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  1. #61
    The Hatchery GeneralDiomedes's Avatar
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    Ghostly skeletons causing Red dungeon alert should be fixed, as should any encounter which causes dungeon alert by design. For example, in Threnal East 3 the dormant Gargoyles used to cause Yellow dungeon alert the second you stepped in the place. This appears to have been fixed.

    However, the complaints about DR mobs are going to fall on deaf ears. The DR simply prevents one type of damage - non-good physical. That's it. Your other choices are (that I can think of)

    - Any elemental weapon damage
    - Arcane damage spells (Magic Missile, Acid Blast, Fireball, etc.)
    - Divine damage spells (Nimbus of Light, Searing Light, etc.)
    - Arcane wands (any mage should have the Finger of Fire wand)
    - Divine wands (any divine should have the Spark of Light wand)
    - Healing spells (including Lay on Hands)
    - Elemental guard items (just shield up and let them hit you)
    - Undead bane
    - Monk elemental damage
    - Divine Light

    So unless you are a party entirely composed of Maul wielding Barbarians .. you are just going to have to think on your feet.
    Server Sarlona / MST / Guild Enslaved / Characters Ionos, Cydekik, Xalavan, Rodessa, Hethrow, Ramsteen

  2. #62
    Community Member PopeJual's Avatar
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    Quote Originally Posted by Iakona View Post
    Copy and paste. That simple, that quick and that easy. Less time than it took you to read this if the devs know where the original source codes are located (and unless you are saying the developers are completely incompetent, that they know exactly where that source code is located would be a given).
    Saying that makes it obvious that you have never worked for a software company. 90+% of the bugs that I worked on for two years of my life came from errors in copy and paste.

    You can't just lift a piece of code from one place and drop it in another place. You have to look at the code, determine if it is appropriate, put it in place with any appropriate changes that are needed for that application and, most importantly, understand both parts of the code thoroughly enough to know if there will be any unexpected consequences of reusing that code.

    That last part is the bit that trips up most folks.

  3. #63
    Community Member Thriand's Avatar
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    Dungeons that were perfectly fine before the introduction of dungeon alert should not be changed because of dungeon alert, dungeon alert should be changed to suit the dungeon (or removed entirely).

  4. #64
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    never got a party wipe in that map even on my first time elite. though 1 or 2 died on elite.
    case changes when i am using a more rouge char since they cant be sneaked attacked. i end up half dead but not dead.

  5. #65
    Community Member moops's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post
    Ghostly skeletons causing Red dungeon alert should be fixed, as should any encounter which causes dungeon alert by design. For example, in Threnal East 3 the dormant Gargoyles used to cause Yellow dungeon alert the second you stepped in the place. This appears to have been fixed.
    I just did this quest 5 times in the past few days--the Ghostly Skeletons do NOT cause DA when they pop--if DA happened it was because they were running all over the place-.

    To OP
    /not signed

    Ive prob done this quest chain more than 100 times since it's inception, and I have never had a party try to run out of the quest. . .90% of the time it's been beat down, 10 % has been some form of hiding.

    I join this in complete pugs of new players and don't give spoilers, and we have always survive the Skelies--even in pugs of new players with no caster or healer.

    Perhaps your group was not communicating well.

    So many new people LOVE this surprise when they see it for the first time, they love wrapping their head around a better strategy to get out of the room they next time they run it--A timed gate would ruin this part of the experience for these new people.

    And it would be another easy button when we've already gotten too many--this game used to be a lot more challenging. I take any pug into my groups, I give everyone a chance, but Im quite sick of playing with lvl 20 people who have no clue about DR or strategy, and whom don't follow directions. I think that if they had their butt handed to them more, they would be much more well rounded players at LVL 20.
    Last edited by moops; 05-23-2010 at 02:58 PM.
    Hexxa CLR 25 *TR* * ~Hexanna ~*TR* FVS 25 * Hexecuter CLR 20 *Flexanna RGR/R/M 18/1/1 *TR* * Flexa FTR/R 18/2 TR * Hextravaganz Bard *TR* 18/2 * Hexotic Sorc 13 * Hexquisite Wiz 23 * ~~Quantum Entropy * SARLONA~~ - * and various other scoundrels

  6. #66
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    Quote Originally Posted by PopeJual View Post
    Saying that makes it obvious that you have never worked for a software company. 90+% of the bugs that I worked on for two years of my life came from errors in copy and paste.

    You can't just lift a piece of code from one place and drop it in another place. You have to look at the code, determine if it is appropriate, put it in place with any appropriate changes that are needed for that application and, most importantly, understand both parts of the code thoroughly enough to know if there will be any unexpected consequences of reusing that code.

    That last part is the bit that trips up most folks.
    i envy you, those copy-paste codes done by people on my team or before i enter the company ends me up rewriting that module than to do debug the whole module looking for the copy-paste errors.

    copy-paste programmers also have this amazing documentation skills of not noting where they copy-pasted the code and on what line of the program they pasted those codes.

  7. 05-23-2010, 02:55 PM

    Reason
    nevermind

  8. #67
    The Hatchery GeneralDiomedes's Avatar
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    Quote Originally Posted by moops View Post
    I just did this quest 5 times in the past few days--the Ghostly Skeletons do NOT cause DA when they pop--if DA happened it was because they were running all over the place-.
    I was wondering about that, except I didn't feel like running Delera's just to find out
    Server Sarlona / MST / Guild Enslaved / Characters Ionos, Cydekik, Xalavan, Rodessa, Hethrow, Ramsteen

  9. #68
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    Quote Originally Posted by GeneralDiomedes View Post
    I was wondering about that, except I didn't feel like running Delera's just to find out
    as far as i remember it, it gives dungeon alert green. orange or red if you are already on dungeon alert yellow when you pick up the note. this happen when someone rush out of the room after picking the note and harry starts to kick in causing a wipe

  10. #69
    Community Member moops's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post
    I was wondering about that, except I didn't feel like running Delera's just to find out
    Yes, perhaps 2 people zerged into the room while others were still out fighting other mobs or even running past mobs to get to that last area, that would cause it, and it would also cause the OP to really want a timed gate. But who knows what really happened in his party.
    Hexxa CLR 25 *TR* * ~Hexanna ~*TR* FVS 25 * Hexecuter CLR 20 *Flexanna RGR/R/M 18/1/1 *TR* * Flexa FTR/R 18/2 TR * Hextravaganz Bard *TR* 18/2 * Hexotic Sorc 13 * Hexquisite Wiz 23 * ~~Quantum Entropy * SARLONA~~ - * and various other scoundrels

  11. #70
    Community Member moops's Avatar
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    Quote Originally Posted by vhortex View Post
    as far as i remember it, it gives dungeon alert green. orange or red if you are already on dungeon alert yellow when you pick up the note. this happen when someone rush out of the room after picking the note and harry starts to kick in causing a wipe
    Not one Dungeon Alert for me--tho we do tend to slaughter and kill everything in sight b4 getting there.
    Hexxa CLR 25 *TR* * ~Hexanna ~*TR* FVS 25 * Hexecuter CLR 20 *Flexanna RGR/R/M 18/1/1 *TR* * Flexa FTR/R 18/2 TR * Hextravaganz Bard *TR* 18/2 * Hexotic Sorc 13 * Hexquisite Wiz 23 * ~~Quantum Entropy * SARLONA~~ - * and various other scoundrels

  12. #71
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    Quote Originally Posted by Iakona View Post
    I have read and read. I see folks saying DO NOT FIX IT.

    Question:

    How many of you would never run the quest again if they put a delayed timer on the back gate? And be honest when you answer that this would completely ruin the entire quest series for you and you'd never run it again. Better yet, how many would make the decision to consider asking for your money back because that very minor change affected your own gameplay all that much.

    Now read the one person that had enough fortitude to come in and possibly bear the brunt of flames to say it affected their opinion enough of DDO to make them think about asking for their money back for the pack.

    Now think of all the new players that wouldn't want to get flamed or negative impact for saying the same thing.

    I am actually happy I put this in the Suggestion forum for the developers and Turbine to read and make a financial decision on, and not necessarily for the others.

    If it wouldn't affect your decision to play the quest series again, what difference does it really make to make a very minor change to one quest in order to prevent the latter type of opinions? Come on folks.
    if you read the story line from clues left by the team of people investigating the tomb. it said, the last room was a trap and the gate won't open.

    so i say, quest is not broken.. you are warned and because you got a hard time killing them your party decided to go to the quest entrance and got mobbed (clue journal also said about those ghast like creatures immune to ordinary weapons)

    i am already carrying a holy burst weapon and a pure good long sword at lvl 3, i played the quest at lvl 4 on elite the first time i played it last september 2009 a few days after joining DDO and no party wipe happen except being trapped a lot of times and a few deaths from clueless group and only 1 knows the way.

  13. #72
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    Quote Originally Posted by moops View Post
    Not one Dungeon Alert for me--tho we do tend to slaughter and kill everything in sight b4 getting there.
    dungeon alert must be random base on difficulty. i only recall dungeon alert green on elite and never played it on hard.

  14. #73
    Community Member Psyker's Avatar
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    Quote Originally Posted by Iakona View Post

    It isn't working perfectly, it isn't allowing for the run to the entrance that was originally allowed for in the quest, and it isn't working as designed.
    Perhaps running to the entrance was not how they originally wanted the quest to be completed and now that they have added DA the quest is now working as intended. If you are not one of the Devs how would you know if it is working as intended or not, your post should say "its not working like it used to".

    As many people who have much more experience than me have already posted there are a plethora of options to get out of this quest safely, and the trap works very well, can't afford a holy warhammer or mace, better grab a holy sickle or dagger which you can find much cheaper and will cut through these skellys like butter. Same holds true with adamantine or cold iron, you don't have to get the perfect weapon for mosters with DR (although its nice to get a mettaline of PG), but you had better have something that can beat them down, even if its slowly.

    Please note, I am not the biggest fan of DA but on this quest it really seems like its a non issue.

  15. #74
    Community Member Kalari's Avatar
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    With a balanced party the scenario you described is not a big issue. Most smart arcanes should carry web even if they are not high enough for firewall and some type fire spell (burning hands, scorching ray.) Have your mage throw down webs to trap the skellys while everyone finishes out. If they break the webs start blasting with fire in fact get extra wands of fireball which they sell cheap in the market place.

    My first time in Deleras though long ago was a rush my mage didnt have too many heavy hitting spells but once I figure out the undead could be webbed up it made that quest a lot easier. Then when i got halt undead and firewall (rubs hands together happily).
    Lost Legions Officer and Resident Diva! *Welp now I'm a Twitch Streamer* Follow me on Twitter @Kalarigamerchic

  16. #75

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    Quote Originally Posted by PopeJual View Post
    My comments in red above.

    If 0.5% of the population wants something and 99.5% of the population doesn't want it, who should win? I think that some quests are MUCH too hard. Proof is in the Poison comes to mind. I don't think that the developers should change Proof is in the Poison, though. It's just a REALLY hard quest.

    It's okay for things to be hard sometimes.

    It's okay to fail sometimes.

    It's okay to party wipe sometimes.

    If you never ever have a party wipe, then you're not being challenged enough.
    Proof just needs the level of it raised. It is a fine quest, but at level...horrible.
    +The Goddess of Tempest's Spine+Merc's Only, THELANIS: List is here: http://forums.ddo.com/showthread.php...94#post2798094 LEGIONNAIRE /Salute to Rameses, He has RETURNED!

  17. #76

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    Quote Originally Posted by GeneralDiomedes View Post
    Ghostly skeletons causing Red dungeon alert should be fixed, as should any encounter which causes dungeon alert by design. For example, in Threnal East 3 the dormant Gargoyles used to cause Yellow dungeon alert the second you stepped in the place. This appears to have been fixed.

    However, the complaints about DR mobs are going to fall on deaf ears. The DR simply prevents one type of damage - non-good physical. That's it. Your other choices are (that I can think of)

    - Any elemental weapon damage
    - Arcane damage spells (Magic Missile, Acid Blast, Fireball, etc.)
    - Divine damage spells (Nimbus of Light, Searing Light, etc.)
    - Arcane wands (any mage should have the Finger of Fire wand)
    - Divine wands (any divine should have the Spark of Light wand)
    - Healing spells (including Lay on Hands)
    - Elemental guard items (just shield up and let them hit you)
    - Undead bane
    - Monk elemental damage
    - Divine Light

    So unless you are a party entirely composed of Maul wielding Barbarians .. you are just going to have to think on your feet.
    Adding even if your cleric (if you have one) or pally cannot turn undead for nothing, you can scare some, which makes it alot easierth kill the rest and get the heck out of dodge.
    +The Goddess of Tempest's Spine+Merc's Only, THELANIS: List is here: http://forums.ddo.com/showthread.php...94#post2798094 LEGIONNAIRE /Salute to Rameses, He has RETURNED!

  18. #77
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    and i saw the part of AH prices, i don't know about your server but i only played mostly on sarlona and khyber as second. on sarlona, you can ask for low level weapons with pure good or holy for free, just dont be a begger. i also asked on random occations on advice channel (not recommend but people always have it on) for anyone needing this and that which is lvl 3-lvl 8 items.

    i also see some thrends like this on khyber and also got my pure good long swords and mauls this way and a bonus acid quarter staff of pure good being used by a halfling rouge.

  19. #78
    Community Member Zenako's Avatar
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    Ghostly Skeletons turn easily, so much so that I avoid even doing it when in parties since they might not all come back and make it impossible for the optional. But if you need some breathing space, turn them. Even paladins have good success at these levels.

    To the OP. Nope. It is fine. The Ghostly Skeletons DO NOT cause DA to pop up, UNLESS you have other undead active and after you. You can get various levels of DA to pop if you try to run, since many of the areas along the path WILL RESPAWN undead if you go back to them. When combined with the Ghostly Skeletons, they can and do activate alert levels.

    There are side rooms off of the main chamber where you can use tactics to keep from being surrounded. If you treat these mobs like just another kobold mob, yup you might get seriously hurt. Just curious did you by any chance do the Catacombs quest in the Marketplace before doing Delara's, or is this the first time you are really facing a variety of undead beyond an occasional skeleton.
    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. #79
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    Quote Originally Posted by Zenako View Post
    Ghostly Skeletons turn easily, so much so that I avoid even doing it when in parties since they might not all come back and make it impossible for the optional. But if you need some breathing space, turn them. Even paladins have good success at these levels.
    correct me if i am wrong, turn undead destroys undead and on a success attempt of roll they will just be "scared" and run away. i never have success turning them when i go back using a pally char with 16 charisma. scared 2 or 3 of them but not enough to destroy them.

  21. #80
    Community Member Zenako's Avatar
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    Quote Originally Posted by vhortex View Post
    correct me if i am wrong, turn undead destroys undead and on a success attempt of roll they will just be "scared" and run away. i never have success turning them when i go back using a pally char with 16 charisma. scared 2 or 3 of them but not enough to destroy them.
    The results of the turn depend on the Turner and how their "roll" compares to the Hit Dice of the UNdead. You need a result of 2X the undead Hit Dice to Destroy them, anything less with result in them being "scared" and running away for a period of time.
    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

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