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Old 01-25-2007, 11:23 AM   #1 (permalink)
tad10
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Default Bugs, Bugs, Bugs.

If you've been in beta you already know all these -- but if you haven't be warned that VG is a great game but there are still a few bugs in the system.

Sigil is working hard on the first four so one or more of them may be fixed before release:

(1) The invisibility/warping bug. Seems to usually happen to me with multiple pulls of 4+ dots perhaps because of the length of the fight. You'll pull 2 4dots and as your fighting one of the 4dots it dissapears! Your autoattack and AoE spells/abilties will still work but not your spells/abilities requiring targets. This is the time that you hope your Healer gave your Monk a rez shard or maybe just evac.

(2) The group bugs. Inviting folks that are in different chunks causes problems -- members can drop group when crossing chunks and are then univitable back until they relog -- other members can fail to see others in the group and again must relog. It seems like every group invite ended up with everyone just dropping the group getting to the chunk and relogging to get it to work right.

(3) Mez causing the mob to regen. Pretty annoying as a Psi or Bard or anyone with CC.


(4) Ship bugs. Lots of these -- falling off the transport ships and dying. Swimming to close to a player's ship and getting trapped inside. Being on the players ship and falling into the hold and getting trapped. Ships are dangerous in VG at this time.


The others Sigil is aware of but are much less critical.

(5) Swimming to your death. Every now and then you'll come to a patch of ocean that doesn't read correctly and you'll "fall" to the bottom of the ocean and take falling damage. You'll usually be able to run along the bottom for a bit however if you're low enough level the falling damage will kill you.

(6) Quest bugs. A lot of these were fixed in beta but you have to assume that there may be bugs on some of the upper level quests tha were less tested.

(7) Stuck in Combat. Occasionally you'll get stuck in combat mode which means you can't regen health properly. You have two options: engage somethiing in combat and kill it quickly or relog. The first option may not be possible if your health is very low.

(8) Corpses under the earth. /petition and wait. GMs were always pretty responsive -- but assume up to a 30 minute wait (or more during opening week). This mostly happened on hillsides. So a trick to avoid this is to not fight on hills -- if its a tough mob pull it down the mountainside.

Fun Trivia Note: Occasionally your corpse will fall throught to Limbo which is an actual place in VG (chunk 0,0). I visited it several times in beta when I managed to fall through the world. It looks a little like Thestra but has a cool glowy lake. My theory is that this is where GMs meet up to chat.

Not bugs but Watch Out!

(9) AoE attacks on a red mob will hit and aggro any yellows that are standing too close. You have been warned.

(10) The Portals in the Elemental Shrines/Temple in the Sky are Tempermental (pun intended). To access the initial Shrine Hub you can click on the portal seperately. However to go from the various secondary portals (Earth, Air, Water, Fire) to the shrines your group needs to click on the buttons simultaneously -- we always had someone do a countdown.

GL in Telon y'all.

Edit: some typos fixed.

Last edited by tad10 : 01-25-2007 at 11:29 AM.
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Old 01-25-2007, 01:09 PM   #2 (permalink)
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Nice thread. I've had the invisible mob bug in all sorts of different situations, soloing, grouping, single pull, multiple pull, 3dot, 4dot, etc... Usually they reappear after 5-10 seconds but not always. That one's a real pain for spell casters since you can't use abilities, good time to get out the club though and raise melee skill!
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Old 01-25-2007, 01:22 PM   #3 (permalink)
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Nice write-up, the bugs I mainly ran into was spells sticking on me for much longer than they should, sometimes the effect went away but I still had the spell graphic on me etc.

A Ranger stunned me while we were fighting, and the stun lasted the whole fight and after I ressed + my character stayed that blackish colour I eventually just re-logged and it was all cool though.

The other annoying one was members in my group randomly getting stuck, and /rope only moved them closer to me, it didn't actualy un-stick them


But I can cope with the bugs, I had the time of my life ganking on the PvP Beta server!
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Old 01-25-2007, 01:27 PM   #4 (permalink)
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Quote:
(3) Mez causing the mob to regen. Pretty annoying as a Psi or Bard or anyone with CC.
Thats intended, says the dev's.
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Old 01-25-2007, 02:17 PM   #5 (permalink)
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That is intended, and in the spell description for most, I thought that it didn't happen with Psi's but it does for Druid, Bard and Necro. I guess they changed it too include Psi's now too.

I hadn't ran into too many bugs at the end of Beta. I think the only one I saw a few times, was the mob going underground while fighting.

One other one I did notice, when you are at chunk lines, the mobs go running past you, like into the other chunk, it is purely graphical since they never attack you though.
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Old 01-25-2007, 04:32 PM   #6 (permalink)
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"(1) The invisibility/warping bug. Seems to usually happen to me with multiple pulls of 4+ dots perhaps because of the length of the fight. You'll pull 2 4dots and as your fighting one of the 4dots it dissapears! Your autoattack and AoE spells/abilties will still work but not your spells/abilities requiring targets. This is the time that you hope your Healer gave your Monk a rez shard or maybe just evac."

To me at least it seems that this happens often on hillsides or elevation differences, not always though. It also feels like its related to the corpse bug, where I often will lose a corpse on a hillside, ramp, or whatever.

To solve this (most of the time) whoever has agro just needs to move some. There again it "feels" like the mob recalculates where it is and comes running from the distance to the spot it should be. Better than being invis, though still not quite acceptable.
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Old 01-25-2007, 08:51 PM   #7 (permalink)
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Moving a little indeed solves that problem most of the time.
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Old 01-25-2007, 10:24 PM   #8 (permalink)
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1 and 3 were fixed according to the last couple sets of patch notes.
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Old 01-25-2007, 10:27 PM   #9 (permalink)
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They were supposed to be fixed. They weren't actually fixed. Possibly the last patch may have done something as I really didn't fight much after that -- I just hung around Ahgram waiting for Griffon Tag and then spent the rest of the time flying around.
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Old 01-25-2007, 10:28 PM   #10 (permalink)
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Ever thought of giving these to Vanguard? ^_^
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