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Administrator
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Jeremy- Is A Fix For Monster Teleport Coming?
On the 17th June Connor_Graham put this question to the Dev team.
There have been several posts reporting various problems with monster teleport over the past few days. Are you guys looking into it and working on a fix? When can we expect it? Also, how is the fix for Curse in PvM coming along? ~~~~ Blesh quoted from the recent FoF. "Why are the Doom bosses and Dark Fathers teleporting back to their rooms?" There are two parts to this answer - a missed patch note and a bug. First of all, I apologize for the missed patch note - it was a misunderstanding on my part, and I didn't mean to cause panic and confusion. The note is as follows: - Doom mobs can no longer be kited out of the spawning rooms The second part is actually a bug - the change was not intended to affect the Dark Fathers, just the lesser bosses. We've got a fix for that sent to QA and hope to see it in the next publish. Patience is a wonderfull thing ![]() ~~~~ but as Connor pointed out. That has to do with DF's. I'm talking about all the monsters BUT the DF's, including tamed creatures, that no longer teleport even though you can hear them casting the spell. They seem to teleport to the same tile they're standing on. In other words... They're broken. ~~~~ Jeremy_EAMythic UO Community Coordinator I'll follow up on this today. ~~~~ MoonglowMerchant came in at this point beating the drum from his own thread elsewhere Get in line Connor. Those have been broken how long? Let's fix ROT first!! When your stuff has been broken for half a decade then you can resume posting about it. Until then, Shhh. (charming....tabby) ~~~~ Flutter put a question of her own to the OP 'Can I ask why this is an issue for you?' ~~~~ Connor explained yesterday It's taken a big chunk of challenge out of monsters you normally have to stay on your toes with to the point that they're ridiculously easy. I'd prefer they were the way they were before. ~~~~ Tina Small also added her own take on things. It's definitely more interesting when monsters that use magery can use their teleport spell to get to you. It's just stupid to be able to hear them using the spell and then they don't move and are stuck behind a hedge or a fence or some other type of barrier that they used to be able to jump over. It will also take some of the fun out of going to Blackthorn's Castle in Ilshenar where the Betrayers always used to teleport up from the lower floors to get at you. ~~~~ Connor's waiting paid off as a reply came from Jeremy_EAMythic UO Community Coordinator As of yesterday afternoon we hadn't been able to pin it down - I'll keep you posted. ~~~~ Azureal offered some information which might throw some light on the problem. Jeremy: Not sure if this will help in anyway, but I think the problem is pretty wide spread. First the first time ever I decided to hit Cove and try my hand at the invasion spawn. Spotted a Dark wisp, and tried to lure it outside the gates. My spells of choice are EV followed by direct damage, like e-bolts and f-strikes. I the dark wisp was flitting around the bank building in Cove and I couldnt get it any closer than half way to the gates with out it t-porting back. Sometimes it would port inside the bank, sometimes behind it, sometimes inside the building directly to the right of the bank. Annoying to say the least. Decided to pick new targets. Found a couple shadow elementals and a demon. Prov'd the two eles against each other, and then the demon onto one of the eles. This is when the t-porting fun began. About once every 2-3 seconds the demon would randomly teleport about the place, dragging the shadow elemental it was fighting with it. The secondary elemental would then rubberband to that location, or even an entirely different location, then come running back to where it was fighting. The demon would bounce back to where I had originally prov'd it but the ele wouldnt, so the demon would have to run/port off again and find its target. It was possibly the single most confusing fight Ive ever had. It was also seriously off putting. Considering how much a mage character is gimped in this invasion, I wont be heading back anytime soon. As a side note, I managed to lure a Vanguard warhouse out of the city and kill it without problem. Im sure it was casting spells, so I found it wierd that it didnt try to teleport/bounce around the place as well. ![]() ![]() |
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He's Fing Matt Damon
Join Date: Dec 2007
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Re: Jeremy- Is A Fix For Monster Teleport Coming?
Am I the only one in all the shards getting teleport-ganked?
Seriously, between the bouncy-bouncy antics of the Vanguard Controllers and the Liches that teleport to me and instakill with a 4-spell combo I'm sweating everytime midnight rolls around in Cove. I guess I don't understand what's broken... ~M |
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#3 |
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"Can Set Custom Title"
Join Date: Apr 2007
Shard: Lake Superior
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Re: Jeremy- Is A Fix For Monster Teleport Coming?
No your not the only one, most people that I talk with on my shard have just resigned themselves to the problem. And we realize that it will be fixed when they feel like it. Until then we just try to work together as best as possible.
![]() Hope is the first step on the road to disappointment |
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#4 |
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Elder Virtue Knight
Join Date: May 2008
Shard: Catskills
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Re: Jeremy- Is A Fix For Monster Teleport Coming?
I think the worst thing about it is getting all of your life 'magically stolen', because it doesn't get damage taken from it, it's just 'gone'. This seems to happen directly before the vanguard monsters teleport to you.
Now, when they initially posted the fix was going in, I was happy, because I had simply assumed that meant the vanguard would teleport....not their mobs of death. By far, the Vanguard Controllers getting stuck is a far greater nuisance now, because you die instantly trying to attack them due to the mega-warping void mobs. I think what they put in just made it more difficult to fight the vanguard, they ought to have made the controllers themselves teleport, not the mobs, imo. |
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