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#26 SoraOfKHK

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Posted 05 October 2013 - 05:13 PM

Thanks for mentioning it.  I was lke * :OOOO * Raping the combine button I fingergasm.

 

What the hell did I just read? :p_laugh:


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#27 Mazurka

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Posted 07 October 2013 - 10:42 AM

I'm still having the problem where if I alt tab out of game sometimes when I tab back in the game doesn't respond properly to the keyboard.  Like i'll hit wasd keys to move and the game acts like it doesn't even register that those keys were pressed and my character remains standing in the same spot.  I'd like to be able to tab out of game and back into game without the keyboard going all wonky.  It's not my keyboard because it only happens in this game and it's happened with 2 different keyboards now.

 

Another bug is where the cursor seems to get stuck in the last state it was in, for example if I talk to an NPC the cursor will get stuck in the "dialogue" state.

 

Yet another bug, for some reason (maybe related to the bug with the cursor) my character still randomly charges off to attack a monster or talk to an npc seeminly out of the blue for no reason whatsoever.  This is VERY annoying.

 


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#28 TaroBubbleTea1

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Posted 07 October 2013 - 03:21 PM

Man-- I can't combine my

 

Craftmans Glasses + something *Using rune/appearance maintain* too.. Just flashes and does nothing as well... *Joins the spamming*

 

Edit: Seems like the appearance Maintain is the one that isn't working. ><


Edited by TaroBubbleTea1, 07 October 2013 - 11:12 PM.

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#29 SoraOfKHK

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Posted 07 October 2013 - 04:57 PM

I'm still having the problem where if I alt tab out of game sometimes when I tab back in the game doesn't respond properly to the keyboard.  Like i'll hit wasd keys to move and the game acts like it doesn't even register that those keys were pressed and my character remains standing in the same spot.  I'd like to be able to tab out of game and back into game without the keyboard going all wonky.  It's not my keyboard because it only happens in this game and it's happened with 2 different keyboards now.

 

Another bug is where the cursor seems to get stuck in the last state it was in, for example if I talk to an NPC the cursor will get stuck in the "dialogue" state.

 

Yet another bug, for some reason (maybe related to the bug with the cursor) my character still randomly charges off to attack a monster or talk to an npc seeminly out of the blue for no reason whatsoever.  This is VERY annoying.

 

I'm assuming you're running full-screen. Use the Windows key (or whatever the Apple equivalent is, as I forget what key it is), as this problem occurs less with that method. It still happens, though. Hitting ALT should fix it, but if not, just hit the Windows key again, click anywhere on your Taskbar, then click back into the RO2 window.

 

The third bug is affected by the second one, as far as I know. If your target is still selected, at times when you click on the map (say an NPC, and your mouse is stuck as a chat bubble) even if you're like 20 meters away, you'll bolt off to the target, because you technically selected them (due to the icon error), even though you selected the map (most commonly a mistake, because not many move by click-to-move in this game). It happens often due to mistakenly clicking the map, but there's a setting to turn off click-to-move.


Edited by SoraOfKHK, 07 October 2013 - 04:57 PM.

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#30 Mazurka

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Posted 08 October 2013 - 01:08 AM

I actually run in windowed mode with my resolution set to the same as my desktop resolution (so that it takes up the entire screen).  I find that it makes alt-tabbing a lot quicker (instant) as opposed to running in full screen mode (close to instant, but not instant). 

 

As for the other thing, I have had click to move turned off for a while now, mainly because it was driving me crazy accidentily clicking somewhere to try and turn my camera and the character moving instead. 

 


Edited by Mazurka, 08 October 2013 - 01:09 AM.

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#31 raela

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Posted 08 October 2013 - 03:01 AM

I've noticed if I tab away on loading screens, I'm a LOT more likely to run into the "movement keys don't work" issue. Tabbing with a fully loaded map seems to go better.

The cursor thing is something I've been quite unhappy with, too - it came in either the last patch or patch before. I've seen someone say it doesn't happen if you have move to land on click enabled.. but I don't want that. -_- If you see your cursor stuck, do a quick move over your hotkey bar and it resets it.

Also, posting this here and in the relevant thread..

Character moving back to targetted mob every auto attack
http://forums.warppo...ry-auto-attack/




THIS is the bug. It happens on any melee character. You can see that sometimes I get lucky with timing and run out of "swing back" range, but this has gotten me killed many times - Eremes especially (run into whirlwind) and in raids (run into AoE markers). The "work around" is to hold down the mouse button to control the camera, but it should just not happen. -_- Auto-spinning for skills is good and fine, but please please PLEASE find a way to make it not affect auto-attacks.
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#32 Mazurka

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Posted 08 October 2013 - 08:13 AM

Guess i'm just unlucky. :P  For me the tab thing seems to happen fairly often regardless if I tab on a loading screen or not. >.<


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#33 SoraOfKHK

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Posted 08 October 2013 - 09:44 PM

Invisible textures were supposed to be fixed, right? Yellow is representing the size of what I'm standing on, red is the height I'm standing, and white is the height of the water level. Also, that bush is behind me, so I'm not standing on it.

 

Spoiler

 

I saw the water texture yesterday, and I found it odd, since it had been missing for a while. I'm not even sure if it's ever been there. I decided not to report it, but since it's missing again, I'm going to. The sound effect of water flowing, as well as the splashing sounds when you're in the fountain are there, and I saw the water yesterday, so I know it's there. It's just, for some reason, not always visible.

 

Spoiler

 

 

 

 

Regardless of the fact that the NPCs will be removed at some point, this is just an odd bug. He should be missing an eye, not a face. But clearly, his name is a lie, since he obviously has two eyes.

 

Spoiler


Edited by SoraOfKHK, 08 October 2013 - 09:45 PM.

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#34 aldobasso

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Posted 09 October 2013 - 07:51 AM

2 bug for healers:

 

1) sometimes in raids when u click on the icon of someone the cursor switch on another icon

2) sometimes in rdh/raids when u heal/reno someone,  you start flipping and rotating around the target not healing at all

 

Cu


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#35 Melisax3

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Posted 09 October 2013 - 08:30 AM

Hello everyone, 

 

Please help us make a centralized bugs list of new bugs and ongoing bugs. Please write before your post if it is new bug from 9/25 or an Ongoing bug. 

 

Thank you. 

 

 

 

9/25 currently Reported Bugs:

 

-Some people are still appearing up in the air or below ground to other users

-Crecentia weapons are lacking Magic Power (need to know if this is intended or not)

-Union points cannot be deleted

-Marine Casual Costume is not displaying colors properly when dyed the same color as the Marine Cap

-SoulLink Devotion will be removed from the target player if it cast on the target player a second time. If SoulLink Devotion is cast twice on a target player, not only will it be removed, but the target player cannot have SoulLink Devotion cast upon them again. 
-
SoulLink devotion comes off target player when you heal the 'linked' target player with Restore

-Santa Bag costume item makes Noel characters disappear and unable to move

-Beast masters are experiencing a bug in Colosseum. When using the “Charge” skill all their other skills become bugged, and they are unable to use any other skill or ability.

-Players cannot search for Noel weapons or armor specifically within the Auction House

-Auction House mail doesn't tell you what was sold anymore. In place of the name of the items it'll now say "@1z"

-Thirster Soul Doll does not have a model in game when a Soulmaker equips it

-Players reporting that quivers are disassembling into Elunium instead of Oridecons again

-Using Alt+Z to remove the game UI will also freeze the hourly reward timer until the UI comes back so that time doesn’t pass for the hourly rewards unless the UI is visible

-Khara Missions for Noel classes shows the Swordsman icon instead of the Alter/Crecentia/Soul Maker icons

-The anvil, artisan table, and other crafting models used in their animation when crafting items are oversized for the Noel race, making the animations not appear properly when used

-Raid Frames are sometimes disappearing for players when they enter into a dungeon or raid. 

-Players are still experiencing other players who have been killed and resurrected, but their character model remains prone in the “dead” animation.

-Crecentia and Soulmaker set gear from raid dungeons lack a set bonus, where as other classes have a set bonus to their armor

 

 

 

Please let us know here if we missed any!

 

Not only Restore, ma'am, all kind of healing spells including SM, Priest, Sorc.
 


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#36 SoraOfKHK

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Posted 09 October 2013 - 02:44 PM

9/25 currently Reported Bugs:

 

-Some people are still appearing up in the air or below ground to other users

-Crecentia weapons are lacking Magic Power (need to know if this is intended or not)

-Using Alt+Z to remove the game UI will also freeze the hourly reward timer until the UI comes back so that time doesn’t pass for the hourly rewards unless the UI is visible

-Khara Missions for Noel classes shows the Swordsman icon instead of the Alter/Crecentia/Soul Maker icons

-The anvil, artisan table, and other crafting models used in their animation when crafting items are oversized for the Noel race, making the animations not appear properly when used

-Crecentia and Soulmaker set gear from raid dungeons lack a set bonus, where as other classes have a set bonus to their armor

 

 

 

Please let us know here if we missed any!

 

 

I'd say you have. Out of all of the ones I suggested that need to be fixed, you only pulled those? :p_swt: Oh and no, it's not intended for Crecentias to have Magic Power on all other weapons but their level 50 purple weapons. Do you realize how stupid that would be to be intended? For all other weapons but the level 50 purple ones to not have it? It's a major problem due to the fact that it is detrimental to DoT build Crecentias. I don't believe that a person should have to change their build just to get around a bug, glitch, loophole, or abuse within this game. Please fix it.

 

Some people are saying that is the reason why we have lower Magic Power in Colo, because the Colo stat formula uses level 50 purple gear to determine the stats.

 

 


- In Colo, I'm getting the "not enough time to cast" notifications, and the "not in range" notifications, when my skills should be off of cool-down, and when people are right next to me. This happens to me more inside Colo than outside of Colo, but it does happen outside of Colo as well. Sometimes I get them for every single skill I have, and I have to move the skills around to fix it. However, sometimes even moving them doesn't fix it, and to do something like moving them in Colo can cost you a kill, or get you killed.

 

 

- Tempest stuns before the animation begins, and ends before the animation ends. The skill animation is around 2-3 seconds. Fix it, and Guillotine Fist.



 
Issues since the 9/25/2013 Patch:

- Attack Power and Magic Power still aren't being scaled correctly in Colo for Crecentias. I had 2500 Attack Power, and 1500 Magic Power when I first did Colo a few days ago (a day before the Patch). I now have 2,600 Attack Power and 1,700 Magic Power. They should both be the same number, which I'm assuming should be around 2800 realistically. Before the 9/25/2013 Patch, my Attack Power was around 3,400. I understand that it should have been dropped because the stats weren't Crecentia stats, but I don't think it's supposed to be as low as it is now.

 

 

Issues before the 9/25/2013 Patch:

 

I've mentioned it before already in a previous bug thread, but Furnunculus is showing as a 3% damage increase at level 5, not a 4% damage increase.

Spoiler

 

 

Noels are still missing their English voices, which I do believe was supposed to be fixed in the 9/25/2013 Patch (though, not in the Patch Notes, it was mentioned before the Patch).

 

 

I'm getting stuck in the loading screen of Long-Distance Flights. I'm listing it here, and hoping I'm not the only one this is happening to.

 

The screen loads, but it clicks a bunch of times (the sound effects of opening and closing any part of the UI is played repeatedly as it loads), and when it finishes loading, it returns to another loading screen. However, I'm able to jump and hear my character jump, and get on my mount and everything else, however, I can't see anything because it's permanent loading screen, and I'm forced to close the client and start it up again.

 

I thought it was a one-time thing when it happened last night, but it's happened a total of 3 different times, and oddly enough, it's only happened on my Monk. It worked fine on my Ranger and Crecentia.

 

 

Issues before the 9/25/2013:
 
My Peco Peco Romance hat does this...

Spoiler



Awake: Darkness actually freezes my screen during animation. I've not once seen the animation since the 9/25 Patch. It did this before the 9/25 patch as well, but not every single time. After the 9/25 Patch, my screen freezes during the animation every single time.

 

 

 

 

 

 

I know this wasn't posted in this topic, but it applies:

 

 

- Tempest is causing a "knock-back" of something between 3 and 5 meters, which causes position lag on your target. Oddly, in the field, and in dungeons, this is no problem, as you can just attack the enemy as usual. However, in Colo, it can cause position lag to the point where either you cannot attack your enemy, or they cannot attack you. I've only ever had it happen once where I was being attacked, and suddenly, they stopped after I used Tempest, and basically ran circles around me doing nothing as I killed them, so I'm going to assume that they got position-lagged to the point that they got an error saying something like, "Target not in range," or, "Not enough time to cast," which are the errors I get when I knock people back in Colo. It doesn't happen every time, but the fact that it happens at all is a problem.

 

- Remove pets from Colo. The fact that Njoror basically made it sound like the only reason SEARO2 removed them was due to the fact that it was causing crashes made it almost sound like it was an intended feature, which, when paired with DNA boxes, kinda makes sense. However, Colo was already unbalanced enough. It's called PVP for a reason. It's not Player-and-Monster-versus-Player-and-Monster. It's PVP with PVM (or rather, Player Versus Player Versus Monster). The monsters there are supposed to attack everyone. Pets only attack enemies. There is not any justification of allowing them other than to sell DNA boxes.

 

- Fix the system so that pets cannot CC bosses. If players can't do it, pets should not be able to either. It just goes back to the fact that it looks like you waited to fix it until DNA boxes were released so you'd sell a ton, which looks like manipulation. Regardless, if players gave in, they can't exactly get pissed, because it's not the first time something like this has been done, and I doubt it will be the last. People can still use their pets to CC boss mobs and general mobs, so it's not like they won't be able to use their pets. They'll still have them regardless of if they affect people and bosses, or not.

 

I'm not sure who is to blame (WP or the Devs) for the pets being left in Colo and being able to affect bosses with CC for so long, but it's BS. Thankfully, there are players out there who spend money who won't get manipulated by such things. Players who don't need P2W to prove how good they are, or to rub it in the face of others, or to breeze through the game with ease. Ya know, the people who buy things like Mounts, Costumes, and Super Large Bags, rather than other overly P2W items such as DNA boxes.

 


Edited by SoraOfKHK, 09 October 2013 - 02:50 PM.

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#37 Nereida

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Posted 09 October 2013 - 02:51 PM

Issues before the 9/25/2013 Patch:
 
 
Noels are still missing their English voices, which I do believe was supposed to be fixed in the 9/25/2013 Patch (though, not in the Patch Notes, it was mentioned before the Patch).


I personally hope this never gets fixed. Random korean helps with the "exotic" feel and the one I got fits my character way more than both English samples anyways.
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#38 SoraOfKHK

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Posted 09 October 2013 - 03:11 PM

I personally hope this never gets fixed. Random korean helps with the "exotic" feel and the one I got fits my character way more than both English samples anyways.

 

The vocals for them can be backed up, and re-applied. Most likely, the GMs will even provide them for download.

 

You can apply them to your VDKs, but only you will be able to hear them that way (unless someone else does the same thing).

 

Welcome back, by the way. :p_smile:


Edited by SoraOfKHK, 09 October 2013 - 03:12 PM.

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#39 Nereida

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Posted 10 October 2013 - 03:17 AM

The vocals for them can be backed up, and re-applied. Most likely, the GMs will even provide them for download.
 
You can apply them to your VDKs, but only you will be able to hear them that way (unless someone else does the same thing).
 
Welcome back, by the way. :p_smile:

Then I gues I'll copy the entire \Data folder just in case.
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#40 SoraOfKHK

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Posted 10 October 2013 - 04:02 AM



Then I gues I'll copy the entire \Data folder just in case.

 


Nah no need for that. It's in Data_S3.VDK. Data_S3 > PC > Noel_Female/Noel_Male. Inside either of those folders will be 2 folders named 1 and 2 that contain the voices. There are also voice files outside of the 1 and 2 folders.

 

Just remember that chances are, you'll have to replace the files every single time. You CANNOT just put the old VDK there. You'll have to modify in the voices after completely Patching every single time, because they'll most likely be overwritten once the English voice overs are released.

 

You'll have to unpack the VDK, place the Korean voices in, delete the English ones, and then repack the VDK.

 

For an even better precaution, after every Patch is finished, backup the Data_S3.VDK, then modify another version (you always wanna back up these things as it's a content modification). Then, during the next Patch (do this BEFORE Patching), replace the modified Data_S3.VDK with the original, then run the Patcher, then pull the freshly Patched Data_S3.VDK, modify it, and then repeat the process every single Patch. This will assure that it will not cause any problems in the future, and if it does, they can be negated simply by replacing the modified version.

 

Do note that it is possible that new voice sounds/dialogue may be added to every character in the future as expansions come along. It is possible that having the Korean ones in can cause problems for you if and when that happens.

 

However, it is also possible that the Korean voice files may not be overwritten completely, but just stored in a different location. RO2 has a lot of odd files, such as one I found that dates back to 1997 (or, at least, it was last modified with a Microsoft program with 97 in the name, though, I forget which), and old files from previous versions of the game (such as Hunter class files, and professions that have either merged with others, or have been completely removed).

 

 

60 Megabytes, containing both the Noel_Male folder, and the Noel_Female folder: http://www.mediafire...rean_Voices.rar


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#41 Nereida

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Posted 10 October 2013 - 02:54 PM

Nah no need for that. It's in Data_S3.VDK. Data_S3 > PC > Noel_Female/Noel_Male. Inside either of those folders will be 2 folders named 1 and 2 that contain the voices. There are also voice files outside of the 1 and 2 folders.

For an even better precaution, after every Patch is finished, backup the Data_S3.VDK, then modify another version (you always wanna back up these things as it's a content modification). Then, during the next Patch (do this BEFORE Patching), replace the modified Data_S3.VDK with the original, then run the Patcher, then pull the freshly Patched Data_S3.VDK, modify it, and then repeat the process every single Patch. This will assure that it will not cause any problems in the future, and if it does, they can be negated simply by replacing the modified version.


Thank you very much for the help. Let's see if I've understood the precautions:
Store a [copy of the original]->Modify [original]->new patch is released->replace [modified original] with the [copy of the original]->patch->store a [copy of the patched version]->modify the [patched version]
That's it, right? Now my pixie-ish exotic loli will keep being a pixie-ish exotic loli.


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#42 SoraOfKHK

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Posted 10 October 2013 - 05:36 PM

Thank you very much for the help. Let's see if I've understood the precautions:
Store a [copy of the original]->Modify [original]->new patch is released->replace [modified original] with the [copy of the original]->patch->store a [copy of the patched version]->modify the [patched version]
That's it, right? Now my pixie-ish exotic loli will keep being a pixie-ish exotic loli.

 

Sounds right, yeah. :p_laugh: Just always make sure to have a copy of the original somewhere every single time.


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#43 VinnieKunn

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Posted 11 November 2013 - 03:30 PM

Everytime when a cut scene starts the audio is delayed, including the Long Range Flying Kafra Serena cutscene =\
Do you have this bug too? If no how can i fix this?


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#44 Elgokus

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Posted 25 November 2013 - 01:51 PM

Are Pandora boxes still broken?


Edited by Elgokus, 25 November 2013 - 01:51 PM.

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#45 Sears8

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Posted 08 December 2013 - 02:12 AM

ScreenCapture_2013_12_08_17_49_38.jpg

 

 

please help,, no unsealed again...

How can I move on to AOD if this keep on happening T.T


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#46 Sears8

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Posted 08 December 2013 - 02:21 AM

I suggest COA H to be nerved or at least reduce the requirement of AOD, or else we are so stucked.

This is really wasting time and resources


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