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-   -   Bug Reporting (https://www.graalians.com/forums/showthread.php?t=7835)

Bryan* 01-15-2015 09:30 PM

Quote:

Posted by Narcosis (Post 535490)
I proposed a solution not too long ago that would completely solve the entire "mass-recruiting random people to help defend tower" thing, and thus make this bug moot.

When a new player is recruited to a guild, there is a 10 minute period in which the player is still fully a part of the guild, but cannot help defend a tower if said guild is already in control of said tower. Meaning, as far as the game's mechanics for towers are concerned, that player would not be considered a part of the guild. If 10 minutes go by and the guild is still in control of said tower, that player may now help defend.

All problems solved.



So you're saying you would like a queue system to be implemented for recruiting?

Thallen 01-16-2015 01:58 PM

There is a glitch that people are currently abusing that allows them to be invincible vs. swords when at Sardon's flag level (and possibly other towers).

You can only do this glitch on PC. Since PC does not cache levels and other files (unlike iOS), you must reload the flag level at Sardon's every time you reconnect. After the first time you load the flag level, everyone else in the level is invisible to you. So, what you can do is go to the spikes room below the flag room level, refresh your page (to clear your cache), log back on, then go up to the flag room level. You will then see no one and can hit the flag freely.

Edit: I believe a condition for this glitch to work is that you have not loaded any other level on the overworld once you've reconnected, so the flag room level has to be your first level loaded on the overworld. That being said, it should work at Swamptown, DW, and York as well.

You can, however, be damaged by arrows and bombs during this glitch, which I assume is because they are separate entities and not coded as a part of the Graal character sprite (which are invisible during this glitch). This has existed for a pretty long time, but a particular guild is really abusing it now.

Fulgore 01-16-2015 05:33 PM

Quote:

Posted by Thallen (Post 535677)
There is a glitch that people are currently abusing that allows them to be invincible vs. swords when at Sardon's flag level (and possibly other towers).

You can only do this glitch on PC. Since PC does not cache levels and other files (unlike iOS), you must reload the flag level at Sardon's every time you reconnect. After the first time you load the flag level, everyone else in the level is invisible to you. So, what you can do is go to the spikes room below the flag room level, refresh your page (to clear your cache), log back on, then go up to the flag room level. You will then see no one and can hit the flag freely.

Edit: I believe a condition for this glitch to work is that you have not loaded any other level on the overworld once you've reconnected, so the flag room level has to be your first level loaded on the overworld. That being said, it should work at Swamptown, DW, and York as well.

You can, however, be damaged by arrows and bombs during this glitch, which I assume is because they are separate entities and not coded as a part of the Graal character sprite (which are invisible during this glitch). This has existed for a pretty long time, but a particular guild is really abusing it now.

I think I've seen/experienced this as well, but while defending. Ended up being "that guy" that just sat at flag when it was covered, as I didn't see anyone up there until I went down, then back up to flag at Sardon's right after.

Dusty 01-16-2015 05:36 PM

Quote:

Posted by Thallen (Post 535677)
There is a glitch that people are currently abusing that allows them to be invincible vs. swords when at Sardon's flag level (and possibly other towers).

You can only do this glitch on PC. Since PC does not cache levels and other files (unlike iOS), you must reload the flag level at Sardon's every time you reconnect. After the first time you load the flag level, everyone else in the level is invisible to you. So, what you can do is go to the spikes room below the flag room level, refresh your page (to clear your cache), log back on, then go up to the flag room level. You will then see no one and can hit the flag freely.

Edit: I believe a condition for this glitch to work is that you have not loaded any other level on the overworld once you've reconnected, so the flag room level has to be your first level loaded on the overworld. That being said, it should work at Swamptown, DW, and York as well.

You can, however, be damaged by arrows and bombs during this glitch, which I assume is because they are separate entities and not coded as a part of the Graal character sprite (which are invisible during this glitch). This has existed for a pretty long time, but a particular guild is really abusing it now.

Would kicking players from towers(if they are using flash) resolve this, or does the problem still persist even if they have to navigate the entire tower back?

Thallen 01-16-2015 06:09 PM

Quote:

Posted by Dusty (Post 535700)
Would kicking players from towers(if they are using flash) resolve this, or does the problem still persist even if they have to navigate the entire tower back?

It should fix it because as soon as they go back down from the flag and come back up (at Sardon's), it's fixed. Maybe you can just make it so that if anyone reconnects while inside of a tower, if they are using the Flash client, they are warped outside of the tower onto the overworld?

Dusty 01-16-2015 07:58 PM

Quote:

Posted by Thallen (Post 535708)
It should fix it because as soon as they go back down from the flag and come back up (at Sardon's), it's fixed. Maybe you can just make it so that if anyone reconnects while inside of a tower, if they are using the Flash client, they are warped outside of the tower onto the overworld?

That's the plan, yes.

GotenGraal 01-19-2015 06:56 PM

I'm not sure if this is a bug or a glitch but correct me if I'm wrong here. In the spike room at sardon they added a new spike by the door that leads to the flag room to prevent people from blocking the door as easily. Just recently, I've seen people run down low enough where the spike will not hit them but they're on the tile that should warp them into flag room. Even if you're arrowed down you cannot get low enough to block that door without taking damage from the spikes if I recall correctly. I'll see if I can record it because I see people enter and exit that entrance a bunch of times until it seems to let them run straight down without entering the flag room and then can block without touching the spikes.

Thallen 01-20-2015 07:55 PM

Quote:

Posted by GotenGraal (Post 536269)
I'm not sure if this is a bug or a glitch but correct me if I'm wrong here. In the spike room at sardon they added a new spike by the door that leads to the flag room to prevent people from blocking the door as easily. Just recently, I've seen people run down low enough where the spike will not hit them but they're on the tile that should warp them into flag room. Even if you're arrowed down you cannot get low enough to block that door without taking damage from the spikes if I recall correctly. I'll see if I can record it because I see people enter and exit that entrance a bunch of times until it seems to let them run straight down without entering the flag room and then can block without touching the spikes.

anyone can do this when the server is laggy, try it yourself sometime

warp points between levels are processed serverside, so if your ping is high enough (easily achieved when 3000+ are on), you can go down from the flag and quickly run backwards, then when the spike is in front of you, you can turn forwards against it without taking damage, allowing you to be on the tile and facing forwards

it's the same for the door to the hallway at Sardon's, any good door blocker will enter that level then quickly turn and run right for 2-3 steps and turn left again so that they can't be hit adjacently by people attacking
I can't do it when 2000 people are online in the morning but it's very easy for me to do with 3500 on

GotenGraal 01-20-2015 09:41 PM

That makes sense since I never saw it when I towered but player count wasn't nearly that high. But I think they added that spike to nerf sardon and prevent people from blocking that door freely like that so it still seems like its something that should be fixed. I don't really mind it though since I liked sardon before I just felt like pointing this out.

Thallen 01-20-2015 09:46 PM

What I really don't understand about door blocking at towers is how Castle gets special treatment with a script that automatically moves players that block the Castle flag room door.

I've been warped by admins before for blocking Snow entrance, York cave entrance, and Swamp entrance. Why doesn't someone just add that same script to every door where blocking is determined to be illegal? Then it'd just never happen, and admins would never even have to interfere. I tower at Sardon's almost exclusively, and I wouldn't be mad if they added the script to the flag room door.

Either that, or remove the one at Castle. I don't really see why that one is necessary if so many others aren't. The one at Castle can be abused with a glitch that lets you respawn in place when you die anyway.

I think in terms of fairness advantage, the doors that probably need that script are:
  1. Sardon's flag room door
  2. Castle flag room door
  3. York cave entrance

If the same script was added to Sardon's and York, it'd probably balance towers out a little bit. Sardon's is basically impossible to lose if you have 6 competent defenders who know how to correctly block that door.

If the one at Castle was removed though, it'd probably need some sort of HP nerf at the flag. Just pointing out that there's some strange inconsistency with how Castle's door is treated compared to others.

Colin 02-14-2015 05:10 PM

1 Attachment(s)
Not entirely sure how this happened but,

I entered the cave on the top left of the gmap beside MoD and ran around for about 5-10 seconds then left, when I left I was warped into a little water level surrounded by weird ground spikes sticking out and then all of a sudden I got warped here(see attachment) anyone ever experience something like this before? Practically just warped across the gmap in 10 seconds.

I entered the river from under the bridge, I guess it warped me there and then my character moved out of it - I can not go back under though. (Angel Clan Bridge)

Neil 02-14-2015 05:41 PM

When someone kills you, somehow if you run into them or something you're able to run through a fence. This happened to me somehow, I know it's a bad, probably very unhelpful explanation, but yea..

deadowl 02-16-2015 03:38 AM

Quote:

Posted by NM (Post 541332)
When someone kills you, somehow if you run into them or something you're able to run through a fence. This happened to me somehow, I know it's a bad, probably very unhelpful explanation, but yea..

Location would be a good starter.

Quote:

Posted by Colin (Post 541328)
Not entirely sure how this happened but,

I entered the cave on the top left of the gmap beside MoD and ran around for about 5-10 seconds then left, when I left I was warped into a little water level surrounded by weird ground spikes sticking out and then all of a sudden I got warped here(see attachment) anyone ever experience something like this before? Practically just warped across the gmap in 10 seconds.

I entered the river from under the bridge, I guess it warped me there and then my character moved out of it - I can not go back under though. (Angel Clan Bridge)

Can't say, but that sounds more like a client bug than a scripting bug.

LwMark 02-16-2015 03:41 AM

The water place with all the rocks around it, there also Is a sign there to, it's a place if u lag u get sent there I'm tryin to find a pic I have of it

deadowl 02-16-2015 03:45 AM

Quote:

Posted by Thallen (Post 536473)
What I really don't understand about door blocking at towers is how Castle gets special treatment with a script that automatically moves players that block the Castle flag room door.

One of the biggest disappointments I have with iClassic is that they kept the mountains I tiled, but not my movement system. I recognized path blocking as a major problem, and scripted movement to ignore path blocking for most cases when there is no other path to take (when your vertical or horizontal are less than two tiles, i.e. a player-width, from other path blocking elements).


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