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  1. #1
    Community Member Bogenbroom's Avatar
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    Default Changes to Dungeon Alert?

    I haven't seen any posts on this, soooo...

    Is it my imagination or did the thresholds for dungeon alert levels get a lot lower. In the soloing I've been doing today, mostly in the orchard, I am getting yellow and orange alerts and I never used to get past green. Anyone else seeing this?
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  2. #2
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    Quote Originally Posted by Bogenbroom View Post
    I haven't seen any posts on this, soooo...

    Is it my imagination or did the thresholds for dungeon alert levels get a lot lower. In the soloing I've been doing today, mostly in the orchard, I am getting yellow and orange alerts and I never used to get past green. Anyone else seeing this?
    Yeah I noticed it on my new lowbie in waterworks. The part where you find arlos, I don't think I've ever gotten a dungeon alert in there, and today I got a yellow alert.
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  3. #3
    Community Member Dirac's Avatar
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    Oh, God I hope not. Perhaps it got switched back to the old levels? Please, someone look into it. While you are looking, turn it off. Then, forget about it and keep it off.
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  4. #4
    Founder Urguwno's Avatar
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    Dungeon Alerts outside of dungeons is backwards and asinine. That's all I have to say about that.
    Last edited by Urguwno; 11-03-2009 at 03:19 PM.
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  5. #5
    Founder Siro's Avatar
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    Threshold did get lower. Used to be you could do desert caravan without triggering alerts. Now it goes up to orange.

  6. #6
    Founder Freeman's Avatar
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    My wife was commenting that while doing Coal Chamber in a group, they simply couldn't get rid of the dungeon alerts at all. Yet last week, I solo'd it without getting more than an occasion green alert. I wonder if some of the old code get mixed back in here.
    Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
    Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).

  7. #7

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    Got them in Trial by Fire a couple of times but we weren't evading anything.

    Got them in New Invasion whenever we ran into a large group of baddies, even though we didn't bypass any.

  8. #8
    Community Member Kreaper's Avatar
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    Dungeon alerts were a horrid addition to the game. Please remove them. Please.
    Remember, there are no stupid questions, just stupid people. -Mrmrsmr Garrison

  9. #9
    Community Member Shazzie's Avatar
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    Oh yes. Running from the Twelve to Meridia...something I've done several times before, along the same route, without ever going above Green (if I even get Green!) I got Green... no problem, right? I'm at the bottom of the last ramp up to Meridia when Green hit, then within the next 5 steps, Green went to Yellow went to Orange, I got Harried, snared, and viciously beat down by the five things that were following me. That made me think 'what the heck? that's never happened before!' and then I did Coalescence Chamber, and it was even *worse*.

    So, again, and loudly this time: What the heck? No fun, no fun at all.

    Note: I do not mind Dungeon Alert in quests. I don't like it, and I'm even the type of player who likes to go slower & kill everything inside quests, so I don't really get hit with Dungeon Alert all that often. But I can accept it. However, I really, really, really really do not think Dungeon Alert has any place in explorer zones. Seriously. Remove it in explorer areas. You don't 'dungeon crawl' though a vast open area. Dungeon Alert really does not work in large outdoor maps, unless all you want to do is aggravate and irritate the players, then it works just awesomely.
    Last edited by Shazzie; 10-30-2009 at 01:49 AM.

  10. #10
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    Yep the dungeon alert increases much faster. In Relic you could run down the caster corridor and got yellow alert now you get orange at the half way. I think this change is bad, because it limits the players too much.

  11. #11
    Community Member Slink's Avatar
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    You know what I find about DA?

    The lag is not any better than had been previous to mod 9.
    I do understand some people are very disappointed with some changes in update 1.
    I also try to be understanding immediately after any update to this game.
    It has become common knowledge that inevitably, every module (update) they release will have serious flaws, including server crashes.

    This whole bit with dungeon alert however, is nothing but a load of hot air as far as the reasons for it being implemented.
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  12. #12
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    I was running Tangleroot and the dungeon alert was kicking off at the same parts it normally does,

    However, waterworks & stk seemed a bit different, as in the alerts were triggering sooner.

    Perhaps instead of changing the DA threshold they just added some more minions along the way to make it trigger sooner....? That would be stealth boost to DA....


    Edit: of course it could all be my imagination
    Last edited by Ereshkigal; 10-30-2009 at 09:43 AM.

  13. #13
    Community Member Holgar's Avatar
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    For what it's worth, I ran Stealthy Repossession yesterday (zerging through with my level 5 non-stealth character) and it only got up to Yellow. Of course, I haven't played much since Mod 9 went live, so you will have to compare with any previous experience you may have had with Stealthy Repo and Dungeon Alerts.

    I also agree on principle, however, that having DA's in Wilderness Areas is completely ridiculous.

    Holgar

  14. #14
    Founder Freeman's Avatar
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    Be ready for Orange and Red Alert the moment you step into EE3.
    Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
    Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).

  15. #15
    Community Member MDS_Geist's Avatar
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    The second someone fell down on the way to VoD it went right to red. This is ridiculous. The lag is worse with DA than it was without!
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  16. #16
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    The Dungeon Alert system is ******** anyway. Getting snared without being hit cuz more monsters see you is the stupidest thing I've ever heard of. If you want the Dungeon Alerted fine, have all the mobs rush ya, but snaring you is just stupid.

  17. #17
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    Quote Originally Posted by Shazzie View Post
    Note: I do not mind Dungeon Alert in quests. I don't like it, and I'm even the type of player who likes to go slower & kill everything inside quests.......You don't 'dungeon crawl' though a vast open area. Dungeon Alert really does not work in large outdoor maps, unless all you want to do is aggravate and irritate the players, then it works just awesomely.
    quoted, and agreed with.

  18. #18
    Founder Krell's Avatar
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    Yes, recently Vale alerts are much lower and as someone mentioned, if you fall in VoD it goes red.

  19. #19
    Founder Deusxmachina's Avatar
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    Quote Originally Posted by Freeman View Post
    Be ready for Orange and Red Alert the moment you step into EE3.
    Yep, saw in general chat the other day someone saying that exact thing. Oh yeah, and A Cabal for One is still bugged. Not due to Dungeon Alerts, but figured I'd mention it again.

    What I don't get is if half the monsters get the little white thing above their head and then teleport back to their original location anyway if they run too far, why are Dungeon Alerts needed for those?
    I can dodge fireballs, baby!
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  20. #20
    Community Member neesletweed's Avatar
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    Default for what it's worth

    I have noticed in lower level quest there are extra mobs here and there. like six kobalds in a room where there were only four before.

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