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View Full Version : QOL: Req a teleporter at bottom of Zawabi's Refuge ravine



J1NG
07-28-2018, 01:29 AM
This is a small and minor issue, but it can be rather annoying.

If you fall down the ravine between the exit and landing, it can take a very long time for you to make your way back up without the ability to teleport. This can happen from lag or any other number of reasons that is outside of player control.

For reference, using a Level 16 Monk, Chronoscope Movement boost of 40%, Sprint Boost 45%, it took approximately 38s to reach back the top where the quest givers are (near where the auctioneer is), and I also know the way. It would require even more time to begin crossing the ravine again.

Whilst it isn't common to drop down, when it does, it will be a good long while before anyone can get back out for lowbies (and more for those without Teleport). Would it be possible to have a transporter/teleporter there that can transport someone back up top? Even if there's a monetary cost involved (100gp for example), it's better than a whole group waiting for someone to get back up if they're new, or even needing to direct them because they don't know the way around down there (which would take even longer).

J1NG

Dark_Helmet
07-28-2018, 01:35 AM
/death (you did bind on your ship right?), rebuff, then make it back is faster if you don't know the way.

I miss the days of swimming in House K lava.

J1NG
07-28-2018, 01:43 AM
And if they don't have a ship? And for those who's ships don't have long range teleporters yet?

Again, it's not a major thing, as it only caters to a small set of players who may be affected by it.

J1NG

Dragavon
07-28-2018, 02:23 AM
As it only caters to a very small group.

And as it takes less than a minute to get out of the ravine.

Why should SSG waste developer time on this?

There are about a million issues in DDO that are much more important than this.

J1NG
07-28-2018, 03:02 AM
As it only caters to a very small group.

And as it takes less than a minute to get out of the ravine.

Why should SSG waste developer time on this?

There are about a million issues in DDO that are much more important than this.

You mean... like those massive piles of dirt we had? And the fact we still have ladders that lag? Or why Teleporters have been added throughout Stormreach House regions; everyone can walk, so why don't they?

I honestly DO NOT know why in terms of the dirt, they are no longer around. Or in the case of the ladder lag, why it IS still around. Or why QOL things like Teleporters have been added into the game. It wasn't a bug (didn't affect the game in a mechanical way) for the former, the second one only affects SO FEW people when it does happen, and the latter is certainly nothing more than a frivolous thing. And clearly a BILLION issues in DDO that are much more important than those. So why does SSG even spend time on that and not the important issues?

*shrugs*

J1NG

Annex
07-28-2018, 03:44 AM
I honestly DO NOT know why in terms of the dirt, they are no longer around. Or in the case of the ladder lag, why it IS still around. Or why QOL things like Teleporters have been added into the game. It wasn't a bug (didn't affect the game in a mechanical way) for the former, the second one only affects SO FEW people when it does happen, and the latter is certainly nothing more than a frivolous thing. And clearly a BILLION issues in DDO that are much more important than those. So why does SSG even spend time on that and not the important issues?

I cannot remember exactly what Cordovan wrote about the 'dirt bug' but it sounded like a fairly straight forward error and correction. (Object XYZ erroneously referenced object ABC or something like that?)

With regards the 'Ladder Bug', one of the developers specifically stated that each such ladder requires individual attention. The developer must cut out the old ladder code and paste in the corrected ladder code on a case by case basis. I have no idea why a search and replace will not work, but apparently, it is not an option. Since there are thousands of ladders in the game, the developers simply cannot hunt down and fix every one in anything close to a reasonable time.

Quick travel was added to areas like The Orchard of the Macabre at the request of players.

Bug and Quality of Life fixes tend to follow a pattern. If an individual developer takes an interest in an issue, for whatever reason, it usually gets fixed. For example, Miss Lynnabel wanted easy access to the Upper Necropolis so she updated the Teleport spell and we all benefit. When a developer must spend time working on a specific portion of the game, related issues tend to receive attention. Easy fixes heavily tend to occur before complex fixes. For example, typos tend to get fixed very quickly but major system overhauls rarely occur. Active complaints result in fixes much more often than old complains. Complains generating a high volume of traffic get resolved much more quickly than issues with very low traffic.

Your suggestion will go 'into the queue', as it were. If the developers ever add quick travel to the Demon Sands they may also add your portal.

Do not worry too much about other players dismissing an idea. History clearly shows that the developers follow their own agendas. :)

cdbd3rd
07-28-2018, 04:47 AM
How about instead of a teleporter or such, just a rope/wooden ladder hanging down the side of the ravine to climb back up?

Would still take 15-20 seconds maybe to climb it, but fixes the "wandering lost" issue.

Any faster fix, like the teleporter, added in just to save time = might as well just line the top of the ravine with more invisi-walls. (Just say NO, to invisi-walls.)

J1NG
07-28-2018, 05:25 AM
How about instead of a teleporter or such, just a rope/wooden ladder hanging down the side of the ravine to climb back up?

Would still take 15-20 seconds maybe to climb it, but fixes the "wandering lost" issue.

Any faster fix, like the teleporter, added in just to save time = might as well just line the top of the ravine with more invisi-walls. (Just say NO, to invisi-walls.)

I don't mind "ANY" of those changes personally (invis wall or ladder) - as they all help in their own way, but primarily when they are used, it's better than simply having someone run at the bottom of the ravine making their way up, especially someone new. Not everyone is that speedy at levels 10-14.

And lets not forget how some players give directions without giving any useful info. eg. "/p This way!" Great, and where did that text giving instructions and directions from from directionally so I know where "This way" means? *sigh*

Personally, I would choose the ladder if no teleporter given, simply because I too hate Invisible Walls. :)

J1NG

AbyssalMage
07-28-2018, 05:56 AM
With regards the 'Ladder Bug', one of the developers specifically stated that each such ladder requires individual attention. The developer must cut out the old ladder code and paste in the corrected ladder code on a case by case basis. I have no idea why a search and replace will not work, but apparently, it is not an option. Since there are thousands of ladders in the game, the developers simply cannot hunt down and fix every one in anything close to a reasonable time.
Considering the "bug" exists on every single ladder I have used, even after the "fix" to fix individual ones, I will safely assume that it can't be done with the engine the game uses. The Collision algorithm, or what ever algorithm is ran to determine "climbing" is in itself, the problem. Thankfully, it only happens at the "base" of the ladder making "jumping" onto ladders the preferred way to navigate them.


Quick travel was added to areas like The Orchard of the Macabre at the request of players.
Thankfully!!!


Bug and Quality of Life fixes tend to follow a pattern. If an individual developer takes an interest in an issue, for whatever reason, it usually gets fixed. For example, Miss Lynnabel wanted easy access to the Upper Necropolis so she updated the Teleport spell and we all benefit. When a developer must spend time working on a specific portion of the game, related issues tend to receive attention. Easy fixes heavily tend to occur before complex fixes. For example, typos tend to get fixed very quickly but major system overhauls rarely occur. Active complaints result in fixes much more often than old complains. Complains generating a high volume of traffic get resolved much more quickly than issues with very low traffic.

Your suggestion will go 'into the queue', as it were. If the developers ever add quick travel to the Demon Sands they may also add your portal.

Do not worry too much about other players dismissing an idea. History clearly shows that the developers follow their own agendas. :)
Yes they do. A "permanent" dimension door at the bottom would also work. That way you don't have to talk to a NPC who is hanging out at "the bottom." Poor guy/gal who got that job.

"Here, I'm a wizard of some aptitude and I have been exiled to this crevice away from everyone to help those adventurers return back to the top with as little inconvenience as possible. You think my employers would anchor a Dimension Door down here but instead they hired me."

kmoustakas
07-28-2018, 07:11 AM
This is a small and minor issue, but it can be rather annoying.

If you fall down the ravine between the exit and landing, it can take a very long time for you to make your way back up without the ability to teleport. This can happen from lag or any other number of reasons that is outside of player control.

For reference, using a Level 16 Monk, Chronoscope Movement boost of 40%, Sprint Boost 45%, it took approximately 38s to reach back the top where the quest givers are (near where the auctioneer is), and I also know the way. It would require even more time to begin crossing the ravine again.

Whilst it isn't common to drop down, when it does, it will be a good long while before anyone can get back out for lowbies (and more for those without Teleport). Would it be possible to have a transporter/teleporter there that can transport someone back up top? Even if there's a monetary cost involved (100gp for example), it's better than a whole group waiting for someone to get back up if they're new, or even needing to direct them because they don't know the way around down there (which would take even longer).

J1NG

I feel your frustration. Imagine mine when I fell and I didn't know the way and had a party waiting. Still, I disagree with the teleporter idea. To be honest, I'd be more interested in seeing the Amrath 'safety net' removed and if you fall you end up in a random place in the wilderness.

Dragavon
07-28-2018, 10:50 AM
To be honest, I'd be more interested in seeing the Amrath 'safety net' removed and if you fall you end up in a random place in the wilderness.

That would be awesome :)

Lynnabel
07-28-2018, 12:44 PM
With regards the 'Ladder Bug', one of the developers specifically stated that each such ladder requires individual attention. The developer must cut out the old ladder code and paste in the corrected ladder code on a case by case basis. I have no idea why a search and replace will not work, but apparently, it is not an option. Since there are thousands of ladders in the game, the developers simply cannot hunt down and fix every one in anything close to a reasonable time.

It's actually a little more annoying than that, sadly :( Ladders as a whole work fine, but if they aren't exactly aligned with each other or with flat ground, for some model types/sizes the actual climbing gets interrupted - aka the "ladder bug." In the past, when I've fixed ladder bugs, it's been making sure that ladders which are actually made of several 10m tall smaller ladders exactly align with each other vertically. Since it's the physical position that can cause a ladder to be weird, we ask that you submit a /loc when you bug report a ladder not working, as well as report which race you are playing as. Also, as someone else in the thread mentioned, jumping at the ladder to skip the base mount can bypass an improperly aligned base.

scipiojedi
07-28-2018, 01:13 PM
As someone that did fall down once....it took me a good while to get back up. And no I don't mean 38seconds of my life. That isn't a longtime buddy.

I think I was down there for a few minutes and was frustrated that I couldn't find the way to get back up. But having gone through that experience, I now am EXTREMELY careful when I go to Zawabis, and it hasn't happened again. So no to QoL changes. People that fall down will learn to be better. Don't enable them.

Miahoo
07-28-2018, 01:27 PM
It's actually a little more annoying than that, sadly :( Ladders as a whole work fine, but if they aren't exactly aligned with each other or with flat ground, for some model types/sizes the actual climbing gets interrupted - aka the "ladder bug." In the past, when I've fixed ladder bugs, it's been making sure that ladders which are actually made of several 10m tall smaller ladders exactly align with each other vertically. Since it's the physical position that can cause a ladder to be weird, we ask that you submit a /loc when you bug report a ladder not working, as well as report which race you are playing as. Also, as someone else in the thread mentioned, jumping at the ladder to skip the base mount can bypass an improperly aligned base.

Why new content, like slavers, has those kind of ladders?
Also, I notice those problems specially when I jump to the ladder. I always thought its a latency problem.

John3000
07-29-2018, 07:16 AM
Personally I vote for quest teleporters for sands quests like they have in 3BC. That ADQ desert run is way too long and annoying.... If devs could squeeze that in, I'm sure a lot of us would be happy ;-)

Sunnie
07-29-2018, 10:05 AM
To be honest, I'd be more interested in seeing the Amrath 'safety net' removed and if you fall you end up in a random place in the wilderness.
Sign me up for that change.

Saekee
07-29-2018, 10:52 AM
Instead I would add some spikes down there at the bottom of that ravine, maybe a lava pit and something else like that. A simple fall is not enough.

I fell there once and never did it again, so annoying

Annex
07-29-2018, 01:44 PM
Instead I would add some spikes down there at the bottom of that ravine, maybe a lava pit and something else like that. A simple fall is not enough.

Ohhhhh. The evil Ravine Dwelling Sand Monster of Menechtarun could live down there, too, eating du...err...unwary adventurers who fall off the bridge. Zawabi put the lava lake and spike traps down there to keep ERDSMOM from entering the Refuge and eating everyone. If not fed at least once each day, ERDSMOM becomes enraged. It reaches up with eight giant tentacles and attempts to grab anyone crossing the bridge. Brave adventurers may travel down into the ravine and attempt to drive off ERDSMOM for 24 hours. If successful, they also gain its accumulated treasure, rarely including the Robe of ERDSMOM, a cosmetic outfit without any skulls, pseudo-skulls, asymmetry, barfplosion colors, or ugliness of any kind. In fact, the Robe of ERDSMOM is said to be the most beautiful robe in all of Eberron according to Sophie the Cat Burglar (that's me).

Niminae
07-30-2018, 09:01 AM
Personally I vote for quest teleporters for sands quests like they have in 3BC. That ADQ desert run is way too long and annoying.... If devs could squeeze that in, I'm sure a lot of us would be happy ;-)

I completely endorse this suggestion. A teleporter NPC to each of the ADQ flagging raids and the pre-raid itself would be fantastic.

This works great in 3BC, Stormhorns, and Ravenloft. In the Stormhorns you still have a little run but the majority of the travel time is eliminated. In exchange for the small run remaining you don't need to complete the quests before you can use the teleporters, just find the waypoints. In Ravenloft you might not even know that there is a slayer area except that you ran past one NPC and picked up a weapon and a sentient jewel and then ran to an inn, and occasionally there's a mob near the quest entrances that aggros on you.

Niminae
07-30-2018, 09:03 AM
Ohhhhh. The evil Ravine Dwelling Sand Monster of Menechtarun could live down there, too, eating du...err...unwary adventurers who fall off the bridge. Zawabi put the lava lake and spike traps down there to keep ERDSMOM from entering the Refuge and eating everyone.

What did Erd's mom ever do to you that you would steal her robe?

TedSandyman
07-30-2018, 10:19 AM
Can't we all just get along?

It always amazes me when someone posts an article with a decent, if minor, idea and others jump on them.

Maybe you guys live in a lag free world, but when your running out to get to wiz king and you are trying to get there as quickly as possible to keep the people in the quest from having to wait on you. You are probably pretty happy that there is FINALLY a group up in your level range that you can get some xp on and suddenly you are hit with a bolt of lag and are suddenly falling through no fault of your own. Falling to an uncertain fate. Unless it has happened to you before. In that case you are angry as **** knowing the stupid lag is always a problem and knowing the stupidly long time it is going to take you to get out of that stupid hole. And how the group is probably going to finish without you or wait and wonder what-the-heck is taking you so long. Gahhhh. I get angry thinking about it.

So it happens to someone and they post , "Hey. That is annoying. Can we get a teleporter down there?" and they are, for some reason, attacked instead of supported.

If it has never happened to you, then you are lucky. Or you have one of those never lagging connections. In that case just shut up and gloat elsewhere. It has happened to me. And it is annoying. You go from looking forward to an adventure to wondering why you still play this game.

It wouldn't be hard to put a teleporter down there. Make him look like a vendor. "Mogs Pack Mule Rides for Clumsy and Lazy Adventurers: 100 Plat a ride." The time it would take to put a teleporter anywhere would be negligible. It isn't like it is hard or the code is complicated. They put teleporters everywhere. Heck, an intern could probably even do it while correcting grammar.

And for those of you who, for some other reason, every time something is suggested says "I would rather they fix the ladders." Well, yeah, wouldn't we all. If not putting a teleporter down there meant ladders DID get fixed, then I would say it was well worth it. But, no, regardless of the state of the teleporter in the crevass, the ladders will still not work. They will never work. THEY WILL NEVER WORK! SO get over it.

Why not just go ahead and put a teleporter down there and make at least a small subset of the players a little happier instead of keeping everyone unhappy. Then, when this does happen to you, you can smile and think, "Cool. The developers do care if I lag. I think I'll reup my VIP." instead of getting angry.

SpartanKiller13
07-30-2018, 10:31 AM
Towards the OP, I'd also vote for a ladder, but I don't think there should be a teleporter - you should be punished for your failures, but not that harshly XD

Towards everyone asking for ladder fixes, I've personally seen a number of them fixed by devs. So yeah, it does happen.


Also, as someone else in the thread mentioned, jumping at the ladder to skip the base mount can bypass an improperly aligned base.

This is what I always try to do, it saves a little time climbing and usually avoids any possible bugs.

glmfw1
07-30-2018, 10:53 AM
To be honest, I'd be more interested in seeing the Amrath 'safety net' removed and if you fall you end up in a random place in the wilderness.

While I love the idea of this change, people can go to Amrath nowadays to access the Trials of the Archons quests at a lower level than allows them to access the Wilderness and its quests, so the change would result in a bunch of characters floating in mid air, unable to fall to the wilderness due to level restrictions and unable to get back up to Amrath. It might look amusing, but it wouldn't be hugely productive!

bracelet
07-30-2018, 11:37 AM
I fell there once and never did it again, so annoying

I fall in with frightening regularity. But I deserve and accept my fate.

scipiojedi
07-30-2018, 11:46 AM
Instead I would add some spikes down there at the bottom of that ravine, maybe a lava pit and something else like that. A simple fall is not enough.

I fell there once and never did it again, so annoying

Also put a sarlacc beneath the bridge, so if you fall you will know suffering for 1000 years as you are slowly digested

kmoustakas
07-31-2018, 05:05 AM
While I love the idea of this change, people can go to Amrath nowadays to access the Trials of the Archons quests at a lower level than allows them to access the Wilderness and its quests, so the change would result in a bunch of characters floating in mid air, unable to fall to the wilderness due to level restrictions and unable to get back up to Amrath. It might look amusing, but it wouldn't be hugely productive!

That would be a good time to talk again about minimum levels in wilderness areas and maximum levels in epic wilderness areas.

glmfw1
07-31-2018, 06:10 AM
That would be a good time to talk again about minimum levels in wilderness areas and maximum levels in epic wilderness areas.


Personally, I would scrap the level limits on quests and wilderness areas.
I'd rework all Epic XP and Karma to use similar XP values to scaled up heroic (e.g. explorer points scale up by +25 points per level, until 20(575) then jump to 1800 instead of 600). Why not divide all Epic values and requirements by 3, and allow heroic characters into Epic (if a first life lvl 20 can enter it, why shouldn't a 31st life lvl 19 be able to?).
I'd allow anyone to group with anyone else (for easy trading/airship invites/discussion etc), but I'd put limits on who can enter a quest or wilderness area together (a level range between lowest and highest party member within the quest/wilderness). Someone outside the limits who knows the quest or wilderness can still stay in the group to give advice to those who don't, but can't enter it. This would avoid power levelling by level 1s entering with a level 30 and getting enough XP by sitting at the entrance to level to 3, then repeating.

If people want to go into an area that's too dangerous for them, that should be their risk. The only limits in place should be to avoid exploitation.

Grace_ana
07-31-2018, 11:41 AM
Can't we all just get along?

It always amazes me when someone posts an article with a decent, if minor, idea and others jump on them.

Maybe you guys live in a lag free world, but when your running out to get to wiz king and you are trying to get there as quickly as possible to keep the people in the quest from having to wait on you. You are probably pretty happy that there is FINALLY a group up in your level range that you can get some xp on and suddenly you are hit with a bolt of lag and are suddenly falling through no fault of your own. Falling to an uncertain fate. Unless it has happened to you before. In that case you are angry as **** knowing the stupid lag is always a problem and knowing the stupidly long time it is going to take you to get out of that stupid hole. And how the group is probably going to finish without you or wait and wonder what-the-heck is taking you so long. Gahhhh. I get angry thinking about it.

So it happens to someone and they post , "Hey. That is annoying. Can we get a teleporter down there?" and they are, for some reason, attacked instead of supported.

If it has never happened to you, then you are lucky. Or you have one of those never lagging connections. In that case just shut up and gloat elsewhere. It has happened to me. And it is annoying. You go from looking forward to an adventure to wondering why you still play this game.

It wouldn't be hard to put a teleporter down there. Make him look like a vendor. "Mogs Pack Mule Rides for Clumsy and Lazy Adventurers: 100 Plat a ride." The time it would take to put a teleporter anywhere would be negligible. It isn't like it is hard or the code is complicated. They put teleporters everywhere. Heck, an intern could probably even do it while correcting grammar.

And for those of you who, for some other reason, every time something is suggested says "I would rather they fix the ladders." Well, yeah, wouldn't we all. If not putting a teleporter down there meant ladders DID get fixed, then I would say it was well worth it. But, no, regardless of the state of the teleporter in the crevass, the ladders will still not work. They will never work. THEY WILL NEVER WORK! SO get over it.

Why not just go ahead and put a teleporter down there and make at least a small subset of the players a little happier instead of keeping everyone unhappy. Then, when this does happen to you, you can smile and think, "Cool. The developers do care if I lag. I think I'll reup my VIP." instead of getting angry.

Maybe we should just have a single room in the game with a single NPC that will port you directly into any quest in the game. That will save all that pesky running around.

glmfw1
07-31-2018, 12:27 PM
Maybe we should just have a single room in the game with a single NPC that will port you directly into any quest in the game. That will save all that pesky running around.

A single NPC would have a very lengthy menu. You would spend as much time navigating the menu as it takes to run to Chains of Flame or ADQ1.

Fivetigers33
07-31-2018, 01:16 PM
Am I the only one that lines my character up so I can just auto run across the little land bridge? Lag ain't knocking me off.

A ladder would be nice though, and teleporters to at least ADQ and Chains (why are we making epic characters run through 4-5 minutes of a heroic wilderness area?).

Grace_ana
07-31-2018, 02:47 PM
A single NPC would have a very lengthy menu. You would spend as much time navigating the menu as it takes to run to Chains of Flame or ADQ1.

https://media.giphy.com/media/mHjBdBZuqBvJC/giphy.gif

Fivetigers33
07-31-2018, 03:25 PM
A single NPC would have a very lengthy menu. You would spend as much time navigating the menu as it takes to run to Chains of Flame or ADQ1.

If I join your in-progress Chains of Flame group and ask you to share the quest, are you saying I can run there in less time than it would take you to open the quest list and share it?