Ridiculous Girl Posted July 1 Share Posted July 1 (edited) Server: Excelsior Mission Contact: Dr Buzzsaw Mission: Free bile from the Zig (setting +1/2) Final mission, comepleted everything normally, freed Bile and was leading him out. Only at the last couple hundred of yards, there was an unkillable enemy in the way. The IDX Blinker attacked and Bile aggroed on him, Bile dropped Enervating field on him and attacked, my minions too. But the enemy took very little damage, or rather the damage registered but nothing had an effect. The Blinker would teleport but never far enough away that Bile would break aggro, and it always came back. The IDX Blinker could cause damage to everyone else, incluing Bile, potentially capable of killing Bile. But they themselves were unkillable. If I broke contact with Bile, Bile would con as hostile and the Blinker would con as friendly. They would not fight, but the Blinker would run around, fade away, but never for long, nor far away. When I approached, Bile would become friendly again and I could escort him if he was not being aggroed by the Blinker. Since I could not lead Bile to the exit, i finally wrote a support ticket and @GM_Globetrotter came to help in mission. After writing the ticket, but before GM_Globetrotter arrived, I tried to exit the mission, and somehow Bile broke free. But since GM_Globetrotter was present, I lead Bile back to the enemy and he reaggroed. GM_Globetrotter witnessed the Blinker and that Bile would not break off contact. GM_Globetrotter finally did an insta-kill of the IDX Blinker and I thought would be that... I ran towards the exit, but Bile would not follow. He was aggroed by something behind the fence and would not follow. GM_Globetrotter had to literally drag Bile to themselves, Bile would escape again and run to the same spot, GM_Globetrotter would drag them further, doing this several times until GM_Globetrotter was able to drag Bile to the exit point and thereby complete the mission. I am pretty certain that the IDX Blinker had somehow escaped the off-limits areas behind the fencing where there is continous fighting going on. But once escaped, it was unkillable because it was meant to be fighting in the background and not dying. But by being unkillable, it effectively blocked the completion of the mission. Mission was completed with the help of GM_Globetrotter. I did eventually free Bile myself, but only by chance when I exited. That was not a certainty. I am not sure if Bile is normally capable of dying in mission, but he was capable of dying with the Blinker. I am not sure what would have happened then. Regardless, it was a funny bug to see and amusing to watch GM_Globetrotter drag Bile to the exit like a naughty child! 😁 Edited July 2 by Ridiculous Girl added tagss "I'm not crazy, my reality is just different than yours" the Cheshire Cat "Ce n'est rien de mourir; c'est affreux de ne pas vivre" (It's nothing to die, it's terrible not to live) Jean Valjean "وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب” (Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz Link to comment Share on other sites More sharing options...
Ridiculous Girl Posted July 8 Author Share Posted July 8 ok, a quick update on the unkillable enemy... since it was a teleporting enemy, i figured i would redo the arc with a toon that had TP powers. getting to the final mission, i cleared out the zone and spent and hour trying to find where they had teleported through. trying TPs and and just jumping about, finding some invisible geometry but nothing else. going back to the original post, i looked at where i had seen the mob trying to get back in. finally i found a spot where i could target what should have been untargetable enemies. at [-3326.0 27.2 388.2] i was able to position the camera just right and target a Bugged Out Freak Psycho and do a TP target and pulled him out of the walled zone. escaped, he was unkillable, like the other. he went around killing the rest of the friendly mobs and then tried to go back into the walled area. i went back to about the same place and after much effort, i was able to target another mob, a Freaklok Eidolon. i made a teleport macro, in effort to TP myself to the target, but i could not make it succeed. but... i accidently wormholed the whole group out, which gave me a clue as to how the IDX Blinker escaped. since teleport is a location based tp, it cannot get past the invisible barrier. but there are other TPs that are target based and i bet if i had one of those, ie combat TP or shield charge, i could get through the barrier and be behind the blocked off area. i cannot find a list of powers for the IDX Blinker, but i think this is how they escaped, they managed to target an enemy outside their zone and TP to the target. but alas, my TPing alt does not have combat TP, so i cannot test this right away. 😞 "I'm not crazy, my reality is just different than yours" the Cheshire Cat "Ce n'est rien de mourir; c'est affreux de ne pas vivre" (It's nothing to die, it's terrible not to live) Jean Valjean "وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب” (Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz Link to comment Share on other sites More sharing options...
Rudra Posted July 8 Share Posted July 8 You are fighting a friendly. Yes, it shows as hostile, but the Freaklok are your allies on that map. And you can't hurt an ally. That's the bug. That something, maybe a confuse effect, is flagging a Freaklok as an enemy even though it is still an ally. 1 Link to comment Share on other sites More sharing options...
ZorkNemesis Posted July 8 Share Posted July 8 I remember seeing something like this the last time I ran the mission. The Freaklok are supposed to be allies but I think there's an issue with that flag being turned off if they die and revive. I had one of the tank Freakloks keep trying to hunt me down in the yard and while it could harm me I couldn't touch it. 1 Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live. Link to comment Share on other sites More sharing options...
Ridiculous Girl Posted July 9 Author Share Posted July 9 5 hours ago, Rudra said: You are fighting a friendly. Yes, it shows as hostile, but the Freaklok are your allies on that map. And you can't hurt an ally. That's the bug. That something, maybe a confuse effect, is flagging a Freaklok as an enemy even though it is still an ally. the problem is that the mobs behind the cages, freaklok and longbow, are unkillable. they are not meant to escape. they are meant to endlessly fight. the one that did just happened to be freaklok and a teleporter. i just showed how they did it. the freaklok IDX Blinker somehow managed to target an outside of cage enemy and teleport out of the caged area. i just showed how it was possible by targeting them inside the cage and teleporting them all, freaklok and longbow, out. the longbow i pulled out was also unkillable. "I'm not crazy, my reality is just different than yours" the Cheshire Cat "Ce n'est rien de mourir; c'est affreux de ne pas vivre" (It's nothing to die, it's terrible not to live) Jean Valjean "وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب” (Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz Link to comment Share on other sites More sharing options...
Rudra Posted July 9 Share Posted July 9 27 minutes ago, Ridiculous Girl said: the problem is that the mobs behind the cages, freaklok and longbow, are unkillable. they are not meant to escape. they are meant to endlessly fight. the one that did just happened to be freaklok and a teleporter. i just showed how they did it. the freaklok IDX Blinker somehow managed to target an outside of cage enemy and teleport out of the caged area. i just showed how it was possible by targeting them inside the cage and teleporting them all, freaklok and longbow, out. the longbow i pulled out was also unkillable. Did you do so through the fence or were you flying at map height limit near the fence when you did it? Link to comment Share on other sites More sharing options...
Ridiculous Girl Posted July 9 Author Share Posted July 9 (edited) 16 minutes ago, Rudra said: Did you do so through the fence or were you flying at map height limit near the fence when you did it? when i TPed them? i was at ground level, through the invisible barrier. when i targetted them? i was less than 50ft off the ground, but it was by clipping through the fence/invisible barrier. Edited July 9 by Ridiculous Girl typo "I'm not crazy, my reality is just different than yours" the Cheshire Cat "Ce n'est rien de mourir; c'est affreux de ne pas vivre" (It's nothing to die, it's terrible not to live) Jean Valjean "وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب” (Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz Link to comment Share on other sites More sharing options...
Rudra Posted July 9 Share Posted July 9 2 minutes ago, Ridiculous Girl said: when i TPed them? i was at ground level, through the invisible barrier. when i targetted them? i was less than 50ft off the ground, but it was by clipping through the fence/invisible barrier. Once targeted, it doesn't matter where you are with your teleport as long as you are in range. Hence my question. So unless the teleporting Freaklok work like the Rikti Headman Gunman, which they probably do, I haven't encountered them yet on that arc, they should not be able to teleport out past the fence. If they can teleport like the Rikti Headman Gunman? Then maybe teleporting Freaklok should be disabled on that map. However, that still leaves the quandary of the Freaklok Disc Jockey, which can fly but not teleport, causing the same problem for others. And it is because of the Freaklok Disc Jockey that I don't think they are escaping from that side of the fence but that Freaklok already on the player side of the fence are erroneously being flagged as hostile to the point of being targetable, but still possessing their ally flag preventing them from being even attackable except by indirect means which did no damage, which was the problem most often reported for this incident on that map. Link to comment Share on other sites More sharing options...
Ridiculous Girl Posted July 9 Author Share Posted July 9 3 minutes ago, Rudra said: Once targeted, it doesn't matter where you are with your teleport as long as you are in range. Hence my question. So unless the teleporting Freaklok work like the Rikti Headman Gunman, which they probably do, I haven't encountered them yet on that arc, they should not be able to teleport out past the fence. If they can teleport like the Rikti Headman Gunman? Then maybe teleporting Freaklok should be disabled on that map. However, that still leaves the quandary of the Freaklok Disc Jockey, which can fly but not teleport, causing the same problem for others. And it is because of the Freaklok Disc Jockey that I don't think they are escaping from that side of the fence but that Freaklok already on the player side of the fence are erroneously being flagged as hostile to the point of being targetable, but still possessing their ally flag preventing them from being even attackable except by indirect means which did no damage, which was the problem most often reported for this incident on that map. i could not find a point of escape for a flying enemy, only for a teleporting one. "I'm not crazy, my reality is just different than yours" the Cheshire Cat "Ce n'est rien de mourir; c'est affreux de ne pas vivre" (It's nothing to die, it's terrible not to live) Jean Valjean "وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب” (Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz Link to comment Share on other sites More sharing options...
Rudra Posted July 9 Share Posted July 9 36 minutes ago, Ridiculous Girl said: i could not find a point of escape for a flying enemy, only for a teleporting one. There is no way to fly, run, or jump past that fence. That's why I think the Freaklok Disc Jockey indicates the mobs are already on the player side of the fence and for some reason going hostile without going hostile, rather than crossing the fence to bug the mission. There are previous threads on the Bug Reports forum about this. Link to comment Share on other sites More sharing options...
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