat. 960 gold every login. If I could somehow force the game to cast Turtle Shell instead that would be something, but I cannot.

The game believes my druid is casting Magic Vestment upon login. Is it trying to refresh my buffs as though I had transferred from another server? It should have expired by now.

Can you all change it so Master Alchemist deactivates immediately when logging in somehow? Or that all buffs are wiped when you log in to the Nexus?

Xorena wrote: Thu Jun 03, 2021 7:14 pm Image

Situation: 30 druid with master alchemist activated.

I log in and immediately spend 960 gold to create a potion of Magic Vestment -- which druids cannot even cast.

This is becoming an incredibly expensive bug. I'll have to remember to turn off the alchemist crafting before I log. Not sure if this was a bug before the split but I don't recall it.
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Rhifox
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Re: Server Split Launch Bug Reports

Unread post by Rhifox »

Xorena wrote: Thu Jun 10, 2021 10:52 am You can create potions in the nexus. Is there a way to disable this?
I'm pushing to have the spell-transfer script removed and just put rest zones at server transition spots. In the meanwhile, you should keep your master alchemist ability turned off whenever you're not using it. Or is it automatically re-activating when you log in?
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Xorena
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Re: Server Split Launch Bug Reports

Unread post by Xorena »

Rhifox wrote: Thu Jun 10, 2021 11:01 am
Xorena wrote: Thu Jun 10, 2021 10:52 am You can create potions in the nexus. Is there a way to disable this?
I'm pushing to have the spell-transfer script removed and just put rest zones at server transition spots. In the meanwhile, you should keep your master alchemist ability turned off whenever you're not using it. Or is it automatically re-activating when you log in?
No, I am a doofus and keep forgetting to turn it off. I've probably lost 10,000 gold this way.
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Theodore01
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Re: Server Split Launch Bug Reports

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...deleted
Last edited by Theodore01 on Mon Jun 14, 2021 4:53 pm, edited 1 time in total.
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Theodore01
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Re: Server Split Launch Bug Reports

Unread post by Theodore01 »

Knockdown Immunity (Thief acrobat )no longer works :o :(
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MrSmith
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Re: Server Split Launch Bug Reports

Unread post by MrSmith »

While playing my ranged weapon ranger in exploration mode, the first mouse click I make after killing any threat (designed to move my character to a new location) causes me to "ki-step" to a location next to the threat I just killed. My character then "ki-steps" back (acting as though he suffered a one or two-second lag between commands) and then appears as though he is moving to the destination I selected for him.

This problem is compounded by a second-order effect my ranger experiences each and every time - Attacks of Opportunity by mobs he would otherwise avoid by using tactics and range. Firing a ranged weapon automatically provokes attacks of opportunity, but only for threats within melee attack range. The "ki-step" effect, therefore, acts as an unforced error and enables mobs to bypass my Ranger's tactics and range by forcing me to close within melee attack range.

This glitch is new, and yet I am confident I am replicate this game anytime I run my ranger if any QC wants to investigate. Please PM me. I will make myself available as necessary.

Cheers!
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Steve
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Re: Server Split Launch Bug Reports

Unread post by Steve »

@MrSmith:
You are using Skywings and the /mpredict command?
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Theodore01
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Re: Server Split Launch Bug Reports

Unread post by Theodore01 »

Steve wrote: Sat Jun 12, 2021 10:23 am @MrSmith: You are using Skywings and the /mpredict command?
Yeah, that is an old problem and solved with the client extender and the command Steve posted.
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MrSmith
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Re: Server Split Launch Bug Reports

Unread post by MrSmith »

Theodore01 wrote: Sat Jun 12, 2021 10:56 am
Steve wrote: Sat Jun 12, 2021 10:23 am @MrSmith: You are using Skywings and the /mpredict command?
Yeah, that is an old problem and solved with the client extender and the command Steve posted.
I am not sure about Skywings, et al. I am not that tech-savvy. I will research the /mpredict command and see what I learn. Thank you! ...as always. Great help.
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MrSmith
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Re: Server Split Launch Bug Reports

Unread post by MrSmith »

MrSmith wrote: Sat Jun 12, 2021 12:10 pm
Theodore01 wrote: Sat Jun 12, 2021 10:56 am
Steve wrote: Sat Jun 12, 2021 10:23 am @MrSmith: You are using Skywings and the /mpredict command?
Yeah, that is an old problem and solved with the client extender and the command Steve posted.
I am not sure about Skywings, et al. I am not that tech-savvy. I will research the /mpredict command and see what I learn. Thank you! ...as always. Great help.
Yes. I am using Skywing's version of the extender. I just logged in without using it and I have no problems. Thank you for the help!
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Steve
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Re: Server Split Launch Bug Reports

Unread post by Steve »

If you log in WITH Skywing, you want to enter “/mpredict” sans quotation marks, into the chat field/window. Then, you will see a return message in the Combat Log that says predictive movement has been disabled.
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Glowfire
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Re: Server Split Launch Bug Reports

Unread post by Glowfire »

If you don't want to type it in each time, this is how you can make it always be active.

Nomster wrote: Thu Aug 15, 2013 12:15 pm Not sure how common knowledge this is but adding it here anyway,

If you're tired of typing /mpredict each time you start the game from the client, create a .txt document (Notepad) in your My Documents directory and name the document autocmds. Inside it, type /mpredict. Now the game will always load with that command enabled.
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MrSmith
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Re: Server Split Launch Bug Reports

Unread post by MrSmith »

Thank you! This is really helpful. Using the client is the better option and this eliminates the problem.
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Steve
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Re: Server Split Launch Bug Reports

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East of Mist Lake in the UD: I don’t remember that the Mobs there can see through Invisibility. Am I just forgetting or has something happened along that weird occurrence where mobs seem to ignore Inviso??
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Snarfy
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Re: Server Split Launch Bug Reports

Unread post by Snarfy »

Steve wrote: Mon Jun 14, 2021 3:45 pm East of Mist Lake in the UD: I don’t remember that the Mobs there can see through Invisibility. Am I just forgetting or has something happened along that weird occurrence where mobs seem to ignore Inviso??
If you're talking about the zone with the golems, and the irradiated soil, the glyphs on the ground near the soil will dispel you if you walk too close to them.
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