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Old 10-10-2011, 07:35 PM
jilena jilena is offline
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Default Compiled list of bug/issues/disputes

This is a list of the majority of the bugs reported in the PvP Bugs forum compiled to be in one location. This post does not contain my opinion or any sort of "factual" interpretation of the posts. I am simply compiling what was reported elsewhere.

BUGS
These are issues with the game and existing mechanics not working as they are intended.

Confirmed by several players:
These bugs have several posts confirming the behavior.

Player resists are way too high.
After the patch player resists are excessive. Currently 65 resist in any flavor seems to be the magic number. This is currently the number one bug/complaint of just about anyone playing on the server.
http://www.project1999.org/forums/sh...d.php?p=435609

Mage Pets do not root players with SoW.
If the player has SoW or JBoots effect cast on them the earth pet will not attempt to root the player.
http://www.project1999.org/forums/sh...ad.php?t=51024
I made a new mage to test this. It appears to work as described. With SoW on pet will not attempt to root. See image:
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Enchanter Minor Illusion randomly not showing player in illusion
All players in zone are not seeing the effect of minor illusion. Some players will see the effect while others do not.
http://www.project1999.org/forums/sh...ad.php?t=50118
I did quite a bit of testing on this and I think the issue with the illusion not working at all has to do with the player viewing the illusion staring at an area where no object is visible that can be copied by minor illusion. Also zoning seems to cause some weirdness. Please see the above thread as I included the details of my testing there. The images would not fit in this thread.

Need more information:
These bugs were reported but need more information/testing provided to be resolved.

AE Spells bypass level restrictions and dynamic level range
Players are able to AE other players regardless of level
http://www.project1999.org/forums/sh...ad.php?t=51121
I tried testing this using the level 4 mage spell Fire Flux but I did not get hit nor did I receive any messages when casting standing right on top of my level 50. If I hit my level 4 with my level 50 to flag him, then the spell landed. What spells are seeing this issue?
I tried this with a level 4 enchanter casting color flux and was unable to hit my level 50 with it until I flagged him in range. I will try to level her to 10-12ish so I can test on hitting lower levels.

I did some more testing after levelling my enchanter to 12. More and more I am thinking that all characters level 2-7 are 100% open to attack by characters of all levels. My color flux does hit a level 2 sk I made and flag me able to be attacked by 1-250. BUT, I am also able to hit this character with any spell, so I do not think it has anything to do with the AE allowing you to hit lowbies so much as every lowbie being open to attack by some bug in the dynamic PvP code. If anyone is able to test casting color flux with a character over 17 on a character more than 8 levels below you but over level 7, I am curious to see if you are able to hit them.

Level 1 /duel doesn't work in protected zones.
If two level 1 players /duel they are still "protected"
http://www.project1999.org/forums/sh...ad.php?t=51105
Tried this with two level 1 characters. I was able to /duel and accept but they could not hit each other with spells or melee. On one of them zoning, the cowardly dog duel fleeing message was displayed.

Leveling flags you in the dynamic range of all players
When you level you are flagged by the dynamic range system and open to attack by players outside your range
http://www.project1999.org/forums/sh...ad.php?t=50985
This appears to work as descibed. I made a new mage to test. See image:
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Dynamic PvP range allows you to be attacked but not fight back against lower level players
On occasion low level players are able to attack people outside of their range without becoming open to attack themselves.
http://www.project1999.org/forums/sh...ad.php?t=50920
I tried testing this against a level 22 SK earlier today with my 50 shaman. What I found was that with both character's freshly logged in and no spells having been cast, no mobs attacked, or any other actions taken that the 22 could not attack me, and when I cast a nuke on him I got the protected message BUT still became flagged for his level. He could then attack me, and I could not attack him back.

Mage bolts missing without any obstruction
Mage bolts appear to dissipate without hitting their target even in an open area
http://www.project1999.org/forums/sh...ad.php?t=50398

Mage Damage shield length changing when zoning.
When a player zones the duration remaining on their dmg shield increases
http://www.project1999.org/forums/sh...ad.php?t=50827
Tested this using level 8 mage with shield of fire. Started out 48 seconds. Let it tick down a few then zoned. Went to 5 minutes 30 seconds. See image below for before and after zone:
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Charmed pet unattackable by other player's pets
If a player has a charmed pet and another player attempts to instruct their pet to attack it, the pet instead attacks the charmed pet's master.
http://www.project1999.org/forums/sh...ad.php?t=50830
Levelled an enchanter to 12 to get charm and tested this out with the enchanter plus my level 8 mage. What actually seems to happen is that pets act like mobs in PvP situations be their target a charmed pet or a normal player pet. For instance. In PvE if your pet is attacking a mob and you are standing within melee range the mob will attack you rather than your pet. In PvP currently if your pet is told to attack the pet of another player, and that player is standing within melee range of your pet when it gets to his pet, your pet will behave like a mob and turn and hit the player. To test this you can have someone tell their pet to guard and back away from it while remaining standing and your pet should run up and attack the other pet with no issues. To take the "mob" comparisson further, if the other player has their pet guarding well out of melee range but is sitting, then your pet will again behave like a mob, run toward their pet then as soon as it reaches it pick up the "sitting aggro bonus" and charge the player instead. Kinda funny how it works out really. I tested this going both ways by having my enchanter's charmed pet attack my mage's pet, and by having my mage's pet attack my enchanter's charmed pet. Both ways worked identically.

Melee DMG/Miss rate excessive
Melee dmg seems low and miss rate seems high compared to Blue99
http://www.project1999.org/forums/sh...ad.php?t=50244
**Per Rogean: Didn't read this thread entirely but I believe Null did make a comment that a code change he made had unintended affects on all hit chance calculations, and it should be fixed when he submits changed for next patch.**
After the last patch, players are still reporting this issue. Has Null's changed code been implemented or not as of yet?

Casting certain spells while another player is targeted causes dynamic pvp flag
If you have a low level player targeted while casting cannibalize, group ports, etc it will cause you to be dynamically flagged
http://www.project1999.org/forums/sh...ad.php?t=50436
This works as described. Casting canni while having a level 4 mage targetted causes flagging. See image:
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Unable to buff other player's pets
Buffs applied to other player's pets do not stick even though the message seems to work.
http://www.project1999.org/forums/sh...ad.php?t=50313
I tested this personally and was able to buff my level 4 mage's pet without issue with stat, hp, sow, and regen buffs. Need to know what did not stick.

Unable to rez players
Players do not receive box popup when they are rezzed by another player.
http://www.project1999.org/forums/sh...ad.php?t=50537

Pet Spawn/Despawn messages display from great distance.
Pet messages can be seen far away.
http://www.project1999.org/forums/sh...ad.php?t=49988
This works as described for summon messages. I did not however see the desummon message at range. In the image below, my mage is at the entrance to Neriak and my shaman is at the entrance to EC in Nektulos:
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Able to attack low level characters without any action taken on fresh zone.
While testing today I noticed my level 50 shaman could nuke my level 4 mage with both freshly zoned. But the reverse was not true.
I tested this inside Neriak Commons on fresh zone. In Nektulos on fresh zone. And in Lavastorm just to be sure it wasn't because of the "newbie zone flag". See the images below:
Level 4 nuking level 50 after fresh zone:
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Level 50 nuking level 4 after fresh zone:
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Testing this further using a friend's 22 SK. He was already in zone in lavastorm when I zoned in. I was unable to attack him. He was able to attack me on my 50. When I tried nuking him it flagged me for his range, but would not let me attack him. We both relogged, when we came back, neither of us could attack the other. I cast a nuke on him, which told me he was protected but flagged me for his range. He was then able to attack me and I could not attack back.
Tried this with my level 4 mage after both relogging and still was able to attack her with my 50 outright, while she could not attack me outright. The level 4 could attack the level 50 only after the 50 hit her. The 50 could always attack her.

Further testing revealed that once my mage hit 8 I could no longer attack her. My enchanter was invuln at 1 but as soon as she hit 2 I was able to attack her and am still able to now that she is level 4. I wonder if perhaps the dynamic range is "wrapping around" to the negative allowing max level characters to hit characters under 8?

Buffs cleaning up empty slots when zoning
If you stack up a bunch of buffs and then click off buffs at the beginning of your stack to allow room for debuffs and then zone your buffs at the end of the stack move down to fill those spots, thus forcing you to rebuff to regain those empty slots at the beginning.
http://www.project1999.org/forums/sh...ad.php?t=52115

CLASSIC MECHANIC DISPUTES
These are not necessarily bugs so much as players disputing how the mechanic currently works vs how it worked in classic.

Nullify/cancel magic and pillage enchantments resistible/resisting too often.
The nullify magic line resists too often on players while some feel it should not resist at all.
http://www.project1999.org/forums/sh...ad.php?t=50628
I tried testing this out. I levelled an enchanter to 12 and played around casting taper enchantment, and cancel magic on my 50 troll shaman, and casting nullify magic from my shaman onto my enchanter. Even buffed with resist magic to 65 MR I did not get a single resist with either spell on my shaman or the reverse. Can someone who is getting resists confirm any level difference and possibly what MR was in effect on the person you were casting on?

Monk sneak not 100% after 100 skill.
Monk sneak should be 100% after 100 skill
http://www.project1999.org/forums/sh...ad.php?t=51047

Archery miss rate too high.
Archery miss rate of 80% too high for skill on par with your level/mob level.
http://www.project1999.org/forums/sh...ad.php?t=50309

Water does not make you "protected" when people are casting out of the water and vice versa.
In classic being in or out of water would make you immune to spells being cast on you by players in the opposing location.
http://www.project1999.org/forums/sh...ad.php?t=50902

Selo's Accelerando does not remove root/snare
In classic Selo's Accelerando would remove root/snare if the player had it playing when they were rooted/snared and then started playing it again.
http://www.project1999.org/forums/sh...ad.php?t=50983

Bind wound does not break invis
Bind wound skill not breaking invis.
http://www.project1999.org/forums/sh...ad.php?t=50918

Shifting Sight moves vision from your target to you rather than from you to your target
The spell Shifting Sight should move your view to your target's view rather than their view to you.
http://www.project1999.org/forums/sh...ad.php?t=50900

Not able to charm other player's pets
Players cannot charm another player's pet.
http://www.project1999.org/forums/sh...ad.php?t=50395

DoT spells are doing reduced damage on players as well as mobs when moving.
This should not occur on mobs at launch, and on players ever
http://www.project1999.org/forums/sh...ad.php?t=50896
I attempted to test this by casting both poison and disease dots on my mage and having her run around and stand still. The DoTs did reduced damage for PvP but did not change their damage when the character was moving. Anyone able to provide evidence of this happening? (I tested using scourge and evenomed breath).
**FIXED PER ROGEAN**

NPC level restrictions are being applied to spells in PvP
Spells that have a level range should not have that range applied in PvP.
http://www.project1999.org/forums/sh...ad.php?t=50896

Wizard ice comet quest in currently.
Ice Comet runes should drop.
http://www.project1999.org/forums/sh...ad.php?t=50715

Melee hitbox needs to be increased
Melee hitbox seems to be smaller than it should, though this may be a result of emu code, Rogean has said he will tweak it but testing/proposed changes need to be made/finalized.
http://www.project1999.org/forums/sh...ad.php?t=49948

PVP SERVER MECHANIC DISPUTES
These are issues posted by players disputing current PvP mechanics.

Dynamic range resets on zoning granting immunity rather than on a timer.
Some players feel that this should only be removed after X number of minutes, refreshed when in combat, rather than when you zone.
http://www.project1999.org/forums/sh...ad.php?t=51009

Dynamic range can be "exploited" to allow you to gank lowbies
Currently mechanics can be abused to allow you to attack lowbies with the dynamic range system.
http://www.project1999.org/forums/sh...ad.php?t=50824

Some buffs do or do not change your pvp level range
A list of which buffs/buff types change your level range should be discussed as some buffs that do not currently cause flagging can make a big difference in PvP.
http://www.project1999.org/forums/sh...ad.php?t=50274

Melee on boats but no casting
Should melee players be allowed to dominate helpless spell casters on boats? The mechanic is probably classic but should it be implemented here?
http://www.project1999.org/forums/sh...ad.php?t=50061

LD players disappearing too fast
LD players disappear rather quickly allowing for little chance to kill them even when they are engaged in combat which makes /Q a valuable escape tool.
http://www.project1999.org/forums/sh...ad.php?t=50120

DoT kills giving looting credit
Should DoT kills give looting credit? This may be classic but it's not "fun".
http://www.project1999.org/forums/sh...ad.php?t=49965

AE spells hitting group mates
Should AE spells hit group members? This is a classic mechanic but limits AE use in PvE situations.
http://www.project1999.org/forums/sh...ad.php?t=50106

Fear and Charm in PvP
Should fear and charm work in PvP? Again a classic mechanic that worked but was removed for obvious reasons.
http://www.project1999.org/forums/sh...ad.php?t=50382

Damage shields doing reduced PvP damage.
Damage shield buffs do reduced damage in PvP melee. This was probably not the case on live. Is it intentional?
http://www.project1999.org/forums/sh...ad.php?t=51359

Spells in PvP should not check LoS
Should detrimental spells require LoS to cast in PvP? Or should they just have a range similar to beneficial spells.
http://www.project1999.org/forums/sh...ad.php?t=51435
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Last edited by jilena; 10-20-2011 at 01:00 PM..
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Old 10-10-2011, 08:31 PM
tmoneynegro tmoneynegro is offline
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Please God scrap dynamic PvP level range, will take so much time and effort to fix that the actual important things like jousting, resists, etc will not receive attention. Out of range healers isn't that huge of a problem when you're not allowed to 2 box. Dynamic range isn't even needed because you could just make all high level zones such as Guk, Karnors, etc have the +/- 8 range not apply there. Set them as "arena" zones or whatever.

This will save so much time and effort. If dynamic range is scrapped plus the melee PvP mechanics and resist system are fixed, the server could go ahead and launch because all these other bugs are minor things that barely affect anything.

I already supplied formulas/graphs that are accurate within a 5% margin of error for crowd control/magic resist:

http://www.project1999.org/forums/sh...61&postcount=5

Just need to implement a formula for damage spells and this thing could be done quick.
Last edited by tmoneynegro; 10-10-2011 at 09:10 PM..
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Old 10-12-2011, 09:20 PM
Kelsar Kelsar is offline
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Jilena - thank you so much for doing this.


Quote:
Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
I already supplied formulas/graphs that are accurate within a 5% margin of error for crowd control/magic resist:

http://www.project1999.org/forums/sh...61&postcount=5

Just need to implement a formula for damage spells and this thing could be done quick.
Your resist calculations are garbage. I applaud the effort but 105MR doesn't make you 90% resistant to anything.

If you recall doing any Pre-Kunark dragon raids, everyone wore as much MR and FR/CR items as they could then buffed up to get as close as they could to 200 and STILL took massive damage and didn't resist a 50% of dragons roar/fear stuff.
Last edited by Kelsar; 10-12-2011 at 09:22 PM..
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Old 10-13-2011, 02:17 AM
mimixownzall mimixownzall is offline
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Quote:
Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
Jilena - thank you so much for doing this.




Your resist calculations are garbage. I applaud the effort but 105MR doesn't make you 90% resistant to anything.

If you recall doing any Pre-Kunark dragon raids, everyone wore as much MR and FR/CR items as they could then buffed up to get as close as they could to 200 and STILL took massive damage and didn't resist a 50% of dragons roar/fear stuff.
Really struggling to keep from calling you an idiot.

You're comparing PVE to PVP. I don't care what resists did against your dragons vs what they do vs roots/snares/mezzes/nukes from PC's.

TWO TOTALLY DIFFERENT THINGS

If you had PvP'd on live you would know this. Verant understood what it would mean if you let 3 minute snares/roots land; 2 minute mezes land easily.
They purposely made these things virtually immune with very little magic resist.

This did not, however, transfer over to the other resists. IE: 150 cold resist did not mean you were going to fully resist ice comet 98% of the time.
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Old 10-13-2011, 08:07 AM
Kelsar Kelsar is offline
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Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
You're comparing PVE to PVP. I don't care what resists did against your dragons vs what they do vs roots/snares/mezzes/nukes from PC's.

This did not, however, transfer over to the other resists. IE: 150 cold resist did not mean you were going to fully resist ice comet 98% of the time.
I'll admit, I didn't play much on the PvP server and when I did play it was later on it was a neutral bard. I had no problems with resists except from mobs. I used that PvE example and dragons roar as a mass fear that wasn't able to be resisted with even 175MR.

You're right, they are two different things but I fundamentally disagree with someone being 90% resistant to a mez with 105 MR. That means any caster worth a snot, a mystic cloak, HBB, some bracers and a buff cannot be mezd. That doesn't seem right.... seems like you're shafting one class there in PvP. Tashan, at most, reduces around 33MR. That's my 2 cents and it may not be classic but 105MR shouldn't make enchanters almost useless in pvp.
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Old 10-13-2011, 11:34 AM
jilena jilena is offline
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Quote:
Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
You're right, they are two different things but I fundamentally disagree with someone being 90% resistant to a mez with 105 MR. That means any caster worth a snot, a mystic cloak, HBB, some bracers and a buff cannot be mezd. That doesn't seem right.... seems like you're shafting one class there in PvP. Tashan, at most, reduces around 33MR. That's my 2 cents and it may not be classic but 105MR shouldn't make enchanters almost useless in pvp.
Unfortunately while I don't know the exact numbers at which resists cause such huge issues, enchanters had such a hard time in PvP that they later changed all resistance debuffs to debuff an extra 50% in PvP to make up for some of the huge impact resists had on their ability to land spells.
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Old 10-13-2011, 10:29 PM
tmoneynegro tmoneynegro is offline
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Quote:
Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
I would say if we are just going for a "fair" should figure out a good "reasonably high" resist point say "120" and have CC resist at say 80-85% and then have diminishing returns so that "150" resist equals 85-90% chance to resist and "200" resist is like 90-95% resist chance.
Please get these damn blue server people out of here. 10 minute long snares landing 20% of the time is not reasonable. That's called a free kill if 2 people attack a solo player. One person spams it over and over while the other person interrupts their dispel attempts (pure melee have 0 channeling).

It would be the ultimate jackass, zerg orientated, no skill whatsoever PvP server created in history, just like how TZVZ was except to an even greater extent.

Nobody is guaranteed free kills by spamming overpowered CC spells in real EQ.

Quote:
Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
You're right, they are two different things but I fundamentally disagree with someone being 90% resistant to a mez with 105 MR.
Having CC spells not land is because EQ isn't a fucking forced grouping game. Nobody wants to play on a server where 6 people walk around in groups all day spamming roots and stuns while their zerg melees down immobile targets for free kills.

Quote:
Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
seems like you're shafting one class there in PvP.
It's much more balanced for enchanters to get shafted in PvP than for game balance to be horrible for every other class in the game. If you want to play a PvP caster, play a Wizard, Druid, Shaman, or Necro, case closed.

Quote:
Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
What level of magic resist should a player be able to resist 9 out of 10 snares?
The same level of magic resist required on EQ live. Not some random guy's wildly unbalanced implementation of it.
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Old 10-13-2011, 03:23 AM
mitic mitic is offline
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Quote:
Originally Posted by Kelsar [You must be logged in to view images. Log in or Register.]
If you recall doing any Pre-Kunark dragon raids, everyone wore as much MR and FR/CR items as they could then buffed up to get as close as they could to 200 and STILL took massive damage and didn't resist a 50% of dragons roar/fear stuff.
prekunark PC lvls where capped to 50 (and untested 50+), classic dragons are lvl 54(?)... so what are you tryin to say here?
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Old 10-10-2011, 08:59 PM
Mardur Mardur is offline
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This rules. If you expect to keep this updated, it should probably be stickied.
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Last edited by Mardur; 10-10-2011 at 09:10 PM..
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Old 10-10-2011, 11:24 PM
Azu Azu is offline
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very nice list. hopefully people check this before posting stuff, great job [You must be logged in to view images. Log in or Register.]

+1 for Sticky
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Last edited by Azu; 10-10-2011 at 11:32 PM..
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