I'm a new player, and I have seen a couple of dungeon alerts - green and orange - but I don't know what triggers them or what affect they actually have. What are the specifics on Dungeon Alerts?
I'm a new player, and I have seen a couple of dungeon alerts - green and orange - but I don't know what triggers them or what affect they actually have. What are the specifics on Dungeon Alerts?
From what I am seeing its if you try and bypass mobs it will trigger an alert. The more you bypass the higher the alert goes.
This sucks for certain quests like hmm its something to do with stealing a gem from kobalds (lvl 3-7 I think). You are not allowed to kill the kobald prophets until you steal the gem back. This means that unless you have some pretty serious sneaking skills you will wind up trailing most of the fricken dungeon around until you get the gem.
Trying to eliminate the other mobs and not hit the prophets is pretty hard. Its easier to just run trailing a pack of screaming kobalds throught the dungeon hitting levers etc.
I ended up running at half speed being harried till I got down to the gem then let the killing begin. You can try running in circles or into a room and lose some of them that way but overall its rather silly. Your pretty much using one AI fault in order to bypass the DA issue.
I can see having certain quests revamped as DA does not work with them at all. If you rely on a hirling to get around then write this quest off altogether. Its not like you can tell your hirling not to hit the prophets.
You can never underestimate the stupidity of the general public.
DA needs to go. But it won't. The dev's are all about punishing playstyles. Glancing blows and mobs with +100 to hit are there to punish the AC builds who sacrifice damage and other things to get that AC. DA is there to punish the zergers who were finishing dungeons with a very long tag in 11 minutes.
This game has changed from a place to let your imagination fly and create a funky build, an off the wall character to a place where you have to be a square peg to fit in the square hole the dev's create.
DA is just another in a long line of forced playstyle changes that make DDO a far inferior product than it used to be. This game is about choices not taking them away I hope the dev team can eventually remember that.
I ransacked the Millers Good's and all I got for it was this stupid T-Shirt.
The dungeon alert is a pain in respawn zones. Some quests are much worse than others.
Coalescence Chamber being my prime example.
We had someone fall in the worst place to fall (essentially have to rerun the first half of the quest), and proceeded to catch back up to us.
We were getting green harried by that point as the trap had been sprung in the upper level.
The one that fell spawned bats on her way back through = instant red harried for the whole party.
We were red DA until we back tracked and killed the bats where she died because of being harried.
Having the party split up to do different area's is a DA nightmare.
Tighter localizing of the dungeon alert, faster recovery when within range of the mobs, or adjust the DA scaling is needed as the red zone is detrimental to the gameplay.
I understand the reasoning of the DA to prevent preople from running past every mob until they rebound and killing the end boss then completing to get all the XP for minimal gaming experience. Unfortunately the fix is coming at the cost of playability.
Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)