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  1. #1
    Brand / Commerce Manager Tolero's Avatar
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    Default /stuck Command Increase

    As of today, the number of times per day you may use the /stuck command has been increased to be once per hour. This rate may be adjusted again in the future. Thanks for your patience and we'll see you in game!

  2. #2

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    \o/
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  3. #3
    Hatchery Hero Aedra1's Avatar
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    While I'm very pleased with this and I personally want to say thank you Turbine, did not all the bugs not get worked out with people getting stuck and stuff?
    Still here.... Deal with it.

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  4. #4
    Hero JOTMON's Avatar
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    Much better.


    Hopefully you have added code to auto-capture /stuck data with /loc and auto bug report for review by Dev's.
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    and several once viable raiding alts dumped into the packmule stables..

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  5. #5
    Community Member parowan's Avatar
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    Quote Originally Posted by Aedra1 View Post
    While I'm very pleased with this and I personally want to say thank you Turbine, did not all the bugs not get worked out with people getting stuck and stuff?
    Ask Kasquick from my shroud run yesterday - he got bumped into one of those shrine trees on pt2 and we had to AOE the poor little guy cause he was stuck.

    As for more /stuck uses: good news. Thank you.

  6. #6
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    Thank you for addressing a growing problem for customers, it's a nice compromise with the current problems and the issue of abuse with unlimited stuck.
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  7. #7
    Founder & Build Synthesis Battlehawke's Avatar
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    Default /stuck

    Wow! That's a huge increase! Thanks Turbine. Should ease the pain for some of us...
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  8. #8
    Community Member JustWinBaby's Avatar
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    Quote Originally Posted by JOTMON View Post
    Hopefully you have added code to auto-capture /stuck data with /loc and auto bug report for review by Dev's.
    This. Genius. Needed.
    Ghallanda - Deltree (Rogue 11), Niecih (Cleric 14) Pemn (Barb 8), Ehseri (Sorc 3) - Blackmoor Defenders

  9. #9
    The Hatchery
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    Thank you for increasing the /stuck command; hopefully this timer works better than the once-a-day command!

    I wonder, though, why the sudden increase when this problem has been going on for months... if you have this capability, why not increase it when this became a major issue? It was my understanding (from another dev post) that the 24-hour limit was hardwired into the system and *couldn't* be change without major overhauling, with the implication being that they were going to focus on fixing the issue instead.
    "Ignorance killed the cat, sir; curiosity was framed."
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  10. #10
    Hatchery Hero Sonos's Avatar
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    Very nice!!! Thank you for your attention on this!


    Next up:

    Fall damage. Please make a new command:

    /rezmehjusttookathousanddamagefallingonsolidgroundf romazeroaltitudepositionkthxbai

  11. #11
    Community Member Jaid314's Avatar
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    Quote Originally Posted by LrdSlvrhnd View Post
    Thank you for increasing the /stuck command; hopefully this timer works better than the once-a-day command!

    I wonder, though, why the sudden increase when this problem has been going on for months... if you have this capability, why not increase it when this became a major issue? It was my understanding (from another dev post) that the 24-hour limit was hardwired into the system and *couldn't* be change without major overhauling, with the implication being that they were going to focus on fixing the issue instead.
    i got the implication that it was hard-coded, and therefore was going to take a while to change... but that they were working on making the change. presumably, it finally got finished.

  12. #12
    The Hatchery Barazon's Avatar
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    This was very needed, and we appreciate it being done. As far as I can tell though, this change didn't require a patch or even a server restart... So why not do it A MONTH AGO when the problem started, rather than waiting until AFTER your attempt at fixing the problem failed?!

    Now, if patch 16.1 made this change possible, and that before that you could not change the timing on /stuck without a patch and/or reboot, that I can understand.

  13. #13
    Brand / Commerce Manager Tolero's Avatar
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    Quote Originally Posted by Jaid314 View Post
    i got the implication that it was hard-coded, and therefore was going to take a while to change... but that they were working on making the change. presumably, it finally got finished.
    Arakiel fast tracked it while they were working on the physics fixes

    We did see significant improvement in terms of quantity of players affected, but it's not buttoned up as tight as we'd like. A few more adjustments should round up the outstanding ones.

    Ultimately we decided that /stuck is very helpful in multiple situations (there are some places in the game world where a stuck spot must be hand-fixed by quest folks). 1 an hour should should be harmless and helpful for everyone.

  14. #14
    Community Member rest's Avatar
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    Now all we need is a /MOBSTUCK command to unstick mobs from walls.


    Man that's a really good idea.

  15. #15
    The Hatchery Barazon's Avatar
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    Quote Originally Posted by rest View Post
    Now all we need is a /MOBSTUCK command to unstick mobs from walls.


    Man that's a really good idea.
    If they keep making changes like this, I might not have any more 3-hour waits for a ticket response due to being unable to complete a quest from something stuck in the wall! FYI: this was long after I left the quest.

  16. #16
    Brand / Commerce Manager Tolero's Avatar
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    Quote Originally Posted by rest View Post
    Now all we need is a /MOBSTUCK command to unstick mobs from walls.


    Man that's a really good idea.
    There actually is one, although it's kind of dangerous to use as it can target more than just monsters (plus some things that don't look like monsters are monsters on the back end). Forcing monsters to do things can sometimes brain out them + everything in the dungeon that was dependent on them =/

  17. #17
    Community Member whereispowderedsilve's Avatar
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    Quote Originally Posted by Tolero View Post
    There actually is one, although it's kind of dangerous to use as it can target more than just monsters (plus some things that don't look like monsters are monsters on the back end). Forcing monsters to do things can sometimes brain out them + everything in the dungeon that was dependent on them =/
    This one/post isn't showing up in Dev tracker why?
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  18. #18
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    Quote Originally Posted by rest View Post
    Now all we need is a /MOBSTUCK command to unstick mobs from walls.


    Man that's a really good idea.

    /admin doesn't suck.

  19. #19
    The Hatchery zwiebelring's Avatar
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    Quote Originally Posted by Tolero View Post
    There actually is one, although it's kind of dangerous to use as it can target more than just monsters (plus some things that don't look like monsters are monsters on the back end). Forcing monsters to do things can sometimes brain out them + everything in the dungeon that was dependent on them =/
    Did you use it once, and the mobs started being real life forms? Did you play god again? Oh, puny humans....
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  20. #20
    Community Member rest's Avatar
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    Quote Originally Posted by Tolero View Post
    There actually is one, although it's kind of dangerous to use as it can target more than just monsters (plus some things that don't look like monsters are monsters on the back end). Forcing monsters to do things can sometimes brain out them + everything in the dungeon that was dependent on them =/
    Too bad. Maybe if it worked on something you had hard targeted, since a lot of times there are portions of the stuck monsters you can click on and kill with DOTs.

    Oh well.

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