Test Server Update 10/11 Build 134465

Discussion in 'Test Server' started by ARCHIVED-Hobart, Oct 11, 2012.

  1. This patch mainly contains server performance and memory leak fixes. Some core systems were touched.
    Scripted events bug fixed where it was adding new events to an NPC's queue even if it never finished it's previous event. This mainly effects NPC's that are scripted to path to a certain location and interact with another NPC.
    Wandering NPC's were optimized. Their wander scripts weren't obeying delays and they were still trying to move and then told to stop.
    Purchasing items with a full inventory will now properly update the claim system. The first item was not showing until you logged out and back in.
    Character select history is back in and working. It will remember the last character and server you selected.
    Item on your tombstone will now show the membership status of your items correctly.
    Fixed an exploit with some long ability refresh timers.
    Escrow merchant and buyback will properly show item stats in the tooltips.
  2. Test server is back up
  3. "Escrow merchant and buyback will properly show item stats in the tooltips."
    1. Does this also fix the buyback/escrow PRICE that shows? It's been a minute since I've let something rot and go to escrow but it used to show 123404171cp for one piece.
    2. ESCROW ALL BUTTON PLEASE!! We used to NOT have a repair all button...but we got that...

    Just would also like to say Thank you for all the other optimizations etc. Like your Offensive Target window seems to be updating A LOT better and faster than it used to. HP used to lag behind insanely, or the mobs dying and still standing. While these are all minor things that we've all dealt with FOREVER in the past, it's really kool seeing them finally fixed and such. I'm sure there's many more that I haven't even noticed yet, probably because I haven't had to DEAL with the problem anymore!
  4. If you do see any incorrect prices; please let me know. However, you shouldn't see that happen anymore. The cause was due to uninitialized PVP specific variables; now that they're initialized, I haven't been able to reproduce any further incorrect values during repair or escrow.
  5. gpx1000 wrote:
    Very nice. Like I said, shows you how much I've been paying attention. :p
    O and how about getting loot to queue up under the loot window? Instead of having to wait for one corpse to finish before you can start the loot roll for another corpse. O:)
  6. Himminy wrote:
    That's not a bad idea in my opinion; if design wants it I'm sure we can find a way to accomodate. Might take a bit of time to get around to it though; we're trying for a lot of cool improvements and more importantly trying to fight the big bugs.
  7. gpx1000 wrote:
    You're fighting Arachnidon Sunshine too?
  8. Ghostchild@Seradon wrote:
    nope, they cant it to spawn either :p
  9. If you've fixed problems with ability refreshes breaking on relog, does that mean you've also fixed the problems with class buff effects dropping on a relog as well? The ability refresh reduction from psi MMF almost certainly disappears on a relog, druid run speed, and possibly other effects as well.
  10. There's a ton of abilities and lots have long refresh times. It's not practical for me to test all of them; if you notice any bugs in the ability refresh or class buffs in the test version do me a favor and call it out for me.
    Here's what the bug was: When characters logout they save off the refresh times for any ability that had a refresh time. The way it saves it is to add seconds since epoch (time()) to the remaining seconds value. When you log back in it will subtract seconds since epoch (time() out (thus you have the timer "still running."). The problem was in bounds checking on saving this value out. Thus it was triggered anytime you logged out and reset the timer for all abilities incorrectly. The fix was to take this design into account in the bounds check.
    Given the bug and the fix; I would be very surprised if there are any abilities or class buffs that aren't fixed. However, again, if you guys see anything wrong with it please call it out :).
  11. I would like to reinforce torsyn's post. Please look into buffs not returning after death and upon logging out.
    If you relog after being buffed/diplo buffed. you about 1/3th of the buffed effects about half of the diplo effects and the +hp/mana effects use their scaling with con.
    When you die, you loose a lot of passive effects, like kdq full agent buff, most lorestone effects and some guild buffs too, not sure about the guild buffs tho.
    There are also still buggs with people getting shown 7 ppl in a group when members get added while they chunk. People shown dead while they are infact alive. i send you a pm about this a while back when i thought i ran into the solution for this, which i still think it is
    arachnidon spawn mechanic needs to be changed too for sure, highly annoying and unreliable just saw wigins post :)
  12. Alimora@Telon wrote:
    Buffs are still broken on the test server? I'll absolutely look into that. I was under the impression that they use the same timing mechanism thus fixing one fixed the other. My fault, I'll check it out.
    I don't think I see a a PM from you in my inbox. I'm still running through the list of bugs we currently have in queue, so your bug might be in there; but just to be safe, please let me know the details; I'll put it in the bug queue. I'm working from home this weekend on taking care of some of these bugs. I might get to it.
  13. Rift stones in Tursh and Pota would be nice to have is that a possobillity? that you guys can add
  14. legency wrote:
    Tursh would be nice, but.. PotA? there's one 1 chunk away.. no big deal, no need to clutter up the landscape more with to many of these..
  15. That would be a question for the design guys :).
  16. Well i just did a lil testing with the copy of alimora on test, without lorestones
    losing stats upon dying is still exactly the same at least. i loose 2% dmg 2% crit quite a substantial amount of defense (dodge and evasion) really looks like kdq full agent buff and lorestones if i had those.
    I only have a druid and wolf shaman on test to test the buffing, looking at the stats tab i noticed i lost 3% spell mitigation just by re-loging. So the problem is definatly still there
  17. I didn't change anything with death with regards to this. I'll check into buffs for logout/login. See were I missed it. Thanks for the help!
  18. You lose KDQ Full Agent passive upon death for sure. That is a bug, been for year when they were first introduced. if you would be so kind and fix that
    Would it be possible to fix the loss of diplo buffs aswell upon /logout/exit? You lose rune % diplos and adventuring stats % diplos and something else too.
  19. Bump for the disappearing buff effects post relog.
    I verified on live today (10-25-12) that the runspeed from Talisman of the Grove and the ability refresh haste from Mass Mental Focus disappear after a log. The buff icons remain, but the effects are gone. Reapplying the buff refreshes the time remaining on the buff icons AND reapplies the effects.
    Please look into what is causing this.
    Also, I did not exhaustively test all of the buff effects to see which ones disappear after a relog, but I suspect a single underlying cause is behind all of this strange behavior. Hopefully it can be identified soon and fixed on live.
  20. Torsyn wrote:
    I posted this bug on the support forums two months ago.

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