#1
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Charge on Leatherfoot cap used but didn't port to WC
Got in a tight spot in HS, clicked the WC cap. I had 10 hp left on the screen when "Loading, please wait..." from the cap click appeared.
Instead of popping up in WC though, I ended up naked at my bind point, obviously dead. The charge on the cap has been used, however. Doesn't compute! Thanks. PS: pretty sure I heard about the issue before, couldn't find an existing bug report about it however. | ||
#2
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I have had this happen, I guess it's unavoidable that the server and client must take a moment to synchronize to determine whether the final hit or your cap click was first. In the end it was determined that you just died, not sure this is a bug.
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#3
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Same thing can happen across zone lines depending on various factors. Probably classic and not fixable. Best bet is to /petition in game and wait for a GM rez.
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#4
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Wait wait wait... if a charge has been used, and the item updated by the server, then I was alive to use it. The charge immediately zones me out, and there's no way for me to take a hit from a mob when I'm not in that zone.
The zone server isn't multithreaded as far as I know so there's no race conditions or anything like that possible. Sounds like a bug. | ||
#5
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It's definitely a bug, but it's a bug that's probably existed since the server's conception and may have existed on live as well. I'm sure they already know about it, and have probably decided that it's rare enough to ignore if there isn't an obvious/easy fix. And I mean, if you want devs to investigate then at least submit some logs so they can compare them to the server logs.
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#6
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My logs have zero value here. The bug is server side - the item's charge has been used, without the spell going off.
I doubt this is a priority bug to fix, but who knows, maybe one day. | ||
#7
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Your logs have huge value here, were they to actually look into it. How are they supposed to know when the bug occurred? Also, a bug being server-side doesn't mean there is no useful client-side information that one could divine from player logs. Being able to compare and contrast what happened on the client's end with what happened on the server's end is often crucial in pinpointing the cause of server-related issues.
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Last edited by paulgiamatti; 05-18-2017 at 10:38 AM..
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