Grimsea Watch/Martok
Moderators: Moldew, Jakkal, Community Managers
Grimsea Watch/Martok
I've seen multiple issues with these chunks, about things that seem like they should be complete:
Orcs should start in the camp on the north coast of Grimsea Watch (I believe the same for Goblins).
Multiple NPCs in Martok and Grimsea Watch are "missing parts".
Mobs have odd behavior: if they come from social aggro, they can attack. If you attack them, they cannot, and don't even turn to face you.
Gaxton Village has two trainers for healers and casters, but none for heavy fighter--not sure if this is intentional, but doesn't seem likely. Possibly I just...couldn't find it...although it's not a very big place.
Orcs should start in the camp on the north coast of Grimsea Watch (I believe the same for Goblins).
Multiple NPCs in Martok and Grimsea Watch are "missing parts".
Mobs have odd behavior: if they come from social aggro, they can attack. If you attack them, they cannot, and don't even turn to face you.
Gaxton Village has two trainers for healers and casters, but none for heavy fighter--not sure if this is intentional, but doesn't seem likely. Possibly I just...couldn't find it...although it's not a very big place.
Re: Grimsea Watch/Martok
[quote="Amnath"]I've seen multiple issues with these chunks, about things that seem like they should be complete:
Orcs should start in the camp on the north coast of Grimsea Watch (I believe the same for Goblins).
Multiple NPCs in Martok and Grimsea Watch are "missing parts".
Mobs have odd behavior: if they come from social aggro, they can attack. If you attack them, they cannot, and don't even turn to face you.
Gaxton Village has two trainers for healers and casters, but none for heavy fighter--not sure if this is intentional, but doesn't seem likely. Possibly I just...couldn't find it...although it's not a very big place.[/quote]
Orcs should start in the camp on the north coast of Grimsea Watch (I believe the same for Goblins).
This should be fixed now for newly created characters. Start point on a boat for the very first quest "The great escape".
Multiple NPCs in Martok and Grimsea Watch are "missing parts".
Would you clarify your meaning for me ? Please.
Mobs have odd behavior: if they come from social aggro, they can attack. If you attack them, they cannot, and don't even turn to face you.
I also noticed that with some mobs. Combat is not completely done ATM so this will be probably corrected later on.
Gaxton Village has two trainers for healers and casters, but none for heavy fighter .......
I don't know/remember the live population of Martok and surrounding chunks. We may add one if the Content Counsel approve it.
Thanks for your return.
Orcs should start in the camp on the north coast of Grimsea Watch (I believe the same for Goblins).
Multiple NPCs in Martok and Grimsea Watch are "missing parts".
Mobs have odd behavior: if they come from social aggro, they can attack. If you attack them, they cannot, and don't even turn to face you.
Gaxton Village has two trainers for healers and casters, but none for heavy fighter--not sure if this is intentional, but doesn't seem likely. Possibly I just...couldn't find it...although it's not a very big place.[/quote]
Orcs should start in the camp on the north coast of Grimsea Watch (I believe the same for Goblins).
This should be fixed now for newly created characters. Start point on a boat for the very first quest "The great escape".
Multiple NPCs in Martok and Grimsea Watch are "missing parts".
Would you clarify your meaning for me ? Please.
Mobs have odd behavior: if they come from social aggro, they can attack. If you attack them, they cannot, and don't even turn to face you.
I also noticed that with some mobs. Combat is not completely done ATM so this will be probably corrected later on.
Gaxton Village has two trainers for healers and casters, but none for heavy fighter .......
I don't know/remember the live population of Martok and surrounding chunks. We may add one if the Content Counsel approve it.
Thanks for your return.
Re: Grimsea Watch/Martok
"Missing parts" is a symptom where, an NPC will, for example, not have a chest. Their head, arms, and legs walk around normally, but the chest is completely empty space. Some Grimsea Watch mobs are missing weapons, but a lot of friendly NPCs (Scars and similar ones) in both these chunks have no chest. Some undead mobs in other chunks have no head, by design--but there is some kind of bug that can cause normal NPCs to just have empty space where part of their body should be.
Re: Grimsea Watch/Martok
It would help if you could give us the names. Unless they're nameless NPC's, like "undead orc" or something.
Re: Grimsea Watch/Martok
Ok I fixed a lot of NPC's in Martok that did not have any bodies i'm sure i missed a few so please post up any NPC names that are still missing pieces.
I did not see any in Grimsea Watch so names would be helpful.
I did not see any in Grimsea Watch so names would be helpful.
Re: Grimsea Watch/Martok
I believe the Grimsea Watch ones were mostly attackable mobs who simply weren't holding any weapons. If a lot of Martok mobs got their bodies back then it should mostly be taken care of; I'll get specific names next time I am there, if I notice any more.
I pointed out the non-responsive combat issue mostly because I have done fights in--I believe--every other chunk in Telon, and never noticed the issue until trying these two chunks, so it seemed as if they got skipped from an update.
Edit: the mobs missing weapons are Lieutenant Krajin and Gulgrethor Warmongers in Grimsea Watch around 28652, 66066, 1679.
Gulgrethor Surveyors around 7113, 33311, 91 do not have weapons, but they maybe aren't supposed to have any, judging by the kind of mob, and the fact that they punch instead of swinging nothing.
Haven't noticed anything else missing body parts yet.
I pointed out the non-responsive combat issue mostly because I have done fights in--I believe--every other chunk in Telon, and never noticed the issue until trying these two chunks, so it seemed as if they got skipped from an update.
Edit: the mobs missing weapons are Lieutenant Krajin and Gulgrethor Warmongers in Grimsea Watch around 28652, 66066, 1679.
Gulgrethor Surveyors around 7113, 33311, 91 do not have weapons, but they maybe aren't supposed to have any, judging by the kind of mob, and the fact that they punch instead of swinging nothing.
Haven't noticed anything else missing body parts yet.
Re: Grimsea Watch/Martok
Figured out the combat problem.
It's not the chunks; it's Warrior abilities.
Using only auto attack, mobs move and fight back normally--but when you hit them with Warrior abilities, they stop.
It's not the chunks; it's Warrior abilities.
Using only auto attack, mobs move and fight back normally--but when you hit them with Warrior abilities, they stop.
Re: Grimsea Watch/Martok
Specifically, I only saw it happen on:
Devastating Blow I
Kick I
Other notes:
Ranged attack notices don't go on the screen, they go in the chat. For example, if I don't have any arrows, it shouldn't throw huge red letters up on the screen. If we've decided to put them on the screen (Don't do this, it interrupts important things) then it should be a lot smaller.
I tried the other warrior abilities (The first versions only) and they didn't seem to cause the mob-freezing.
Edit: After checking the script for the abilities, both of these have a stun component. It appears to be stunning the mob, but the mob never breaks out of it.
Devastating Blow I
Kick I
Other notes:
Ranged attack notices don't go on the screen, they go in the chat. For example, if I don't have any arrows, it shouldn't throw huge red letters up on the screen. If we've decided to put them on the screen (Don't do this, it interrupts important things) then it should be a lot smaller.
I tried the other warrior abilities (The first versions only) and they didn't seem to cause the mob-freezing.
Edit: After checking the script for the abilities, both of these have a stun component. It appears to be stunning the mob, but the mob never breaks out of it.
Re: Grimsea Watch/Martok
Ill take a look at the warrior stuns maybe i missed some duration that is causing the mobs to not break free of stun.
I will also test warrior attack with stun further.
I will also test warrior attack with stun further.
Re: Grimsea Watch/Martok
Back in Martok:
Fury Gronk needs a body--right now, is only a head, so was hard to see.
Gwarn's boundary outpost, around -25570, 84332, 746.
Fury Gronk needs a body--right now, is only a head, so was hard to see.
Gwarn's boundary outpost, around -25570, 84332, 746.