Thanks to those who participated in the Raid Tests earlier!

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Thanks to those who participated in the Raid Tests earlier!

by Hatson » Mon Jan 19, 2015 12:31 am

Even though the raid groups were very few, and most likely PuG'd, unorganized, no real leading, or perhaps even player knowledge backing them - It was still a fun experience for myself, even though a bit dull at points.
There were a few bugs I noticed in AQ20 myself - But that is the only raid I had time for. And we only got to the 3rd boss. But still, a decent effort - Undergeared and towards the end only 13-14 people remaining.

But thanks to everyone who helped test the servers the past 2 days, especially if any hard workers managed to organize a group properly for the raids.

Hope we get to test more in the future and play together again. :)

Here's some bonus footage of how to PuG AQ20. Don't worry; We're clearly professionals.
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Re: Thanks to those who participated in the Raid Tests earli

by Raidboss » Mon Jan 19, 2015 10:40 pm

Thank you aswell ;)
Seems like most people had a blast testing ZG/AQ20. Looking forward to the future!
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Re: Thanks to those who participated in the Raid Tests earli

by Hatson » Tue Jan 20, 2015 10:38 pm

Right, here's the list of issues I've been putting together. Sorry how late I'm reporting there, but I've been pretty busy the past week.
I just spent 5-6 hours compiling all of this together and going through all the footage for timestamp links. I realize this might look a bit messy, but I tried to tidy it up a bit... I hope it's not too off-putting.

Time stamps included on every issue for footage. Please reserve quite a bit of time before going through all of it. It may take a while to check all the timestamps and footage linked, since the base footage is 1080p ~3300 kbps raw stream footage.

I'm not 100% sure of all of these being actual bugs, as my memory is a bit rusty by now, and some of these are a bit tricky to research history on (some minor things).

I'm posting these here because there's a lot things listed, and because I'm not entirely sure about all of them, and do not have absolute knowledge of all these things.
By displaying them here, I can get feedback from whoever reads and knows better than me. And I'm 100% sure there are many people here who would know better than me.

I will be including all the issues I remember, even ones that have been fixed since then. Just for completion's sake and my own sanity; I will mark those as [FIXED] here below. And related bugs that I'm not sure are fixed or not will be marked as [? FIXED ?].

--|--
GENERAL GAME & CLASS MECHANICS
--|--

Class / Ability issues:
[FIXED] Warrior: Cleave hits friendly players
[? FIXED ?] NPCs Cleave seems to also have issues, perhaps not unlike the issues Cleave for Warriors had.

[FIXED] Hunter: Multi-Shot hits friendly players
[? FIXED ?] Hunter: Pets attacking Friendly Players - and vice versa: The Hunter's own pet attacking the Hunter himself.
[? FIXED ?] Hunter: Pets attacking Shaman totems at random, for some reason. (Look closely at Jergingha's water totem and then after I turn around when I hear the pet aggro onto something, the totem smoke poof is there and the totem is gone.) - Perhaps again related to the Multi-Shot bug, I don't know.
Hunter: Calling your pet while your pet is dead (??)
Hunter: ?????????????????

[FIXED] Shaman: Chain Lightning hitting friendly players.
Shaman: Mana Spring Totem resisting itself? (Only noticed this afterwards when watching my footage. No idea what this means or if it affects gameplay.)
Stormstrike for some reason on the PvE tests showed up (at least visually from the damage numbers) as "white damage" - Even though on the previous PvP test it was the correct "yellow damage". - Yes, Stormstrike is technically an auto attack, for it can proc on-hit effects and "extra attack" chances. (Such as Windfury / Hand of Justice, etc) - But the damage Stormstrike does shows up as yellow, always has.
You can see it doing white damage throughout all of my PvE footage. And for proof of it doing yellow damage, well.. ask anyone who's ever played a Shaman. And any WF Enhancement pvp video ever made.

Ghost Form: During corpse runs, you can't seem to run on water. Which ghost form is supposed to be able to. Instead, we're swimming ghosts.

Aggro / NPC / Pulling:
Some group of mobs don't aggro together when pulled. (group chain issues) - Happens in some dungeons.

[? FIXED ?] Friendly NPCs attacking friendly players, specifically Hunters. (99,9% sure it's just the Multi-shot bugged that is fixed now. That bug alone caused a TON of issues.)

Sometimes interacting with Noth didn't work at all.

Stuck in Combat:
So often we were stuck in combat for a bit longer period than supposed to after a fight, but also sometimes just engaged combat at random, and exit it at random, often for very long, extended period. Sometimes infinite it seems.
ZF had a lot of moments where we randomly entered combat out of nowhere, often outside of combat or not doing anything really. But we usually exited combat few moments afterwards.
This issue was especially bad in RFD, where we engaged combat at one point and never exited it again.

Pathing:
A few mobs in the dungeons seemed to have strange pathings:
Example (SFK): This wolf's pathing. He runs way past us and comes back later.

Player's pet pathing also seems to be acting strangely at certain times.

UI Issues:
Like on the PvP tests previously, I still have a lot of UI issues. A lot more noticable to me now, and even more popped up for me. (Not seeing any CDs on abilities, that "toggling" effect, item counts on bars not updating (food, water), etc etc).
Besides the massive issues I have with all my addons on Nostalrius. There were also a few UI issues:
While raiding, the raid tab was just completely empty most of the time. As if I wasn't even in a raid group. Also notice my Grid stopped working for no reason.
The raiding frame issues started happening after the repeated crashes during the test.


--||--
DUNGEONS
--||--

---
Sunken Temple
---

Hukku:
One of the 6 trolls with the green glowing hands. This is the Warlock one. He's supposed to summon 3 Warlock minions all the same time - However, he summons them twice when we fought him. I don't think that's supposed to happen.
(Also, a weird visual glitch happened at the start of that link, as I saw Hukku's Shadowbolt for some reason flying through a wall at the other of the wall, as you enter his area).

Avatar of Hakkar
Hakkar event I'm pretty sure is somewhat broken - Just watch the full fight here.
1) The little serpents adds completely overwhelmed us, even as 60s, perhaps they spawn a bit fast? I'm not sure, maybe our AoE was just that non-existant.
Yes, I'm aware we were not doing the hugging wall tactic (appropiate for lvl 47-54s players) and our totems were aggroing some serpents.
2) We had a lot of issues with looting the blood from the wind serpents that drop it there. We had to kill 7 or 8 of them to finally get all 4 bloods to dispel Hakkar's shield. (might be a general looting issue, not sure)
3) After wiping due to the serpents spawning soverwhelming us, neither Hakkar or any of the adds despawned after we all wiped. If my memory is correct, Hakkar despawns after a wiped attempt.

Jammal'an The Prophet:
Jammal'an's Curse debuff (Hex of Jammal'an) that turns you into an ugly trog-like thing, doesn't work, you can still act normally while under the effect. (It's supposed to turn you against your friends)

Ogom the Wretched:
Ogom wasn't even standing next to Jammal'an. But instead popped up into existence after we aggroed Jammal, and even stranger, two Ogom's spawned and they BOTH dropped items. So we had 3 boss drops in total, instead of only 2. Because Ogom duplicated for whatever reason.

Shade of Erakinus:
First of all his model is WAY smaller than he should be. And for some reason, our Hunter's arrows were sticking out of his body with a HUGE model.
A tiny Erakinus with HUGE arrows sticking out of his head. Very strange graphical / model size issues.

Misc:
The trash in Sunken Temple, at the dragon floor level are awfully still. They don't seem to move much at all. Not entirely sure if this is correct behaviour or not.

Weird pathing issues occured after a wipe where all the dragons ran back to their spots after we engaged Erakinus with lots of trash still alive (he calls all of the dragons to him, that is working correctly),
and long after the runback, while I was being ressed, a small whelp came jolting through the wall at record speed, flying past me and running back. No idea wtf happened there.

---
Zul'Farrak
---

At the start, first pathway down, the two mobs patrolling back and forth respawn endlessly (and their pathing is a bit jumpy up and down)

Antu'sul:
He doesn't aggro when you approach the cave like he should.

Stair Event:
I'm pretty sure the adds come too fast. I think a proper level group wouldn't be able to do it. ... But I'm not entirely sure on this one. - Judge for yourself.
Nekrum Gutchewer (stair event boss): Bugged out for us. He started evading while he stood at the bottom of the stairs. He wouldn't move off them, and his aggro was stuck on targeting me only.
No matter what we did, he would just stand still, looking at me, ready to attack, and evading everything.
... And then the server crashed, and the whole event restarted, so we couldn't even finish the stair event because it glitched out completely with Nekrum's endless evading and the server crash killed it entirely.

---
Razorfen Downs
---

Gong Event:
Seems to work, I think? But Tuten'Kash seems to just pop into existence in the middle of the room. (Pretty sure she's supposed to come running from the other side of the room). And the smallest tomb fiends drop money. (not sure if they're supposed to)

Glutton:
He seems to walk too fast. It's an abomination walking animation. They're supposed to be much slower than that. Pretty sure Glutton was slow like other abominations as well.


--|||--
RAIDS
--|||--

---
AQ20:
---

Kurinnaxx:
Sand Trap silence debuff seems to also affect Kurinnaxx himself. Not sure if it's actually silencing him or not, but the Sand Trap debuff does appear on him.

Lieutenant General Andorov (friendly NPC - Event initiator):
After wiping on our first General Rajaxx gauntlet - Andorov took a very long time to respawn to able to initiate the event again.
It seemed much too long. He took roughly 30 minutes to respawn, timed from my stream VoD.

Major Pakkon:
One of the bosses among Rajaxx's army - for some reason respawned with his group of "goons", after only 1 wipe at Buru The Gorger. And he was the only one to respawn along with his "goons" of all the Generals.

And for some totally abstract reason - Major Pakkon is labeled as a Mechanical unit type according to my Xperl. But.. It might just be my addons screwing up. They all were on both the PvP test and no exception on both these PvE tests.

Captain Qeez:
I can't explain this one. I have no idea what happened here. But thought it might be worth a look into.


---------------

Right, that should be most of it.
I might have forgot to mention some things, but that's all I got for now.
Last edited by Hatson on Wed Jan 21, 2015 4:39 pm, edited 7 times in total.
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Re: Thanks to those who participated in the Raid Tests earli

by Imbaslap » Tue Jan 20, 2015 11:01 pm

to add in some of the things I noticed and reported:

*Explosive trap on hunters still do friendly fire damage to npcs and players.

ZG:
Jeklik in ZG had a few bugs actually.
*Sonic burst was 30 yard range dealing full physical damage(no reduction from armor) and casting right after a charge(cooldown is a bit off as well)

Vanilla wow source: https://web.archive.org/web/20060428042 ... /?n=743514 & http://db.vanillagaming.org/?spell=23918. https://www.youtube.com/watch?v=HulDb3F3rFw @29 seconds for the range on sonic burst.

*bat swarms spawn immediately after pulling Jeklik rather then a minute after engaging her.

Vanilla wow Source: https://www.youtube.com/watch?v=nb41E5udqkU the pull has no bats spawning and further in on how long before it begins.

Venoxis in ZG has a strange bug too.
*Venoxis never used the Holy Wrath ability (holy damage chain lightning like zeliak in 4hm naxx fight) while in troll form. after pushing venoxis into Phase 2 (snake form, if there was more than 1 person in melee range, venoxis would spam the chain lightning (blue one like shamans have/ nature damage (not holy)) regardless of mana cost and no cooldown.

Vanilla wow source: https://www.youtube.com/watch?v=4W6bkOtjNNc

We also have it on our twitch streams on Rhoen's and Normander's for evidence.

Spider Boss trash,
*the drunken debuff casted on players from the spider trash in the area that occasionally has the target drop his weapon, the drunk effect continues to persist even after the debuff is gone or the player dies. it continually emotes "you feel drunk!"

AQ20:
* the qiraji Swarmguard trash before kurinaxx, the actual scaling of the model size was the size of a gnome player. this is incorrect and they should be bigger than a gnome.
*crashes caused by the qiraji wasps doing the aoe poison volley to client and server. (probably fixed already)
*kurinaxx was affected by the sand trap debuff (hatson mentioned).




I'll compile more later from what wasn't stated by Hatson already.
Last edited by Imbaslap on Wed Jan 21, 2015 4:38 am, edited 13 times in total.
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Re: Thanks to those who participated in the Raid Tests earli

by Xyz » Tue Jan 20, 2015 11:04 pm

Hatson wrote:Ghost Form: During corpse runs, you can't seem to run on water. Which ghost form is supposed to be able to. Instead, we're swimming ghosts.


All ghosts should be able to, this issue is usually solved on relog (while dead) on mangos cores. Though I realize there might have supposed to been a comma after water and that second statement isn't a question now that I read this again.
Last edited by Xyz on Tue Jan 20, 2015 11:44 pm, edited 1 time in total.
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Re: Thanks to those who participated in the Raid Tests earli

by Keftenk » Tue Jan 20, 2015 11:21 pm

I also experienced the Mana Spring resist bug: viewtopic.php?f=24&t=574#p4619
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Re: Thanks to those who participated in the Raid Tests earli

by Askental » Wed Jan 21, 2015 1:46 am

Awesome work!

You also captured something I forgot to report because of the seriousness of this AQ20 raid :D

During the Kurinnaxx fight, we had a couple flying sand traps and I don't think this is supposed to happen. Can be seen here.
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Re: Thanks to those who participated in the Raid Tests earli

by Nain » Wed Jan 21, 2015 1:47 am

I noticed some twitchy movement. At 4:04:33 of the Travallama stream, you can notice twitchy movement being observed on the mounted undead player riding past.
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Re: Thanks to those who participated in the Raid Tests earli

by Senedraxl09 » Wed Jan 21, 2015 5:11 am

also for my wolf NYOOOming off into the distance (im the troll hunter) i was aggroed onto a shaman who was in wolf form and had run off into the direction. this caused my wolf to despawn until i called it back out. That is when it goes flying because it still had aggro on the shaman XD
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