Enhanced Client - During heavy spawn dead enemies appear alive

looploop Posts: 428
No specific steps. I observed this while doing the Sleeping Dragon spawn for April's quest (Atlantic).

1. Spawn Champion
2. Kill enemies en masse
3. Observe intermittently at a certain point dead enemies appear to be alive.

Below screenshot doesn't demonstrate much. The beetle is actually dead but shows as alive.


Comments

  • CinderellaCinderella Posts: 1,759
    this happens when you run into an area & then run off screen.
    It will die before you come back into the area.
    And that is why it appears alive, because you didn't watch it die.
    It has happened to me many times
  • dvviddvvid Posts: 849
    I feel like walking away and coming back has no effect. I feel like I’ve see them linger unless I log out and back in. 
  • YoshiYoshi Posts: 3,322
    “(This issue has already been reported but not great repro details 

    https://forum.uo.com/discussion/2328/players-and-mobs-images-on-ec-client#latest )

    Posts on this account have been pre filtered from personal comment or opinion in an effort to suppress conservative views in order to protect the reader.
  • looploop Posts: 428
    Recent patch notes indicated this was resolved. However, I'm still seeing the issue quite frequently during the Hythloth event.
  • dvviddvvid Posts: 849
    Yes I’ve been seeing it too
  • McDougleMcDougle Posts: 4,082
    Seems mostly paragon that I have seen 
    Acknowledgment and accountability go a long way... 
  • I had 4 ghost gargoyles in a hythloth hallway today.  None paragons.  Accumulated over several passes in that area.

    Was also a ghost of a dead player, ghost cleared once I later encountered the live version of the same character.  Also in similar area to gargoyle ghost.

    Maybe the client should be garbage collecting mobile entities based on last update time or some such?

    Using EC.
  • looploop Posts: 428
    edited October 2022
    @Kyronix & @Bleak

    A changelog from a while back indicated that a fix for this was put in place, but it seems to be worse based on my experience with the Deceit event. For example, I see that this can even affect players when they die, and I have also observed "ghost" mobs even upon first entering the dungeon, mobs which I never observed dying and which were in a different area than me. 
  • looploop Posts: 428
    edited December 4
    Hello,

    I apologize for resurrecting a thread for a bug that goes back probably 15 years, but I want to illustrate the extent of this issue in today's context.

    In the below screenshot from the Shattered Sanctum event, there are no valid targets. There are at least two dozen "ghost" mob models as well as a handful of "ghost" player models. I'm targeting a "ghost" bone mage, whose health shows as zero.

    The models make targeting a challenge. Using the default tab hotkey will cycle through them and get in your way.

    I respect that the EC isn't much of a priority and probably doesn't have much standing in the long run. I also appreciate an initial stab at resolving this issue, but I wonder if it could be revisited as time allows?

    Thanks



  • Arroth_ThaielArroth_Thaiel Posts: 1,073
    Yes, this event has really brought this EC bug to the forefront. Some nights there are so many dead mobiles on my screen it actually makes it difficult to determine what is alive and what isn't. I think I've counted 30 or more ghost mobs during one pass through a city.

    The EC is in rough shape.
    -Arroth
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