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Can we PLEASE try and fix the stuck in combat bug?

Poss
Poss
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I’m sat here fuming in rage right now after me and my group having to run all the way from Aleswell to Ash on foot to try and defend only to arrive too late with no stam from running and getting absolutely annihilated.

Ten years this had been a thing…

I would happily sacrifice a whole quarterly patch of good juicy new stuff for an update that focuses on just THIS issue. Nothing else, get the devs to all sit down, analyse the code and together figure out what the heck is causing this. This is the QOL fix that we all want and have wanted for a decade

Thank you rant over
Edited by Poss on May 24, 2024 11:38AM
  • Jaraal
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    They know exactly what is causing this. It's how their combat duration timers are calculated. Obviously it's not a range issue (meaning you can't outrun the combat halfway across the zone), but if you damage/are damaged or heal/are healed by somebody, and that person doesn't die, or you or they are inflicted by the 49,710 day debuff , then you are considered in combat, and out of luck.

    Next time you are stuck in combat, check your character sheet for a 49,710 day debuff. It's a 32 bit integer stack overflow. 49,710 days, 6 hours, 28 minutes, 15 seconds is 0xFFFFFFFF when you use the calculation Days*24*60*60+Hours*60*60+Minutes*60+Seconds. They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.



    Edited by Jaraal on May 24, 2024 4:17PM
  • Desiato
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    Jaraal wrote: »
    They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.

    It's pretty clear to me that they depriortized Cyrodiil as far back as 2016 and are unwilling to allocate significant resources to improving it. In traditional MMO terms, it is effectively on life support with the bare minimum of resources provided to keep it operational.

    ESO launched late and unfinished, with countless bugs and missing many features that were slowly rolled out after launch. Basic things like npc lip syncing, armor dyes, interior lighting, and much more. Even many delves were unfinished and released in a simplified state.

    The same was true of Cyrodiil, except most of the bugs were never fixed and probably never will be. A crucial feature that never worked was one that would have isolated server processing lag to specific sub-zones without lagging the rest of the campaign.

    At this point they probably have few, if any, software engineers who are still familiar with the AvA codebase. They have likely determined that the cost of fixing the remaining bugs isn't worth it to them because Cyrodiill provides so little value to 99.999% of their customers.
    spending a year dead for tax reasons
  • MidniteOwl1913
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    Desiato wrote: »
    Jaraal wrote: »
    They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.

    It's pretty clear to me that they depriortized Cyrodiil as far back as 2016 and are unwilling to allocate significant resources to improving it. In traditional MMO terms, it is effectively on life support with the bare minimum of resources provided to keep it operational.

    ESO launched late and unfinished, with countless bugs and missing many features that were slowly rolled out after launch. Basic things like npc lip syncing, armor dyes, interior lighting, and much more. Even many delves were unfinished and released in a simplified state.

    The same was true of Cyrodiil, except most of the bugs were never fixed and probably never will be. A crucial feature that never worked was one that would have isolated server processing lag to specific sub-zones without lagging the rest of the campaign.

    At this point they probably have few, if any, software engineers who are still familiar with the AvA codebase. They have likely determined that the cost of fixing the remaining bugs isn't worth it to them because Cyrodiill provides so little value to 99.999% of their customers.

    The stuck in combat bug affects everyone. It doesn't just impede PVP.

    PS5/NA
  • Desiato
    Desiato
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    The stuck in combat bug affects everyone. It doesn't just impede PVP.

    The stuck in combat bug in Cyrodiil and what happens in the rest of the game is completely different. The OP was refering to the Cyrodiil issue.

    The PVE variant is because a mob didn't die. Sometimes the mob is under the world or somewhere else it shouldn't be. It's not a bug per se, but a design issue in some dungeons -- which should definitely be addressed.

    Edited by Desiato on May 25, 2024 2:29AM
    spending a year dead for tax reasons
  • MidniteOwl1913
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    Desiato wrote: »
    The stuck in combat bug affects everyone. It doesn't just impede PVP.

    The stuck in combat bug in Cyrodiil and what happens in the rest of the game is completely different. The OP was refering to the Cyrodiil issue.

    The PVE variant is because a mob didn't die. Sometimes the mob is under the world or somewhere else it shouldn't be. It's not a bug per se, but a design issue in some dungeons -- which should definitely be addressed.

    I've run into it multiple times when everything is dead as in a Norwegian Blue and I cannot mount. In fact it seems to be happening more often.

    Also if the only interested parties are supposed to be PVPers maybe post it in the PVP category...
    PS5/NA
  • twev
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    Desiato wrote: »
    The stuck in combat bug affects everyone. It doesn't just impede PVP.

    The stuck in combat bug in Cyrodiil and what happens in the rest of the game is completely different. The OP was refering to the Cyrodiil issue.

    The PVE variant is because a mob didn't die. Sometimes the mob is under the world or somewhere else it shouldn't be. It's not a bug per se, but a design issue in some dungeons -- which should definitely be addressed.

    I've run into it multiple times when everything is dead as in a Norwegian Blue and I cannot mount. In fact it seems to be happening more often.

    Also if the only interested parties are supposed to be PVPers maybe post it in the PVP category...
    It's not just because of a 'stuck in combat' issue.
    I do daily writs on most of 32 toons in Rimmen, and I get the 'you can not mount right now' msg about 15% to 20% of the time after turning the writs in. Sometimes it lasts until I've run almost all the way back to the crafting area steps.
    It occurs for me in other places, too, but this one happens almost every day.
    The problem with society these days is that no one drinks from the skulls of their enemies anymore.
  • katanagirl1
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    Jaraal wrote: »
    They know exactly what is causing this. It's how their combat duration timers are calculated. Obviously it's not a range issue (meaning you can't outrun the combat halfway across the zone), but if you damage/are damaged or heal/are healed by somebody, and that person doesn't die, or you or they are inflicted by the 49,710 day debuff , then you are considered in combat, and out of luck.

    Next time you are stuck in combat, check your character sheet for a 49,710 day debuff. It's a 32 bit integer stack overflow. 49,710 days, 6 hours, 28 minutes, 15 seconds is 0xFFFFFFFF when you use the calculation Days*24*60*60+Hours*60*60+Minutes*60+Seconds. They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.



    This is not necessarily true. I’ve had the infinite debuff and no stuck on combat. I’ve had the stuck in combat and no infinite debuff.

    EDIT: I wanted to add that lately the stuck in combat will go away for a few seconds and then start up again. I had this happen multiple times when trying to leave Cyrodiil the other day.
    Edited by katanagirl1 on May 26, 2024 5:46AM
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Titanium
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    Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.

    Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.

    This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.
  • SandandStars
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    Oh you poor souls

    Have you not availed yourself of the several hundreds of posts, politely and articulately making this exact request for 10 years?

  • Dack_Janiels
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    o0pxvdzm4t7p.png

    Maybe we will see this fixed when the pvp update comes out later this year.
  • reiverx
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    o0pxvdzm4t7p.png

    Maybe we will see this fixed when the pvp update comes out later this year.

    That's interesting. I was starting to think they were going to drop pvp forever. Maybe not.
  • KlauthWarthog
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    o0pxvdzm4t7p.png

    ... and then the merge request got stuck in combat.
  • Destai
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    o0pxvdzm4t7p.png

    Maybe we will see this fixed when the pvp update comes out later this year.

    @ZOS_Kevin I think this is a pretty big example of where it'd be nice to have these updates/comments here first. Like, this is one of the most frequent complaints/bugs mentioned here and I think (correct me if I'm wrong) this is the first open acknowledgement of it and a plan to fix it. Why is that?
  • ProudMary
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    Desiato wrote: »
    Jaraal wrote: »
    They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.

    It's pretty clear to me that they depriortized Cyrodiil as far back as 2016 and are unwilling to allocate significant resources to improving it. In traditional MMO terms, it is effectively on life support with the bare minimum of resources provided to keep it operational.

    ESO launched late and unfinished, with countless bugs and missing many features that were slowly rolled out after launch. Basic things like npc lip syncing, armor dyes, interior lighting, and much more. Even many delves were unfinished and released in a simplified state.

    The same was true of Cyrodiil, except most of the bugs were never fixed and probably never will be. A crucial feature that never worked was one that would have isolated server processing lag to specific sub-zones without lagging the rest of the campaign.

    At this point they probably have few, if any, software engineers who are still familiar with the AvA codebase. They have likely determined that the cost of fixing the remaining bugs isn't worth it to them because Cyrodiill provides so little value to 99.999% of their customers.

    You were right on until you got to the last part. PvP is still the main focus for many of us.
  • ProudMary
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    Titanium wrote: »
    Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.

    Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.

    This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.

    This is the simple fix. Just make it so when a player uses one of the wayshrines at either of their gates takes the player out of combat and/or erases all buffs and debuffs. Simple.
  • Gray_howling_parrot
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    In the AUA they mentioned that they have a time dedicated to fixing this bug currently
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • vsrs_au
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    ProudMary wrote: »
    Titanium wrote: »
    Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.

    Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.

    This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.

    This is the simple fix. Just make it so when a player uses one of the wayshrines at either of their gates takes the player out of combat and/or erases all buffs and debuffs. Simple.
    I've never been able to use a wayshrine if my character is still in combat, so how would that fix work?
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • Azphira
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    I like the combat bug since I switched to arcanist, now I can build crux while running to the next pack of mobs. Watch them fix that but not the combat bug.
  • Jaraal
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    vsrs_au wrote: »
    ProudMary wrote: »
    Titanium wrote: »
    Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.

    Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.

    This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.

    This is the simple fix. Just make it so when a player uses one of the wayshrines at either of their gates takes the player out of combat and/or erases all buffs and debuffs. Simple.
    I've never been able to use a wayshrine if my character is still in combat, so how would that fix work?

    The transitus (wayshrines) in Cyrodiil are useable while stuck in combat. The PvE ones are not.
  • JustLovely
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    vsrs_au wrote: »
    ProudMary wrote: »
    Titanium wrote: »
    Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.

    Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.

    This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.

    This is the simple fix. Just make it so when a player uses one of the wayshrines at either of their gates takes the player out of combat and/or erases all buffs and debuffs. Simple.
    I've never been able to use a wayshrine if my character is still in combat, so how would that fix work?

    The ports in Cyrodiil aren't technically called wayshrines, but they work the same. It seems pretty obvious that the poster you're quoting is referring to porting to the gates in Cyrodiil, not the wayshrines in Cyrodiil.
  • JustLovely
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    Azphira wrote: »
    I like the combat bug since I switched to arcanist, now I can build crux while running to the next pack of mobs. Watch them fix that but not the combat bug.

    If you're using the Death Dealers Fete mythic being stuck in combat can be beneficial too.
  • zaria
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    Desiato wrote: »
    The stuck in combat bug affects everyone. It doesn't just impede PVP.

    The stuck in combat bug in Cyrodiil and what happens in the rest of the game is completely different. The OP was refering to the Cyrodiil issue.

    The PVE variant is because a mob didn't die. Sometimes the mob is under the world or somewhere else it shouldn't be. It's not a bug per se, but a design issue in some dungeons -- which should definitely be addressed.
    No I say they are very related, the problem in Cyrodil is that stuck in combat is group based unless far from group.
    Some in group go near any hostile npc like an wolf and draw agro and all is in combat.
    You can get the same issue overland in groups farming stuff like world bosses.
    Anybody doing timed effect like healing will get this to stuck for duration then some pull another wolf.

    Simply removing the group element of stuck in combat would solve most of the problem.
    It would also let you enter the keep during an siege of outer wall and change the hot bar.

    Overland then questing or farming its mostly enemies trying to reach you to do their one attack and run back but can not find an path to you.
    First: Why do the one attack and run away? either fall off or commit :s
    Doing an ground AoE tend to work as it seems to re calculate npc.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Titanium
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    I am solo 90% of the time when in PVP, and still get stuck in combat. It's not a group thing. It usually happens when you fight a DK with flame abilities.

    Thanks for correcting me. I meant Transitus Shrines, instead of wayshrines to get purged.
  • darvaria
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    Just get rid of this mechanic. "Stuck in combat" servers no purpose. Get rid of it. There is NO solution except to eliminate it.
  • TheImperfect
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    I mainly pve but it's annoying there too. Sometimes there's no monster around or you killed it already and can't mount or travel for ages because of the stuck in combat. There isn't enough time in the day for it.
  • Titanium
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    When can we expect the fix? It is more simple to fix than making the healthbar size static and so on. How do those things take priority over this?
  • Titanium
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    When can we expect a fix? We've clearly given ZOS 10 years to fix this along with plenty of ideas that are feasible (full purge when you return to home base). I don't think it would cost a $80/hour developer to fix this in 30 minutes.
  • Titanium
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    So many new changes to the combat system in the last patch. When can we expect to have the stuck in combat bug fixed?
  • gronoxvx
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    o0pxvdzm4t7p.png

    Maybe we will see this fixed when the pvp update comes out later this year.

    This has aged well. 😂
  • MindOfTheSwarm
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    Poss wrote: »
    I’m sat here fuming in rage right now after me and my group having to run all the way from Aleswell to Ash on foot to try and defend only to arrive too late with no stam from running and getting absolutely annihilated.

    Ten years this had been a thing…

    I would happily sacrifice a whole quarterly patch of good juicy new stuff for an update that focuses on just THIS issue. Nothing else, get the devs to all sit down, analyse the code and together figure out what the heck is causing this. This is the QOL fix that we all want and have wanted for a decade

    Thank you rant over

    A simple solution would be to add a “kill self” in the help menu. But that could lead to trolling in PvP.
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