Can we get a dev comment on this?
Can we get a dev comment on this?
Officer of SABBATMheet Jylian Callisto Rakio Kristoff
the dungeon alert change was never announced in the update 1 release notes but it happened, hadnt been running a whole lot of content other than the new quests (where on normal mobs are ultra weak) and epic dq related stuff (where each mob is a mini boss, not that its not fun) so didnt quite notice it until a couple days ago until i tried to solo the reaver on elite on a melee (done more than a dozen times post DDOEU but prior to update1), once the 3rd set of air eles spawned, i reached red alert and once it came time to work his hp down i realised his ac went into the 60s and bacame immune to pure good, thats probably an extreme example, but as others pointed out, its also impacting gameplay in other dungeons too, the thresold is just plain old ridiculous now.
The bottom line is its too easy for groups or individuals to reach yellow alert or above and with it comes the inevitable slowed harried effect, its one thing to say you cant drag all the mobs in the dungeon behind your tail and get away with it, but the lastest change has made it very difficult to not try to pull as few mobs as you can to fight at a times which sometimes is just not possible.
im not gonna sit here and give anymore rants and demand to quit the game, i just want a bottomline from the devs, are you aware of this and intend to make changes to it or not? and if so approximately when? (i'll keep posting in this thread until i get a response from a dev, ty)
Haven't played today, but yeah, DA is absolutely horrible, a single fight that has a large number of creatures will cause it to go off, even if you didn't run by any.
Please remove DA!
Sarlona
Dungeon Alert is at best broken. When I am soloing a level four quest on my WF caster and killing everything in sight to ensure I get conquest then open one door and it goes from nothing to orange it can't be working as intended surely.
Or in a group running catacombs killing everything as we go and open a door to throw the lever to open the gate and nothing to yellow or even red if we start breaking coffins right away. One room that is easy is a red alert? Come on this is ridiculous.
Take it out of the game. It isn't slowing the experienced (I'd say vets but as that status is purchasable it seems somehow cheapened) players down and is stopping me from grouping at low levels as a wrong turn by someone can wipe a quest.
Dungeon Alert and difficulty scaling killing LFMs since 9-1-2009.
ty for more examples of how it is broken, i encourage everyone to post at least one example of how their gameplay has been affected since update1, im pretty sure turbine should know about it, but nonetheless, the more people posting here, the more pressure for them to respond, all i really want is an answer, im not expecting them to wave a magic wand and fix it right away, i just wanna know if they are aware of it and maybe they will introduce the change along with shroud fix?
Went up to check in GH for Lord Jax. I ran from the tent to Jax's spawn point and it went red. I did the same thing yesterday and got Green. When going after the pride leader when his minions spawn, like 6 or so jaraliths, it goes red and they are not banishable by a 19 cleric.
I understand the desire to stop zergers but this is a bit much.
Going MAdD
the thing is zergers nowadays dont even bother to mingle with the generic population much anymore, so who cares if they zerg ahead, they arent killing the experience of other players if they arent in the same group, by trying to nerf the zergers it has now affected the gameplay of the non zergers too.
If indeed this is how the devs intend to keep the dungeon alert working as it is, at least let us know, so we can all adjust to it accordingly
perhaps im making too big a deal outta it, i mean i have been completing quests post update1, its just annoying to have to deal with the DA slowed effects when you arent intending to zerg at all. if it means gathering up 20 mobs to grill in a fw is no longer a viable option, so be it, us as a player base have made plenty of adjustments to our playstyle as the game progressed, i suppose we can make another one.
i know you are reading this devs, just give us an answer
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I have been able to get on since the change, and the new change to Dungeon Alert is horrible! Greens come faster, and yellow is almost non-existent as it goes to orange immediately. This is on lowbie harbor quests. Clearly, it got reverted back to the old code. The code we said, repetedly, was so unacceptable as to make the game too unfun to play. Please, change it back quickly.
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I'm just posting to say I really hate the new more sensitive da...
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I've also seen this. I've mostly been playing a new character who just made level 5, so I've seen mostly harbor stuff. I've seen green pop up several times when I was just running the quest, going through. killing everything. If you aggro a big group, you get green. I also noticed it running through the Cerulean Hills trying to get the last rare before leveling to 5 when I didn't bother killing everything.
But the biggest difference was doing Stealthy Reposesion. This is the only quest I tend to zerg. I run to the end, then, after getting the gem, kill everything. I could generally run to the end without getting harried and overwhealmed. I hit Orange right outside the last room and as soon as I opened the last room, I'd get Red. But I could generally grab the Eye before killing anything, then start killing and the DA would drop quickly.
Last time I hit orange and was getting harried at Witchdoctor Glick. I had to clear out the mobs twice which brought me down to 2 prophets. And I still hit Red before opening the last door. I spent about a quarter of the quest slowed.
Now, one thing that might be a factor in this is that it seems like mobs aggro from further away. This is especially noticable in fights. Before, I could usually fight 1 group at a time. But now, it seems like once you start a fight, any nearby groups also aggro and join the fight. I noticed this especially at the first big fight in Butcher's Path and in Kobold's new Ringleader. In Ringleader, I only had a few fights outside of the rooms because a fight would usually bring the next group running as well. I don't find this change entirely unreasonable, but it does make things a bit more challenging and harder to solo. It also has an impact on DA. But it doesn't seem like this accounts for all of the changes in DA.
DA just feels wonky now. The sensitivity has gone way up, and it's beginning to interfere with quests where you aren't leaving aggrod mobs behind.
No doubt about it at all
The DA thresholds are much more sensitive of late. I am noticing, like many others, that the alerts are now firing when mobs spawn. This is clearly (i hope) not working as intended. Outdoor areas are far more sensitive too than beforem so the overall DA parameters must have been stealth tweaked. You have been caught out Turbine, so please tell us what will be done about this.
Threnal East 2 (or maybe West 2) ... whichever one has Bastuul ...
No Alert -> Green Alert -> Red Alert as we fought Bastuul at the very end ... everything else in the quest was dead.
We also hit a Yellow Alert as soon as we started fighting the mephits right after the Rust Monsters in the long hallway ... I'm not certain what tactic they expect us to use to avoid that Yellow Alert when all those mephits spawn at once.
It's bad enough I have to keep Coyle alive, I don't need Alerts for no reason.
ps: Fix the Shroud
Definite increase. As of a week or two ago, I could do a solo run for the undead and greaves chests in the desert and just get yellow pop up once briefly on the way to the back undead chests, and then again when I got near the greaves, but now I get hit with yellow that doesn't go away until everything in the undead area leashes, then yellow up to orange on the path that splits toward either the shrine or greaves.
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Not just an increase, a really....um, bad one. Soloing vale, killing EVERYTHING in sight, I get alerts with each swarm of bats...doing orchard, again, killing every last thing, each caravan makes an alert go up. The alert is making the game really lame. Any quest where alerts go off that often, without being an "omg zerger"....I'm just not running. If they make alerts keep going off like that...well...I accomplished about everything I wanted to in DDO and Star Wars the old republic will be out soon.
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