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Old Test server notes 2/22/2009

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Old 02-23-2009, 06:29 PM
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Test server notes 2/22/2009

After the 2/22/2009 test server update, noticing a lot of bad tracking, massive compass problems.

* Every login incorrectly sets all quests in journal to NEW.
* First journal entry is automatically tracked incorrectly.
* BASIC only: if it incorrectly auto-tracks a LOCKED quest, compass zoom is zoomed in 4 times (normally only 2 zooms are possible) leaving the entire compass as sand color.
* Completed quests that need to be checked in, say "closest target is..." even though there are no more targets to be had. (That's just a semantics problem, but significant in its complete misdirection.)
* Multiple yellow arrows appear for a single tracked quest, showing all "possible" paths to get to a target. But mouse-hovering over the arrows doesn't give any indication what the separate arrows are for. One would EXPECT that they are for different quests, but they are not.
* After most TP-related crashes, compass will refuse to function at all, when logging back in.

New TP restrictions:
* "You are already there!" has just gotta go. Being on one side of PDF, pirates often need to RETURN to port of call to try to land several miles away.
* Swimming in water, THEN starting a teleport now has numerous exploits (e.g. flying, or F12 disappearing name making a pirate un-click-able.)
* TP clicks are now queued. So, swim out a little, open map, open a crew memeber's player tab and GO TO, then press F12 and click on several TP spots on the map and OK the friend GO TO. Result is a parade of queued up teleports and invisible name.
* Pressing shift then F12 at a tavern door also causes name invisibility / un-click-ability.
* Subsequent TP clicks/requests should/must be ignored. Normal for me, is to double click an island or triple click it, since most clicks miss-click on the slow map. When the map is really slow, it is still sliding around when I triple click - ended up queueing multiple different island TPs on accident, that first time.
* A GO TO effected during a teleport has to be ignored. (Currently is queued.)
* An island teleport during a GO TO has to be ignored. (Currently is queued.)
* An island teleport during an island teleport has to be ignored. (Currently is queued.)
* A GO TO during a GO TO has to be ignored. (Currently is queued.)
* A GO TO effected during a tree tunnel transition has to be ignored. (Currently is queued.)
* A GO TO effected during a door transition (e.g. tavern) has to be ignored. (Currently is queued.)
* A GO TO effected during a cave tunnel transition has to be ignored. (Currently is queued.)
* Etc.

* Thieve's Den invulnerability is back in a new form.

Those are the changes I noticed immediately, from the 2/22/2009 update. I miss a bunch?
 


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