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Home » Kaedrin PRC » Defensive Parry Feat // Heartbeat issue Messages in this topic - RSS
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7/4/2011 10:12:00 PM
Syrophir
Syrophir
Posts 64
This feat of Dervish has some issues at least with RoT or online play not sure what causing it.
The issue I'm having is that being just logged on game toggles Defensive Parry on very soon after I toggle Combat Expertice on, but likely after being online a while the Defensive parry wont toggle on even when combat expertice does, and even standing still, waiting or trying multiple times wont help. Just have to log on and off, and hope it resolves. This issue becomes bad when you want to toggle between different modes from time to time.

I hope someone could take a look how the script works and see if anything could be done to fix this. I'm not sure if this issue happens in single player as I have not tested it there.

Thanks.

Seems there is another topic of this issue.
edited by Syrophir on 7/4/2011

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"We are what we think. All that we are arises with our thoughts. With our thoughts, we make the world. - Buddha"
7/4/2011 11:34:46 PM
Pyrotics
Pyrotics
Posts 317
If I believe correctly, this is an issue with heartbeats. Certain feats that Kaedrin made (like Defensive Parry and Elaborate Parry's additional effects for Duelist) are activated on "heartbeats". Sometimes... they just don't work. I'm not sure there is a way to fix it without wholesale removing the heartbeat check.

Pyrotics

--
Drank the O family Kool-Aid.
Primary Toons:
Etoiles (CLICK HERE)
Zap Calenia
Argo Paltesh
7/4/2011 11:39:20 PM
Syrophir
Syrophir
Posts 64
Seems it should apply the effect when not doing anything but it gets bugged eventualy, and no matter what or where it wont work without relogging, a shame.

Anyway thanks for clearing this up.
edited by Syrophir on 7/4/2011

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"We are what we think. All that we are arises with our thoughts. With our thoughts, we make the world. - Buddha"
7/7/2011 12:47:58 PM
Kaedrin
Kaedrin
Posts 144
It's been fixed but the server isn't running the version with the fixes.

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My content site: http://nwn2customcontent.wikidot.com/
7/7/2011 1:34:33 PM
bbloom
bbloom
Posts 1548
We are planning on getting everything updated once chapter 7 is completed. We have a ton of merging to do on the package and want to make sure it goes smoothly. Also, our beta testing crew is down to 1 to 2 people from 10, so making changes of this scale without thorough regression testing will break more than the update will fix.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

7/7/2011 3:44:56 PM
Ladderjack
Ladderjack
Posts 73
Kaedrin wrote:
It's been fixed but the server isn't running the version with the fixes.

I have a strong urge to bake you a fancy cake, sir.
edited by Ladderjack on 7/7/2011
7/8/2011 3:17:52 PM
Syrophir
Syrophir
Posts 64
Great news Kaedrin and Brian! Cool

--
"We are what we think. All that we are arises with our thoughts. With our thoughts, we make the world. - Buddha"
7/12/2011 9:13:40 AM
Ladderjack
Ladderjack
Posts 73
bbloom wrote:
We are planning on getting everything updated once chapter 7 is completed.


Is there a deployment date for all that?
7/12/2011 10:00:59 AM
bbloom
bbloom
Posts 1548
Ladderjack wrote:
bbloom wrote:
We are planning on getting everything updated once chapter 7 is completed.


Is there a deployment date for all that?


September 2011

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

7/13/2011 9:47:31 AM
Ladderjack
Ladderjack
Posts 73
My toon using this ability just reached ER1 and went full retard. She went in solo and killed all enemies in a notoriously challenging side quest in a desert region of the game at ER1. . .I think that speaks for itself. (She used one Greater Restoration potion during the battle.) Needless to say, I am excited about the potential I see with her.

In consideration of that, I would like to know what exactly is known about how this ability breaks and how it actually works. The Kaedrin's site has an overview that only offers the following incomplete abstract:

Elaborate Parry now works like PnP when using Combat Expertise/Improved Combat Expertise/Parry (details needed)

I have heard CE/ICE with this ability will add your Elaborate Parry bonus to your AC. However, I am getting a grand total of +13 AC out of CE. We know +3 AC is from CE and another +7 AC can be attributed to this ability but what about the other +3 AC? Does this ability give me my Greater Two-Weapon Defense again, maybe?

My observations show that the Armor Class bonus offered with CE/ICE does work in combat. However, it seems to not only turns off after a rest, resurrection or respawn, but actually will cease to work during combat. It just is not reflected by the Character Sheet window until one of those events. (And, of course, when the ability fails, the only way to re-activate it is to log off and re-join the server, then re-activate CE/ICE.) So my questions would be:

A) How exactly does this ability work?

B) Does the AC bonus actually fail after a period of time automatically or does it not fail until a rest, resurrection or respawn?

C) What is the length of time before this ability fails?

Thanks.
7/13/2011 10:10:34 AM
Pyrotics
Pyrotics
Posts 317
Ladderjack wrote:


I have heard CE/ICE with this ability will add your Elaborate Parry bonus to your AC. However, I am getting a grand total of +13 AC out of CE. We know +3 AC is from CE and another +7 AC can be attributed to this ability but what about the other +3 AC? Does this ability give me my Greater Two-Weapon Defense again, maybe?


If you read my response to your other forum thread about this phenomenon (Linky Linky) then you would see that I believe I laid out precisely where you are getting your 13 AC from.

Ladderjack wrote:

A) How exactly does this ability work?

B) Does the AC bonus actually fail after a period of time automatically or does it not fail until a rest, resurrection or respawn?

C) What is the length of time before this ability fails?

Thanks.


A) I'll allow someone who is more versed the technical aspects of the NWN2 engine to elaborate, but basically (to my knowledge), the game sends out "hearbeats" at usually regular intervals which can be used by scripts (like the ones that control the effects of those feats) to activate their effects. It's simply a more efficient way to check for when a situation in which the effect should work is true.
To my understanding, there is something a bit wonky about how heartbeats work online, causing them to misfire or some such situation and therefore causing the above issues.

B) It seems to happen most often after rest/resurrection/respawn; but it is generally random to the best of my knowledge.

C) See B.

Pyrotics
edited by Pyrotics on 7/13/2011

--
Drank the O family Kool-Aid.
Primary Toons:
Etoiles (CLICK HERE)
Zap Calenia
Argo Paltesh
7/13/2011 11:51:46 AM
Ladderjack
Ladderjack
Posts 73
Thank you for helping me realize I wanted information from Kaedrin directly. I will see if there is a way to contact Kaedrin and post any reply here.
7/13/2011 10:40:10 PM
Ladderjack
Ladderjack
Posts 73
This. . .appears to be fixed?? I rested four times over about 40 minutes and it activated each time. That never worked that well before tonight.
7/14/2011 7:25:36 AM
Syrophir
Syrophir
Posts 64
The fix is coming when the updated version of Kaedrin's prc pack gets to RoT, not before. Last time I checked (yesterday) a heartbeat feat behaved just like I posted earlier.

--
"We are what we think. All that we are arises with our thoughts. With our thoughts, we make the world. - Buddha"
7/14/2011 7:44:19 AM
Ladderjack
Ladderjack
Posts 73
Ladderjack wrote:
I rested four times over about 40 minutes and it activated each time.

I also posted something earlier. . .
7/14/2011 7:59:14 AM
Pyrotics
Pyrotics
Posts 317
Relativistic to the perspective of the lay person on the outside looking it, it is best to think of the activations of these feats as being a matter of luck. While there are technical aspects as to why the issue occurs (namely the faultiness of the heartbeat system), it is best to view the situation, as end users, with the aforementioned luck; sometimes the server will love you and you can go for a long while with it working, other times, it will be a tiny, evil, child throwing a temper tantrum and refusing to activate for more than a second.

Until the update is added in that (to my understanding) works around the heartbeats (i.e. doesn't use them) from the respective feats, barring some freak fix of the internal game mechanics, we'll just have to roll the dice on our toon's safety :P.

Pyrotics

--
Drank the O family Kool-Aid.
Primary Toons:
Etoiles (CLICK HERE)
Zap Calenia
Argo Paltesh
7/14/2011 11:51:48 AM
Ladderjack
Ladderjack
Posts 73
I appreciate your enthusiasm and good will, Pyrotics. However, your theory flies in the face of weeks of gameplay experience. When the toon you are playing is broken in a way that causes you have to log off and log back on to the server (which has broken authentication at the provider level, causing logging to be a lengthy process), you become acutely aware of what behavior you see there. I have played at least an hour a day for over two weeks with this issue and I can tell you without any reservation:

- This defensive ability will activate without issue during the first 8 to 10 minutes of gameplay.
- After this 8 to 10 minute period, if an event such as resting, resurrection or respawning causes the defensive ability to need re-activation, the ability will fail to re-activate until the player logs that toon off and logs back on.

This behavior has been consistent for me. There has been no deviation from this pattern. . .until last night. This combined with the fact that you admit yourself that you have zero first-person experience with this issue causes me to give my experiences more consideration than just "hey, it is broken sometimes".

I will log on again tonight after work and see if the contrasting behavior I encountered last night persists.
7/14/2011 12:36:18 PM
Syrophir
Syrophir
Posts 64
I was simply repeating that the fix is yet to come, not to try stomp on your foot.

I can confirm what Ladderjack is saying about the behavior of heartbeat feats, it's the same way for me every time, though just so far.

The fix, that should work, is coming soon enough so no need to linger on the issue?
edited by Syrophir on 7/14/2011

--
"We are what we think. All that we are arises with our thoughts. With our thoughts, we make the world. - Buddha"
7/14/2011 4:18:32 PM
Pyrotics
Pyrotics
Posts 317
I have never said that I have zero first hand experience with these feats; I have several toons that use heartbeat feats and I have observed behavior that is different. There are times when the feat will simply not work.

While certain behaviors such as resting influence the feats failing to work (in that resting, I believe, will clear out the old effects), it is not the resting that breaks the feat; it is the fact that the appropriate heartbeat signal or hook is not always fired/received after the effect is cleared out; something that can sometimes be fixed by relogging (but not always).

Ultimately however, this entire discussion has gone on far too long for little reason as the issue will hopefully resolve itself when the latest Kaedrin Patch is rolled out.

Pyrotics

--
Drank the O family Kool-Aid.
Primary Toons:
Etoiles (CLICK HERE)
Zap Calenia
Argo Paltesh
7/15/2011 8:27:45 AM
Ladderjack
Ladderjack
Posts 73
I was wrong.

The defensive ability we have been discussing has gone back to the same behavior as before. The change in behavior I saw two days ago was consistent and exactly the way this ability should behave if it functions properly so I was very hopeful but alas, not so.

See you in September.
9/29/2011 10:01:10 AM
Ladderjack
Ladderjack
Posts 73
We are quickly approaching the end of September. It would seem that the latest patch for the Kaedrin's PRC has not been implemented. My main toon has a bugged AC and I can tell you that working around a recurring AC bug is no fun. Another member of my guild has a well-developed ER-level toon that also uses the Defensive Parry feat augmentation offered by the Kaedrin's PRC. He and I talk frequently and I have no reservations in saying he is even more frustrated than I am with the current state of the Kaedrin's PRC content on the ROT server. Yet another member of my guild is anxiously awaiting the availability of new classes, such as the Hexblade class. I am confident that the more devoted players on the server are all enthusiastically waiting the deployment of the most recent version of Kaedrin's PRC.

The current work-around for the Defensive Parry feat is tedious. A near-constant need to log off and log back on to the server causes a significant break to gameplay action. It makes the game less fun. When a game is less fun, I play it less (which has been the case with ROT). When I play a game less, I feel that I am less a part of the community. When I feel detached from the community, I am less likely to invest myself and my resources in various ways to support the community. I would be surprised if anyone does not understand what I am saying here and why.

Realms of Trinity has amazing content and I have an enormous amount of respect for the development and administration staff. I would want to be sure that everyone who reads this understands that I am merely trying to illustrate frustration here. The environment and community here on the ROT server is active and robust; that has everything to do with the guys who organize and create this environment. My final thought would be: "You guys rock. Keep up the good work. . .and if that work happens to include patching the server with the latest version of the Kaedrin's PRC, it will make most of my guild and lots of others happy." Thanks again.
9/29/2011 12:37:27 PM
Jastin
Jastin
Posts 151
I think Brian said it earlier in this thread. But, we will begin working on the new Kaedrin patch after the current chapter is done. This chapter is huge and is a lot of dev work to be done. Then we have to thoroughly test it. The beta system is in the middle of this change now. Once that is all tested and moved to production then we can begin putting the new K stuff into beta and testing that. It is just a time consuming process. I would just encourage you to be patient, and if necessary maybe play another build until then if this one feat is so frustrating to you. I know that is not much help, but we will get there eventually.


Also see http://www.realmsoftrinity.com/Forum/topic1634-rot-v35-architecture-enhancement-project-kickoff.aspx
edited by Jastin on 9/29/2011

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ROT DM
10/20/2011 8:50:13 AM
Ladderjack
Ladderjack
Posts 73
This appears to be fixed. Much obliged, guys. ^_^
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