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Message ID: 9098
Date: Tue Oct 26 17:51:54 BST 1999
Author: CYR, Thierry
Subject: RE:warp speed spock


the critters im talking about all warp at the exact same spot (given perhaps
5 paces diameter or so)

Minkin
Sol Ro
level 35

> -----Original Message-----
> From: Kimes, Dean W. [SMTP:Dean_Kimes@...]
> Sent: Tuesday, October 26, 1999 12:46 PM
> To: 'eqbards@onelist.com'
> Subject: RE: [eqbards] Rathe Mountains
>
> From: "Kimes, Dean W." <Dean_Kimes@...>
>
> Do they all warp to the same point like critters do in Qeynos Hills?
> Fighting anything that runs away in that zone is nigh on impossible.
> Being
> a tailoring bard and that being the only zone where I have ever seen HQ
> wolf
> pelts, this warping is very frustrating. Does anyone know if Verant has
> ever mentioned fixing this?
>
> Kitasi
> not warp capable
>
> -----Original Message-----
> From: CYR, Thierry [mailto:tcyr@...]
> Sent: Tuesday, October 26, 1999 10:34 AM
> To: 'eqbards@onelist.com'
> Subject: RE: [eqbards] Rathe Mountains
>
>
> From: "CYR, Thierry" <tcyr@...>
>
> rathe mountains is and always has been bad for warpers, there's a spot
> that
> we hunt hg's at and if the monsters get to a certain little bump in the
> terrain, get ready for trains of em to come back at ya... anything that
> goes
> over this pathing location will warp away and take a long time to come
> back.
> This is close to the hill giant hill with the 2 guards on the top. Hg's,
> giant skels, lizards, cycs, basilisks, anything that goes here warps.
> Sorry
> i dont have the loc.
>
> Minkin
> Sol ro
>
>
> > -----Original Message-----
> > From: kim@... [SMTP:kim@...]
> > Sent: Tuesday, October 26, 1999 12:24 PM
> > To: 'eqbards@onelist.com'
> > Subject: RE: [eqbards] Rathe Mountains
> >
> > From: <kim@...>
> >
> > On Tue, 26 Oct 1999, Greg Gillan wrote:
> > >
> > > Has anyone else noticed this strange warping problem lately? I had
> > never
> > > experienced it before, but it seems since the last patch, things have
> > been
> > > "warping" out of range all the time. I've noticed this in the
> Karanas,
> > > Oasis, and even in Solusek B last night. New bug?
> >
> > I noticed a lot of people playing last night (1600+ on more
> > than half the servers). Ping times and PL were fine, but
> > /tells took up to 10 seconds to get through. Most network
> > systems are designed to dynamically respond to load by
> > decreasing update frequency (so you don't exceed available
> > bandwidth). When that happens in a game like this, moving
> > entities appear to blink in and out of existence as the client
> > and server get out of synch.
> >
> > --
> > John H. Kim
> > kim@...
> >
> > > Please send submissions for the eqbards newsletter to
> toren@...
> > with the subject lol.
>
> Please send submissions for the eqbards newsletter to toren@...
> with
> the subject lol.
>
> > Please send submissions for the eqbards newsletter to toren@...
> with the subject lol.