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View Full Version : DA... who's bright idea was this?



Bbrik
03-11-2010, 08:38 PM
Crucible elite which used to be able to be able to be done by lvls 12-15's as long as tatics were used... But when you get to running across the top of the maze and you pull the wheels and get in the hallway to a Red DA right off the bat, glitterdust, sleet storm, displaced clerics, mephits using the breathe that blinds, and triple harried what can you do? between moving 1cm every three hours and the crazy amount of lag that you get from all of the **** being spawned and casted what is there to do? may i ask why this system is in place? i keep getting told it helps with lag but i like 100 times more when its up then i do with out it... so what if there is a mob and we run by it? this game is alot about tatics and not allowing us to use those tatics with out having us get huge lag and harried? i mean really i have a few things chasing me while im trying to heal and i cant even move a foot with out a day going by... so can anyone offer me any insight as to why this is really in place and why one mod cause a red DA on top of all the things spammed

/rant off

MrCow
03-11-2010, 08:45 PM
This problem occurs if you are detected by the gnoll archers on the top of the maze while at the crest gathering/horn obtaining phase of the maze and you opt to not kill them. Those gnolls for whatever reason do not forget who they are angry at like most critters currently do, which means when you get back to the maze to cross the top of it they tend to alert their fellow arcane and divine gnoll counterparts, likely causing dungeon alert.

Bbrik
03-11-2010, 08:51 PM
This problem occurs if you are detected by the gnoll archers on the top of the maze while at the crest gathering/horn obtaining phase of the maze and you opt to not kill them. Those gnolls for whatever reason do not forget who they are angry at like most critters currently do, which means when you get back to the maze to cross the top of it they tend to alert their fellow arcane and divine gnoll counterparts, likely causing dungeon alert.

yeah it was after we jumped across the top and we did the wheels that one mob before the swim just went nuts with CC and mephits and triple DA and well just grrrrrrr haha

Twerpp
03-11-2010, 08:54 PM
Turbine doesn't care if you like DA, even if you present legitimate reasons and point out obvious f-ups in the system. In fact if you don't like it, they don't like you. That's really all every thread on DA ever boils down to.

Talcyndl
03-11-2010, 08:58 PM
Turbine doesn't care if you like DA, even if you present legitimate reasons and point out obvious f-ups in the system. In fact if you don't like it, they don't like you. That's really all every thread on DA ever boils down to.

Interesting...I seem to recall some post from Developers asking people to report instances where DA was triggering improperly.

Now whether they make it a high priority to fix them... :)

Mockduck
03-11-2010, 09:01 PM
I remember Turbine making some recent changes to prevent "instant red" DA activity in a number of quests. Guess Crucible got missed! I'm sure they probably know about it, but a flood of actually-submitted bug reports might be one way for us to prompt action.

chester99
03-11-2010, 09:05 PM
I remember Turbine making some recent changes to prevent "instant red" DA activity in a number of quests. Guess Crucible got missed! I'm sure they probably know about it, but a flood of actually-submitted bug reports might be one way for us to prompt action.

any fix that doesn't involve the delete key is a waste of time.

Ellyll
03-11-2010, 09:08 PM
The main problem that I have noticed with DA is that it doesn't seam to care:

1. How fast you are moving through the dungeon, or,
2. How many creatures you have agro'd

All it really seams to care about is the max distance between the 2 or 3 furthest distance mobs from each other. (and you), which is not a function of speed or carelessness.

This leads not only to problems such as what you are describing, but also to harrying problems in quests where you have to split up and reform (which, for some reason, despite being in direct violation of their own DA coding, they love to create), and in everyone getting auto-harried if anyone ever has to renter a quest and there is a respawn in their return path.

All in all, I could live with DA fine, because I rarely zerg, but actual zerging isn't what DA seams to be looking for. At all.

Course this has all been said before, and wee know it, and they know it, so I really don't no what the point is, but I thought I'd drop my 2 cents anyway...

They may have made a "minimum spawn count" for red (so that now we only get "insta-orange"), but still, kinda broken, imo.

Talcyndl
03-12-2010, 07:54 AM
any fix that doesn't involve the delete key is a waste of time.

If they fix the quests where it triggers based on normal activity, isn't that better than nothing? Especially considering that they firmly maintain (apparently based on a test of turning it off a few months back) that it is needed and are not going to turn it off.

MrCow
03-13-2010, 05:04 PM
The main problem that I have noticed with DA is that it doesn't seam to care:

1. How fast you are moving through the dungeon, or,
2. How many creatures you have agro'd

All it really seams to care about is the max distance between the 2 or 3 furthest distance mobs from each other. (and you), which is not a function of speed or carelessness.

Dungeon alert does care about how many critters currently actively hate you.


Critters Alert Status
0-9 None
10-12 Green
13-15 Yellow
16-18 Orange
19+ Red

Actively hating you is defined as the monster has someone on its aggression list that is within 200 feet of it for most critters. Some critters have been scripted (intentionally or not) to have a different range or no range. After two minutes of a monster not actively hating a player (or allied NPC) it will drop off the dungeon alert.