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  1. #1
    Community Member Samadhi's Avatar
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    Default Remove Recent Game Changes

    Please revert the game to prior to your most recent update. It is not possible that this update had more benefits than penalties.

    1) Lag continues to get worse (Up until this fall, in 3 years of playing, I really only experienced lag in the shroud - now it's everywhere).

    2) The bugged trap scaling makes some of these quests disproportionately difficult.

    3) The bugs to dungeon alert are making many, many quests that used to be fun so freaking long that I'm not going near them.

    /death

    (and let's not even get started on our missing shroud ><)
    sravana, kirtana, smarana, dasya, atma-nivedana
    ...NAMASTE...

  2. #2
    Community Member Thriand's Avatar
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    So what your saying is dungeon alert is going off all the time and yet there is more lag then ever? Obviously this can't be the case.

  3. #3
    Community Member Samadhi's Avatar
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    Quote Originally Posted by Thriand View Post
    So what your saying is dungeon alert is going off all the time and yet there is more lag then ever? Obviously this can't be the case.
    Obviously
    sravana, kirtana, smarana, dasya, atma-nivedana
    ...NAMASTE...

  4. #4
    Founder Freeman's Avatar
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    It has improved. I haven't seen a single bit of DPS lag in the Shroud since Update 1
    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).

  5. #5
    Community Member Kza's Avatar
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    Strange, sure not something wrong on your system? More or less lag free nowadays.

    Hope you find whats wrong!

  6. #6
    Founder Barumar's Avatar
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    Quote Originally Posted by Kza View Post
    Strange, sure not something wrong on your system? More or less lag free nowadays.

    Hope you find whats wrong!
    I agree, not noticing any serious lag in quests. Occasional spike, but nothing like in the past.

    As far as rolling back - please no I love my new named items too much!

    Barumar

  7. #7
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    I think the skull system should be removed or be more lenient on how many mobs trigger each stage. Removed would be better in my opinion, worst change made in a long time.

  8. #8
    Community Member Pyromaniac's Avatar
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    The skull system is horrible, though lag hasn't been a problem (for once) in the last two months.
    Thanks for the long time forum user purge of Aug '10 (Sarcasm for those who don't get it)

  9. #9
    Community Member issiana's Avatar
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    load in times are noticeably longer since the update.

    DA is going off way to soon - ran kobald assault elite tonight and got green alert on the very first wave

    trap scaleing.... 281pts of damage on a save in a lvl 5 elite quest when i'm in the quest on a lvl 10.

    i dont whine much but this time i'm getting the cheese and crackers out cause that trap bug is just about a game breaker.
    Somedays your the Bug
    Somedays your the Windscreen.

  10. #10
    Community Member Monkey_Archer's Avatar
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    For the most part, the DA threshold is fine.... the problem, is that it doesn't take into consideration certain quests with large spawn/respawn points well. Perhaps any quest with areas like this (kobold assault, bastion of power, etc...) should have the threshold increased to compensate for the large numbers of mobs spawning at once?

    The traps are ridiculous though...
    Thelanis

  11. #11
    Community Member Zippo's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    For the most part, the DA threshold is fine.... the problem, is that it doesn't take into consideration certain quests with large spawn/respawn points well. Perhaps any quest with areas like this (kobold assault, bastion of power, etc...) should have the threshold increased to compensate for the large numbers of mobs spawning at once?

    The traps are ridiculous though...
    That would imply that the threshold isn't fine; wouldn't it? Just like last night I was running Deleras with a guild mate of mine and every time we hit the soul lock the DA would pop. Really that's not a real large number of mobs that spawn but DA pops none the less.
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  12. #12
    Community Member Shamurai's Avatar
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    How do Green, Yellow, and Orange alerts really effect the game. I know red is bad because you get harried but what are the other implications/ effects of DA?
    Starabelle McClean / Shamurai Daemon Slayer/Faithrune Justicar /
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  13. #13
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    For the most part, the DA threshold is fine.... the problem, is that it doesn't take into consideration certain quests with large spawn/respawn points well. Perhaps any quest with areas like this (kobold assault, bastion of power, etc...) should have the threshold increased to compensate for the large numbers of mobs spawning at once?

    The traps are ridiculous though...
    Agreed.

    If you have a char with a to high Intim and use it in BoP, you can/will Intim things above you, causing Yellow/Red Alerts.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  14. #14
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    In the 4th Catacombs quest I had red DA for the duration of the quest, yet I wasen't running past any fight. Annoying.

  15. #15
    Community Member IronAngel's Avatar
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    Considering I play on a laptop that is 2 years old, I really don't have an issue with lag other than when I use skype for chat instead of in game chat. As far as the high trap damage (not sure if is a bug), I like it. It adds some realism to the game, especially if you know where everything is at. Although for those of us who like to solo at times, it would be nice to have a rogue hireling to help you out with those pesky traps. And for DA, I have not really had many problems, but I really only zerg 3 missions (stealthy and those 2 in tangleroot leading to the end). I do see that it is a little much right now though from other people.

  16. #16
    Community Member IronAngel's Avatar
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    Quote Originally Posted by Shamurai View Post
    How do Green, Yellow, and Orange alerts really effect the game. I know red is bad because you get harried but what are the other implications/ effects of DA?
    green is nothing, but yellow and orange last time I had any were stunning you and hamstringing you.

  17. #17
    Community Member anatoli11's Avatar
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    Hey! They are traps not fuzzy kittens. I don't see a problem - before the changes normal and hard traps were a joke. I think it improves the game if you have to give them some respect.
    Proud officer of The Madborn raiding guild on Thelanis

  18. #18
    Community Member Samadhi's Avatar
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    For those that are not hitting lag, lucky you, but it is definitely not a local issue when an entire raid group freezes up at once. Here are some rough estimates on our TOD attempts from Monday/Tuesday night. All were with experienced groups that have a 90%+ success rate on hard in the past.

    On average, five deaths PER RUN in part 1 from wing buffets throwing people into traps. Traps that used to hurt, and could kill you on a bad wing buffet, were now virtually insta-death. And as much as we all hate and would love to decrease the amount of wingbuffetting going on - given turbine's love of air eles this probably isn't going to change soon.

    In part 2, DPS lag was so bad on three runs (server side lag due to high DPS; effecting every single person in group) that we whiped. One on Monday night, I was healing, and easily being able to tell it was lagging, took the approach of "I will just spam heals, non-stop, and chug pots as needed so we can stay alive through this lag" and it still wasn't enough. It should never require mana pots to complete just because the lag is so bad no one can tell where health bars are; let alone causing a whipe because the heals aren't getting there at all. Although not every run was consistently this bad, there were two on Tuesday that looked to be the same issue. We turned all combat feedback off in the hopes of that helping as well on Tuesday, no difference.

    Three years straight of no consistent lag issues other than shroud - and this game is now becoming virtually unplayable (examples biased towards TOD just because that's what I was playing since the patch on Monday - not to cover guildies that never had system issues in the past complaining about other areas).


    Or, short version, NOT FUN ><

    Dungeon alert didn't fix a thing, lag is worse than ever, DA goes up to orange alert from freaking eight mobs half the time, you definitely can't run to any quest in an encounter area without hitting red alert, and the traps, well, you guys did admit the traps were broke, so I guess I won't harp on examples there.

    /out
    sravana, kirtana, smarana, dasya, atma-nivedana
    ...NAMASTE...

  19. #19
    Community Member Zenako's Avatar
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    Quote Originally Posted by anatoli11 View Post
    Hey! They are traps not fuzzy kittens. I don't see a problem - before the changes normal and hard traps were a joke. I think it improves the game if you have to give them some respect.
    But the problem is that the traps have gone from deadly to someone who was blantently careless to deadly to anyone who even breathes.

    Doing Elite favor last night. Sharn Syndicate. Bookbinders rescue. Base Level 4 quest. On Elite the traps (Of which you always get hit with 2 or more at a time) were doing on the order of 200 points of damage EACH. Level 17 characters with 300+ HP were just dying in the trap, instantly. Before they were painful to high level characters, and potentially deadly to anyone still getting EXP for those quests.

    The Trapped cave run in Jeets Dream for example. Typcial trap was doing around 1000 points of damage last night. These were the static sharp "ahem rocks" on the ground. Characters were moving slowly in the middle of the "safe" path, which seems to have shrunk to a pixel wide now. Since the DC to save is so high (well over 50 REF it seems), even with Improved Evasion, characters were still dying and taking Rezs on the far side. The damage multiple has been acknowledged to be borked. It is almost unplayable in some quests now.
    Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more

  20. #20
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    Quote Originally Posted by Samadhi View Post
    Dungeon alert didn't fix a thing, lag is worse than ever
    Did anyone stop to think how much worse the lag would be if DA wasn't implemented? I mean we did have a HUGE increase of players just recently. You can't blame all of the new lag on the DA system. Just think if all of these new players were running past everything in quests, which would mean that all of those instances would be running AI/Tracking scripts for all of the mobs, the servers would screech to a halt.
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