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mehlinda
02-08-2011, 11:51 AM
Dear Devs,

Hi, thanks for all the new content. I like everything you released last year and look forward to the new mods. Here are some other things I would like you to work on.

1) Fix the bard Pre songs so they work on Warforged or acknowledge that it was intended for them not to.

2) Fix ( or eliminate ) Dungeon Alert. It is so broken. I doubt it is intended to go from zero alert to red when some bats spawn or mephits such as in DQ1 or Coal Chamber not to mention all the other places it is a complete fail in. I wasn't playing when this was introduced but it is by far the most annoying thing to me in the game. It is broken in outdoor instances. it does not allow parties to split up when it is clearly the most efficient way to do something and when monsters who have a limited following range bounce back their aggro does not seem to lessen.

3) Make raid timers start when the quest is completed...not when you pick up your end reward.

4) Allow epic seals and shards stored in bags to be put in shared bank in the bag. Many people carry all of theirs in a single bag and would love to bank it and pick it up with the character they will be playing. If they could do this it would speed up people knowing what they do or don't need which would allow things to be passed to others who need it more often.

5) Discs from the IQ quests stack in your inventory and bags but not in shared banks. Shards stack everywhere. People often run the Mindsunder on multiple characters and it would be nice to keep them there without having to use up so much space one disc at a time.

donfilibuster
02-08-2011, 04:25 PM
1) /signed

2) /signed to improvements, but note it works incrementally, so once you get alert it will get back faster.
Think of it as an amount of monsters, say 10, you walk past 10 monsters and get alert, which in practice it looks that it takes very long.
Once you get 11 you'll get alert, so you wait a while for it to dissapears, but when it does it merely decreased to 9.
You think the alert is gone but is nowhere near it, a single monster will get you to alert again.
It will take a lot more minutes for it to decrease back to 0, chances are it never will if you tend to walk past monsters.

It is a pain in CC because of the bats, so don't walk on the spawn dirt, kill all those that appear and make sure to clear the tricky corners like the base of the shaft, where you can have a hundred bats standing on the same spot looking like just one.

3) /signed

4) /signed, but also be careful when storing bags in the shared bank, always move a pot or junk first to see if it is responsive.
(if bank lags it can eat your bags with everything inside and no refunds)

5) /signed

mehlinda
02-08-2011, 08:58 PM
I do epic dq daily and when flagging dq1 going up bat you go from zero to red alert instantly constantly.. it is broken in Coal Chamber, Inferno and lots of quests not to mention if 6 people are in 6 different spots in an outdoor instance. I sometimes think they had a contest to see what the worst thing possible they could introduce was and behold the winner...Dungeon Alert

7-day_Trial_Monkey
02-08-2011, 09:03 PM
.. not to mention if 6 people are in 6 different spots in an outdoor instance.

But that is exactly the kind of thing it is supposed to stop you from doing. Each of you agros a group of mobs, making the total number of mobs agrod in your instance high enough to negatively impact server performance.

Don't do it and your problem is solved in this case.

I've run coal many, many, many times. I don't see higher than green alert. Do you run past mobs or do you kill them? If you are killing them as you go, DA is not an issue.

Zilta
02-08-2011, 09:13 PM
what about in bastion where mobs aggro you through walls and such and give you red alert seven day trial monkey, I cant imagine seeing that was intended for dungeon alert. You should not be placed in alert by aggroing monsters you are UNABLE TO KILL

7-day_Trial_Monkey
02-08-2011, 09:17 PM
what about in bastion where mobs aggro you through walls and such and give you red alert seven day trial monkey, I cant imagine seeing that was intended for dungeon alert. You should not be placed in alert by aggroing monsters you are UNABLE TO KILL

Ran Bastion elite just last night. Yes we hit red alert a few times. The devs have asked for players to bug report any quest where they feel it does not work as intended.

That list of quests used to be quite long, but most were fixed as people reported them. Continue to bug report the few remaining problem quests and they will eventually be fixed, I would expect.

Those few quests are certainly not a reason to throw away DA. There's no doubt that server lag is worse when they turn off DA, so I don't see any reason to ask them to turn it off.

Templarion
02-08-2011, 09:20 PM
mehlinda, excellent suggestions! I rarely see this many suggestions in the same thread and agree with all of them.

1) /signed

2) /signed

3) /signed

4) /signed

5) /signed

Zilta
02-08-2011, 09:22 PM
Ran Bastion elite just last night. Yes we hit red alert a few times. The devs have asked for players to bug report any quest where they feel it does not work as intended.

That list of quests used to be quite long, but most were fixed as people reported them. Continue to bug report the few remaining problem quests and they will eventually be fixed, I would expect.

Those few quests are certainly not a reason to throw away DA. There's no doubt that server lag is worse when they turn off DA, so I don't see any reason to ask them to turn it off.

Your probably right that it shouldn't be scrapped completely but my main problem with it is how annoying I find it. My main problem with it is that it actually does what it intends in explorer areas which makes killing things take much longer than if we would just split up.

donfilibuster
02-08-2011, 09:28 PM
Those few quest you mention are tricky quests where monsters are easy to be left unkilled.
The problem is in the quests rather than in DA as a whole.

In CC you can indeed go to red alert fast, because by the time the spawns show up you are already walking past them.
Besides no one wants to kill the trogs on their way down to the key instead of just jumping down, i'm sure those count too.
The optional trogs at the beginning count, as will do those trogs on ledges you don't see until you look down, or those left alive when you fall.
Still just clearing all the bats can at least let you be on the edge to green alert, it never goes to red if you spend a few seconds to fight.

In dq1 bat side the mephits multiply and multiply very fast, just like anywhere else except there's a lot of them.
It is easy to leave a few air mephits since they are invisible, and they chase you and call more friends without you noticing.
A fun way to kill them all is to just run through bat until the gate closes behind you, leaving the army of mephits behind.
By that time there's hundreds of them, so can use a firewall or bb through the door, necrotic blast, etc. whatever AoE goes through the door.
If you aren't careful the amount of mephits has no limit, and the lag from them will kill you faster than dungeon alert.

On inferno it might very well be the mephits as well, altough they are usually killed before populating the place.
Still, some air mephits may keep lurking unseen causing alert, specially as you change to and from the fire side.

Bottom line is the quests can use some fixing so that spawn monsters dissapear after they rubberband.
(e.g. the bats in CC rubberband but do not dissapear, leaving you with whole flock, uhm, colony, whatever)
Otherwise taking measures can let you manage the dungeon alert you get no matter how fast it appears.


p.s. another quest with unlimited mephits is maze of madness in gianthold, and i'm sure there's more.

mehlinda
02-09-2011, 12:30 AM
I took a hiatus from DDO before this was implemented so I don't know why it was put in. The only things I can see it accomplishes other than irritation is to slow people down and produce grind.. or perhaps pacify whiners who complain about zerging. I would love to run some quests with a dev in the group so they could see all the places where it is completely insane. I cannot see any benefit to having it. What does it accomplish that improves DDO ?