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#31 - 10/30/07 12:14 PM Cold table bug
sabu Offline
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Registered: 10/22/07
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Loc: wisconsin
Is there any plans on fixxing the cold crit table. It kinda is pointless having a cold rune for the tinkers, when the crits just error out anyways. I believe there still is a problem with holy also.
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#32 - 10/30/07 04:00 PM Re: Cold table bug [Re: sabu]
Charon Offline
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Registered: 10/24/07
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Loc: Toronto, ON
Cold works fine.. just one of the crits has a bug. And it's a very minor crit.
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#33 - 10/31/07 03:55 AM Re: Cold table bug [Re: sabu]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
Correct me if I'm wrong, but I don't remember any crit problems with holy either, other than the crits that sommon creatures not working. But, I think I heard those had just been disabled...
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#34 - 10/31/07 03:31 PM Re: Cold table bug [Re: sabu]
Muod Offline
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Registered: 10/04/07
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holy has the same bug message, but that message doesn't make cold table broken, its just one crit.
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#35 - 10/31/07 03:32 PM Re: Cold table bug [Re: Charon]
Muod Offline
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Registered: 10/04/07
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indeed. which is same with holy as i said...
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#109 - 11/29/07 12:21 PM Re: Cold table bug [Re: Muod]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
This seems like something any new wizard could be assigned to fix. It shouldn't take long to find, but fixing it could be something else entirely. Any news on whether this has been delegated yet?
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#130 - 11/29/07 04:16 PM Re: Cold table bug [Re: Cerberus]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
Any news on anything lately? :P
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#289 - 12/04/07 03:27 AM Death Knights
Kim Offline
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Registered: 10/11/07
Posts: 204
Loc: Europe
Death Knights have been... very bugged since I started playing Darke. They still make you lose heartbeat more or less every time you try to fight them. As things are, you could (ab)use them to make your castle quite, quite unlootable. ...and that's not to mention the possible abuses in playerkilling.

Several arches have claimed during the years to have un-bugged them, but the same problem still remains. I think it's a wonder that they arent abused more than they are. Why not just remove them until a new Death Knight, thoroughly tested and certain not to make people lose heartbeat is coded?

Furthermore... CPR does not work almost ever if you lose heartbeat. Well, I have never seen it work on Darke, the few times I have lost heartbeat...

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#302 - 12/04/07 09:01 AM Re: Death Knights [Re: Kim]
Cerberus Administrator Offline
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Registered: 11/28/07
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I haven't seen a Death Knight in ages, let alone fought one, but I'd think that if they were constantly the cause of heartbeat loss bug reports and combat-error logs would be filled with messages about them.

Darkemud has a long and storied history of never replacing things that are "removed until..." If something gets removed to be fixed, rather than fixed and updated, it stays removed. I personally don't feel that this is the best option at all. If they're bugged, they should be repaired or replaced. If they can't be repaired in good fashion, whatever functionality they have that's causing the problem should be replaced with something that's of equal power and not causing problems.

I've had CPR work on players and runes both.
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#311 - 12/04/07 11:44 AM Re: Death Knights [Re: Cerberus]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
CPR has worked for me in the past but not in the past few years.

The DK bug is incredibly annoying. I've heard from various sources that it's their weapons. Why not just give their hands a slashing damage similar to their weapon and remove said weapon?

I realize this isn't nearly as stylish as the sword wielding DK however it should work.
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