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View Full Version : New aggro with a side effect I hadn't seen yet.



Shindurza
01-09-2017, 01:44 PM
Ok, so we all know that with the new aggro mechanic there are sometimes a LOT more mobs to deal with at a time than what we were used to, which made for a very quick Butcher's Path run when everything in that first part came charging over and I had 23 kills in the first seconds, but that's not what this is about. I just ran into something else that actually prevented getting the Conquest bonus in a quest. Running an Elite Garrison's Missing Pack, there are a few spots where Kobold Sentries spot you, then run to a warning bell to call for backup. Sometimes this warning bell causes gates to open, or what looks like a solid wall covering an alcove, will rise and mobs will come out. Two times in Garrison's I had the Kobold Sentry spot me, but instead of turning and hitting the gong he came right for me, never hitting the bell and releasing the extra mobs. You need to kill virtually every mob in that quest for Conquest, a total of 71. I had 66 with two spots of closed gates/walls. One of them was the gates with the wolves behind them, and I could see the wolves, but they could not hit me nor I them. The other was where a couple of alcoves were blocked by walls and nothing spawned since the walls were not lifted.

Just thought I'd throw that out there. Those of you that just do the old XP/MIN runs, move along, nothing to see here :)

-Shin

AbyssalMage
01-09-2017, 01:49 PM
Ok, so we all know that with the new aggro mechanic there are sometimes a LOT more mobs to deal with at a time than what we were used to, which made for a very quick Butcher's Path run when everything in that first part came charging over and I had 23 kills in the first seconds, but that's not what this is about. I just ran into something else that actually prevented getting the Conquest bonus in a quest. Running an Elite Garrison's Missing Pack, there are a few spots where Kobold Sentries spot you, then run to a warning bell to call for backup. Sometimes this warning bell causes gates to open, or what looks like a solid wall covering an alcove, will rise and mobs will come out. Two times in Garrison's I had the Kobold Sentry spot me, but instead of turning and hitting the gong he came right for me, never hitting the bell and releasing the extra mobs. You need to kill virtually every mob in that quest for Conquest, a total of 71. I had 66 with two spots of closed gates/walls. One of them was the gates with the wolves behind them, and I could see the wolves, but they could not hit me nor I them. The other was where a couple of alcoves were blocked by walls and nothing spawned since the walls were not lifted.

Just thought I'd throw that out there. Those of you that just do the old XP/MIN runs, move along, nothing to see here :)

-Shin
I know in some adventures you can hit the Gongs to trigger the "alert," but it doesn't work in every adventure. Was the scripting preventing you from hitting the Gongs in Missing Pack?

mightstriker
01-09-2017, 02:11 PM
I ran into the same thing the other evening running Garrison's. Sadly, there are just so many little glitches (and some not so little) with the game now, I just shrug and move on. But the OP is completely correct, could not get conquest bonus for this quest, as there is no way to interact with the sentry gongs.

Gleep_Wurp
01-09-2017, 02:17 PM
Ok, so we all know that with the new aggro mechanic there are sometimes a LOT more mobs to deal with at a time than what we were used to, which made for a very quick Butcher's Path run when everything in that first part came charging over and I had 23 kills in the first seconds, but that's not what this is about. I just ran into something else that actually prevented getting the Conquest bonus in a quest. Running an Elite Garrison's Missing Pack, there are a few spots where Kobold Sentries spot you, then run to a warning bell to call for backup. Sometimes this warning bell causes gates to open, or what looks like a solid wall covering an alcove, will rise and mobs will come out. Two times in Garrison's I had the Kobold Sentry spot me, but instead of turning and hitting the gong he came right for me, never hitting the bell and releasing the extra mobs. You need to kill virtually every mob in that quest for Conquest, a total of 71. I had 66 with two spots of closed gates/walls. One of them was the gates with the wolves behind them, and I could see the wolves, but they could not hit me nor I them. The other was where a couple of alcoves were blocked by walls and nothing spawned since the walls were not lifted.

Just thought I'd throw that out there. Those of you that just do the old XP/MIN runs, move along, nothing to see here :)

-Shin

of a lack of thought before implementing changes. well, that and poor testing.

AbyssalMage
01-09-2017, 02:53 PM
of a lack of thought before implementing changes. well, that and poor testing.
They don't test, they preview.
This is one of my major complaints against DDO (formerly run by Turbine). Hopefully SSG finally decides an actual Testing Server would be in their best interest after nearly a decade of unnecessary coding errors have made it to live.

vms4ever
01-09-2017, 03:58 PM
This is not a new behavior, it is one that has been around for years (plural and not an exaggeration). Sometimes the sentries ring the gong, sometimes they don't. It is a bit of flavor, kobolds don't always do what they are supposed to do. The gongs can only be rung by the kobolds (this has always been true, well, at least as long as I've been playing - 2009ish), the sentries don't always do their job. Sometimes they think their name is Billy and they go play hero. Two of them do it and no conquest.


It is the way it is and has been for a long time. Don't blame on the aggro what has been around forever.
So go ahead and gripe about both sentries aggroing when you attack one of them, gripe about the yellow dungeon alert. But the sentries not hitting the gong can't be laid at the feet of the new aggro mechanic.

Jasparion
01-09-2017, 04:19 PM
They don't test, they preview.
This is one of my major complaints against DDO (formerly run by Turbine). Hopefully SSG finally decides an actual Testing Server would be in their best interest after nearly a decade of unnecessary coding errors have made it to live.

Few games last 10 years so why would they change a winning formula?

LrdSlvrhnd
01-09-2017, 04:26 PM
This is not a new behavior, it is one that has been around for years (plural and not an exaggeration). Sometimes the sentries ring the gong, sometimes they don't. It is a bit of flavor, kobolds don't always do what they are supposed to do. The gongs can only be rung by the kobolds (this has always been true, well, at least as long as I've been playing - 2009ish), the sentries don't always do their job. Sometimes they think their name is Billy and they go play hero. Two of them do it and no conquest.


It is the way it is and has been for a long time. Don't blame on the aggro what has been around forever.
So go ahead and gripe about both sentries aggroing when you attack one of them, gripe about the yellow dungeon alert. But the sentries not hitting the gong can't be laid at the feet of the new aggro mechanic.

In my experience, the sentries sometimes charge towards you... but they invariably head back to the gong after a few seconds, unless they're killed first. If that's not happening now, it's new behavior, and IMHO can safely be laid at the feet of the aggro change.

moomooprincess
01-09-2017, 06:26 PM
as already stated,

this is not even an issue.

Bang the gong yourself.

It is actually easier this way because you don't have to worry about that part of the mob coming after you, you can take your sweet time and control the mob flow.

vms4ever
01-09-2017, 06:50 PM
In my experience, the sentries sometimes charge towards you... but they invariably head back to the gong after a few seconds, unless they're killed first. If that's not happening now, it's new behavior, and IMHO can safely be laid at the feet of the aggro change.

That was what I expected them to do, but, in my experience they do not turn around and go back a significant percentage of the time. And that is not new behavior.

I just ran Garrison's twice. The first time the first sentry came charging at me while I was killing the first ooze and didn't seem to have triggered the gong. The second time the sentries behaved as expected: wake up when I got close, took a couple of steps towards me, then ran back to the gong like a good little kobold.

EllisDee37
01-09-2017, 07:07 PM
This is not a new behavior, it is one that has been around for years (plural and not an exaggeration). Sometimes the sentries ring the gong, sometimes they don't.I disagree that it's old.

A few weeks back I was farming up visors of the flesh render goggles. I wanted 4-5 of them, so I was running the whole chain once a day. During the first goblinoid encounter in the first part, the hidden sentry dude consistently tried to ring the gong as soon as I shot the first visible guy. This happened the same way every day, 7 runs per day. (You have to complete part 1 seven times to complete the chain.)

As soon as they updated with the new aggro changes, this behavior changed. Now when I shoot the first visible guy, the hidden sentry immediately charges me instead of trying to ring the bell. This new, different behavior was also consistent: Every run always the same, seven times per day.

I posted a thread about it (https://www.ddo.com/forums/showthread.php/481867-Bug-New-aggro-mechanics-overriding-some-scripts). Apparently, this issue also breaks the "standard" way to run Framework, since when you run up to the gate the runts charge you instead of ringing the gong, and since they don't ring the gong the gate never opens. So now, since the update, the only way to complete it is to shoot yourself over the wall with a catapult.

VinceWhirlwind
01-09-2017, 07:46 PM
That was what I expected them to do, but, in my experience they do not turn around and go back a significant percentage of the time. And that is not new behavior.

I just ran Garrison's twice. The first time the first sentry came charging at me while I was killing the first ooze and didn't seem to have triggered the gong. The second time the sentries behaved as expected: wake up when I got close, took a couple of steps towards me, then ran back to the gong like a good little kobold.

Yes, mostly they bang their gong, but it does happen that they forget.
Same with the Kobold in the SW room in Smugglers' Warehouse who is supposed to open the wall behind which you get either 2 Shamen or a rare + chest. He sometimes forgets. I ran this quest 3 times the other day and he forgot to open the wall one time and just charged me instead.

In Butcher's Path the other day I had the same problem with the first sentry who is meant to release the wolves. You can kill the wolves with AoE though, which I did.

Saaluta
01-09-2017, 07:50 PM
/snip

I posted a thread about it (https://www.ddo.com/forums/showthread.php/481867-Bug-New-aggro-mechanics-overriding-some-scripts). Apparently, this issue also breaks the "standard" way to run Framework, since when you run up to the gate the runts charge you instead of ringing the gong, and since they don't ring the gong the gate never opens. So now, since the update, the only way to complete it is to shoot yourself over the wall with a catapult.

You can also go to the back gate and have someone with about 20 to 40 jump go over the left side wall and open the gate :)

Saal :)

Shindurza
01-09-2017, 10:52 PM
It is the way it is and has been for a long time. Don't blame on the aggro what has been around forever.
So go ahead and gripe about both sentries aggroing when you attack one of them, gripe about the yellow dungeon alert. But the sentries not hitting the gong can't be laid at the feet of the new aggro mechanic.

Actually not really griping, just pointing out something that had never happened to me before, I have also been here since 2009 but don't recall them not opening the gates or doors, I guess I just was lucky every time I ran it. It's really not the end of the world not getting Conquest, it was just something I had never run into before.

-Shin

MeliCat
01-10-2017, 12:36 AM
You can also go to the back gate and have someone with about 20 to 40 jump go over the left side wall and open the gate :)

Saal :)

I've been forced to do that again as I can't get them to open the d4mn gate - not every time but maybe 3 times out of 4 they won't open it. I'm like "HEY GUYS. I"M HERE. OVER HERE. COME OPEN THE GATE AND KILL ME" and they're like, nup, gotta sit here waving my head for a while... and yeah. Give up, restart.

It's all just slightly different.

Mofus
01-10-2017, 01:30 AM
A lot of threads about this, but doesn't seem like the dev's care, or maybe it's to hard to fix now. The thing that makes me angry, is that they did little or no testing before implementing. Lets hope that this isn't telling of what's to come in the future.

vms4ever
01-10-2017, 05:47 AM
The problem with all the issues mentioned in this thread is that I have seen these all before for years. The sentries not ringing their gongs, the minotaurs trying to push through the gate instead of opening it, etc. They have all happened to me before the recent aggro changes. They probably (almost certainly) are worse with the new aggro rules, but they aren't new. (They also aren't consistent, which makes it much more difficult to debug and correct.)

LrdSlvrhnd
01-10-2017, 03:57 PM
as already stated,

this is not even an issue.

Bang the gong yourself.

It is actually easier this way because you don't have to worry about that part of the mob coming after you, you can take your sweet time and control the mob flow.

And as also already stated,

this is an issue.

Not all gongs can be banged by players (and at least some that can, don't have the same effect as when the sentry rings it).

It is actually more difficult (to get Conquest) this way because you can't kill that part of the mob, you can't kill enough of them to get Conquest.

cdbd3rd
01-10-2017, 04:34 PM
This is not a new behavior, it is one that has been around for years (plural and not an exaggeration). Sometimes the sentries ring the gong, sometimes they don't. It is a bit of flavor, kobolds don't always do what they are supposed to do. The gongs can only be rung by the kobolds (this has always been true, well, at least as long as I've been playing - 2009ish), ....

This^.

Maybe the 'new thing' has made it worse, but that behavior has been around inconsistently for ages.

Arktanis
01-10-2017, 04:47 PM
I posted a thread about it (https://www.ddo.com/forums/showthread.php/481867-Bug-New-aggro-mechanics-overriding-some-scripts). Apparently, this issue also breaks the "standard" way to run Framework, since when you run up to the gate the runts charge you instead of ringing the gong, and since they don't ring the gong the gate never opens. So now, since the update, the only way to complete it is to shoot yourself over the wall with a catapult.

I ran it two days ago and although the gate was a little slow, it opened while I was still fighting the mobs infront of the gate.