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 05/06/2009 07:15:35
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Journeyman
Joined: Jul 9, 2006
Messages: 32
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Last night on Prexus although no Battle drones were on Green, adds kept streaming in for the duration of the script. This has never happened before on this encounter given that condition. Possible problem here?
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 05/06/2009 07:59:57
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Defender
Joined: Jan 15, 2005
Messages: 1009
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Funny things can happy with that script. It could have been an engineer pushed one to green as far as the script was concerned but the bot stayed on the other color. Might be caused when the square is raised/lowered during the push. Anyhoo, it happens.
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 05/06/2009 08:07:02
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Defender
Joined: Mar 24, 2004
Messages: 2383
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Honestly what in 3M does work properly?
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 05/06/2009 09:19:30
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Augur
Joined: Apr 6, 2004
Messages: 406
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Happened to us the other night too, adds for no reason.
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 05/06/2009 10:51:58
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Defender
Joined: Jul 6, 2004
Messages: 2136
Location: California
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MikeStab wrote: Last night on Prexus although no Battle drones were on Green, adds kept streaming in for the duration of the script. This has never happened before on this encounter given that condition. Possible problem here?
This same thing happened to us last night on Seventh Hammer. No drones on green but we were still getting adds.
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 05/06/2009 15:36:59
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Augur
Joined: Apr 6, 2004
Messages: 406
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Anyone else experiencing this? Devs, look at it please.
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 05/06/2009 15:45:22
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Hero
Joined: Jul 11, 2004
Messages: 653
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What it seemed like would happen to us, back when we did this raid, was that fairly often, one or more drones wouldn't end up in synch with the script, IE the drone wouldn't move but the script would treat it as moving right, or a drone would move one direction while the script saw it as moving a different direction or not moving at all, or what have you. This happened most often when an engineer tried to move a drone from ground level onto a square that was raised, or an engineer tried to move a drone off of a raised square. We'd get the green square bug every once in a while, but what happened for us about 90% of the time, was all drones would be on red squares, the red squares would be raised, but the yellow AE would continuously go off every few seconds and Proto would switch battle modes constantly as if there were a lot of drones on Yellow, but there were none. So while we only experienced a problem with the green squares once or twice, we had problems with the squares each and every time we did this event and just had to deal with it. Unfortunately, an event that's a year and a half old, with developing on the new expansion starting shortly, I doubt that this event is going to be fixed anytime soon.
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 05/06/2009 20:57:33
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Augur
Joined: Apr 6, 2004
Messages: 406
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Yeah, all it takes is quick look, do it please!
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 05/07/2009 06:31:58
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Defender
Joined: Sep 23, 2005
Messages: 1792
Location: Jefferson City, Mo
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we did this fight for the first time last night. Adds were coming on a regular basis. Didn't matter if the drones were on green or not
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 05/07/2009 07:01:51
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Lorekeeper
Joined: Apr 3, 2004
Messages: 98
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At this point the best fix for all of the events in MMM is to make it so that guilds have to spend as little time in there as possible. It's a broken zone, it came broke and it remains broken and it will always be broken.
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 05/07/2009 08:05:25
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Journeyman
Joined: Feb 9, 2006
Messages: 33
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on 5/6 on fv it seemed that once the adds started they continued to stream in we must have had 30 adds at one point
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 05/07/2009 14:40:03
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Elder
Joined: Sep 12, 2006
Messages: 184
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Sounds like it's getting progressively worst as time goes on. We experienced the yellow square problem a lot more than we did the normal version, until finally we got geared well enough to stack a bunch of drones on red and burn him down...but for guilds just going through this it's VERY difficulty. We had this problem on the green square as well, but not nearly as much as him switching about 3 times in a span of 80 seconds consistantly.
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 05/07/2009 22:23:10
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EQ Community Leader
Joined: Jun 1, 2005
Messages: 3915
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This was Keridon's fight, and he's not on EQ anymore. So, not sure if they can fix anything that easily. (The fight once broke without anything being changed)
That being said, you might want to let the first wave of adds spawn before moving the first two green pieces on each board. Might just be script lag or a laggy MMM server that's causing the issue. Or the Green ones could be falling under everything. Lots of funky things can crop up with that fight.
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 05/08/2009 00:51:14
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Elder
Joined: Sep 13, 2004
Messages: 184
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Fight is still winnable by a guild at that level of progression. Might even make it more fun. Found out 2 add groups and lower dps on the named (because 2 groups focusing on adds) will work well. Went for about 20 minutes before regen and attrition from adds got us. 35ish in raid so you get the picture.
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 05/09/2009 00:19:56
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EQ Community Leader
Joined: Jun 21, 2004
Messages: 2301
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On Test we started this npc about a month or so ago always got alot of adds no matter what even if nothing was on green (thought was normal) generally won, have a add teams and boss teams but recently with latest test patch we had hardly any adds and made this fight easy
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 05/09/2009 19:52:48
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Guardian
Joined: May 24, 2006
Messages: 3286
Location: The Darkest Pit of Hell - The Rathe
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Experienced this tonight. Definitely bugging out. Done it 20 or more times, so know its not normal.
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 05/10/2009 06:51:25
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Lorekeeper
Joined: Apr 3, 2004
Messages: 98
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We're doing this tonight (only because we need @#$@#%@ cores). Will update tomorrow.
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 05/10/2009 22:56:37
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Seer
Joined: Mar 9, 2004
Messages: 973
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Lots of adds today for us as well but it was guilds first go at the event so no idea if it was normal or not.
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 05/11/2009 07:53:05
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Lorekeeper
Joined: Apr 3, 2004
Messages: 98
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No oddness for us to report from last night, the event went as expected.
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 05/11/2009 08:02:09
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Defender
Joined: Jun 6, 2006
Messages: 2479
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We had a lot of adds on Friday as well on Tunare. I counted well over 30 adds spawning within the first 10 minutes of the fight, but I had originally dismissed it as the chessboard people messing up. Made me curious when I saw this post.
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 05/12/2009 07:27:18
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Elder
Joined: Apr 11, 2008
Messages: 236
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Yep, something is wrong for sure...
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 05/12/2009 08:55:02
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Apprentice
Joined: Jan 19, 2005
Messages: 13
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Are you operating the levers on the wall properly? I know failure to do so would cause adds to spawn even if no "chesspiece" was on green.
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 05/15/2009 17:03:35
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Augur
Joined: Apr 6, 2004
Messages: 406
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Things seem normal now or still messed up?
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 05/16/2009 19:43:40
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Scholar
Joined: Feb 27, 2008
Messages: 53
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Is this normal? 
and 
That's with 0 mobs on green tiles.
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 05/16/2009 20:57:50
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Augur
Joined: Sep 20, 2006
Messages: 438
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thats not normal, this thread has been around for 2 weeks. hopefully we can get a dev comment soon
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 05/17/2009 07:45:01
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Newbie
Joined: Sep 26, 2008
Messages: 8
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You get adds from just moving the pieces across green, just avoid it as much as you can.
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 05/17/2009 13:45:09
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Journeyman
Joined: Oct 9, 2008
Messages: 26
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This event went wonky again after the last Test patach. No drones on green, tons of adds. No idea if the patch was actually related, but it had been working in a fairly "normal" fashion for about two weeks before the last patch.
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 05/18/2009 19:13:01
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Augur
Joined: Apr 6, 2004
Messages: 406
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We had excess adds tonight. Wake up please, Devs!
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 05/18/2009 19:46:59
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Elder
Joined: Apr 11, 2008
Messages: 236
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Still broken...
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 05/18/2009 20:05:28
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Augur
Joined: Sep 20, 2006
Messages: 438
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i pm'd ngreth and he forwarded to absor so hopefully we'll get a response in the morning if they aren't too busy.
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 05/18/2009 20:47:12
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General
Joined: May 9, 2004
Messages: 39
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maybe if we mention that the evnet also drops Tower loot, they'll look at it and fix it, or that the trash mobs give the whole raid 2 aa's per kill.
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 05/18/2009 21:00:09
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Elder
Joined: Apr 11, 2008
Messages: 236
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Maybe now its "working as intended"
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 05/19/2009 19:34:35
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Augur
Joined: Sep 20, 2006
Messages: 438
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did this tonight, tons and tons of adds for no reason. still doable for uber guilds but its a real long shot for guilds that are doing this event as current content.
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 05/19/2009 22:00:22
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Defender
Joined: Sep 23, 2005
Messages: 1792
Location: Jefferson City, Mo
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Adds like crazy tonight when we did this....
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 05/20/2009 03:05:27
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Defender
Joined: Mar 4, 2004
Messages: 1336
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Event seemed fine last night for us. Granted, I'm not one of the people moving the drones around on the board, but once we got the wave of adds down, it wasn't until the very end that we had more adds - and finishing off Proto did the trick as far as dealing with those latecomers.
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 05/20/2009 06:47:39
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Master
Joined: Aug 14, 2004
Messages: 124
Location: Portland, OR
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I really hope this gets fixed soon if there is an issue, we are about to work hard on learning/farming TPXXVII soon now that we have Krond, brinda, and BN down and on farm.
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 05/21/2009 15:39:03
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Augur
Joined: Apr 6, 2004
Messages: 406
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Still waiting on the word here
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 05/22/2009 09:18:44
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Elder
Joined: Dec 25, 2007
Messages: 177
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We'll be trying it on Sunday most likely. When we did it two weeks ago we had no problems...
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 05/25/2009 09:00:49
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Augur
Joined: Apr 6, 2004
Messages: 406
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Malegolas wrote: We'll be trying it on Sunday most likely. When we did it two weeks ago we had no problems... Results? Anyone else have anymore input, we've been putting off with this zone due to this reason, though we need the cores. It's not fun to go in there not knowing whether or not it's fixed and wasting time.
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 05/25/2009 10:25:25
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Elder
Joined: Feb 19, 2008
Messages: 190
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Our guild has not experienced add issues that last couple weeks of clearing MMM. To give context, our guild has been clearing MMM in 2 nights for the last 2 weeks, just got our 5th Meld kill, and starting Cryst this week. So not uber, not starting out, not quite out of MMM either, but somewhere in between. -Red
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 05/25/2009 14:34:25
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Lorekeeper
Joined: Apr 3, 2004
Messages: 98
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tumnayar-MT wrote: Malegolas wrote: We'll be trying it on Sunday most likely. When we did it two weeks ago we had no problems... Results? Anyone else have anymore input, we've been putting off with this zone due to this reason, though we need the cores. It's not fun to go in there not knowing whether or not it's fixed and wasting time.
I'm in Male's guild - dropped him last night, we didn't notice anything out of the ordinary. Sorry. 
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 05/26/2009 07:21:06
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Newbie
Joined: Dec 12, 2007
Messages: 6
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Tell your dancefloor controllers to not use the white spaces at the beginning, too. When I could pin down the false move, it was a drone that someone told to move onto white (which then lofted itself an' dumped the drone) an' the game thought it was warped onto green. Was lucky I heard the green-move message an' could shuffle drones until I found the one in the wrong spot. Is not a HUGE tragedy if a drone steps onto one of the four safe colors for a few seconds, so don't be afraid to shuffle them 'round 'til you find the bugged one.
--Minta Rose, neato necro gnomie girl
P.S. As far as the north grid goes, the drones messed up in the northwest mostly. The drones that took longer to march to their spots were a lot less of a problem.
P.P.S. Chanters who complain when you put on a gnomiework suit for victory dances are spoilsports.
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 05/27/2009 10:29:49
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Journeyman
Joined: Feb 9, 2006
Messages: 33
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trying this event again tonight for about the 10th time it's keeping us stuck in mmm
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 05/27/2009 11:19:20
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Apprentice
Joined: Jan 31, 2005
Messages: 20
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Won this event last week. This week we had more add issues near the end. We did have somebody report getting emotes for 2 levers at the same time and after clicking 1 the second would not work. Noticed alot more issues the last 3 wipes on this with engineers trying to move mobs on platforms or onto platforms so will have to watch that. First time we had lots of paladins keeping them blind and we did cut back on that.
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 05/27/2009 13:40:42
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EQ Community Leader
Joined: Jun 1, 2005
Messages: 3915
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So some are getting chain-add spawning and others aren't seeing it, correct? If true, that suggests a bug in either the spawning of the script or in a sequence of use of mechanics.
Since this bug didn't seem to exist until recently, I wonder if some base level interaction code (unrelated to the script) was changed. This one could be a mess to unravel for the Devs, especially with Keridon gone.
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 05/27/2009 15:08:56
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Defender
Joined: Jul 7, 2004
Messages: 1477
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borneal wrote: We did have somebody report getting emotes for 2 levers at the same time and after clicking 1 the second would not work.
This is not a bug. The lever emotes are related to the drones: the more you have on a particular color, the shorter the time between lever emotes for that color will be. (There is an independent timer of sorts for each color.) By design there is a minimum 20 second delay between lever color changes.
Message edited by Palarran-AR on 05/27/2009 15:10:24.
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 05/27/2009 21:39:33
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Elder
Joined: Jul 8, 2008
Messages: 216
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Killed him this week and last. Got 1 set of adds at the very beginning both times and none for the entire fight after that.
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 05/28/2009 04:10:43
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Apprentice
Joined: Jan 31, 2005
Messages: 20
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Palarran-AR wrote: borneal wrote: We did have somebody report getting emotes for 2 levers at the same time and after clicking 1 the second would not work.
This is not a bug. The lever emotes are related to the drones: the more you have on a particular color, the shorter the time between lever emotes for that color will be. (There is an independent timer of sorts for each color.) By design there is a minimum 20 second delay between lever color changes.
The issue we had was getting a green and a yellow emote one after the other. Pull the green lever and then pull the yellow lever. Green lever worked. Yellow lever gave an emote that there was not enough steam built up. Since this may be seen as a failed yellow lever pull it means you may need to prioritize which lever gets pulled first on very close emotes. I am sure how buggy the event gets depends on how fast you kill and how good a job you do in keeping the engineers away from the board. So I would not expect everybody to see issues every time. It just means have to focus alot more attention on not letting the engineers rearrange the board at all since that is probably the source of the bug. Of course I have moved a drone into a raised platform intentionally to get him to turn so I can move him onto the square that was behind him.
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 05/28/2009 07:12:25
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EQ Community Leader
Joined: Jun 1, 2005
Messages: 3915
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The side levers, as they were explained to me, work like this:
- Minimum of 20 seconds between switching.
- Will auto-switch after 50 seconds.
There was also a bug, at the end of our runs through MMM, where you could, just by clicking the same lever again, keep 1 color locked down.
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 05/29/2009 02:24:12
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Apprentice
Joined: Jan 31, 2005
Messages: 20
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Having just done this again the issue does appear to be bugs with the real vs seen position of the drones. I have used the raised platforms or occupied positions to let me turn a drone so I could move him to what was the space behind him. Last night I told a drone to move to an occupied space and he did. So I had 2 drones on the same space. When I told him to move again he told me the space was blocked. The only space that was invalid was the one he apeared to be standing on. Tried moving him again and he kind of popped to where he would have been if he had never really moved onto the occupied square. So I think the mechanics are bugged such that the engineers could put a mob on green for the script but he would look like he is on a different square.
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