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  1. #1
    Community Member GentlemanAndAScholar's Avatar
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    Default Devs: Can we talk about removing Dungeon Alert

    This has a been a pain point since it was first announced and tested for Mod9. While I understand the motivation of not wanting players to zerg through a dungeon without killing stuff on the way, there are quests that DA just doesn't make any sense because these quests have mechanics that cannot be avoided. Coalescence Chamber being the number one in the list, IMO. It's already an aggravating quest with all the Mario-jumpy required, add DA that goes from nothing to red several times in the quest with no player interaction, like waves of bats, the ambush, etc. You can literally kill every single mob as you go along and then out of nowhere: Red skull, Harried, enemies buffed, etc. I've seen it happening on "kill x number of such" type of quests. Supposedly was an anti-zerg measure, but when the system fails when there's literally no zerging involved but by the quest mechanics/design, I think it's time to take another look at the system. Yes I'm sure "we're all uber and we running on red skulls is the only way to roll", but that doesn't justify, IMO, the fact that we need to put up with a flawed anti-zerg system that actually penalizes the players for doing what they're supposed to (killing mobs as they go, etc.).
    Coldflame | Toord and many horrible experiments.
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  2. #2
    Community Member Tunst's Avatar
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    Default

    needless to say..

    bats cant talk.

  3. #3
    Community Member Captain_Wizbang's Avatar
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    /signed

    Keeping scaling I can see, but the DA thing could go bye-bye asap.

  4. #4
    Community Member bruha118's Avatar
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    Default

    /signed

    Down with DA!!
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    Yinyang~~Punchdrunk~~PlanetTerror~~Hobo with a Shotgun~~Deathproof~~Woodstock

  5. #5
    Community Member Qzipoun's Avatar
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    Remove grazing hits too while you're at it. Both abominations were added together...

  6. #6
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    imo the da system should take the cr of the mobs into account. so a swarm of bats which have a lower cr doesn't raise the da to red suddenly.

  7. #7
    Community Member dkyle's Avatar
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    Eh... outside of the places where it's blatantly broken (Bastion, Coal Chamber), it's just one more challenge to overcome that makes the game more interesting. I wouldn't say it's ideal as it is, but I think it's better than not having it. Ideal would be better AI and hit detection on moving targets, but that's a tall order to fill.
    Last edited by dkyle; 10-04-2011 at 02:18 PM.

  8. #8
    Xionanx
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    Considering the level of outcry that occurred when it was added and the distinct LACK of a dev response to it then, I rate the likelyhood of DA being removed slim to none.

    You will be hard pressed to find anyone who plays the game at the "vet" level who thinks it was a good addition or added anything worthwhile to the experience. I would love to see it removed, just not gonna hold my breathe for it.

  9. #9
    Community Member Ugumagre's Avatar
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    I will wait until Memnir or Mr. Cow say something to agree with them

    I just have no idea if DA is good or bad. Really, no joking.
    Goat, Sammich, Poultry

  10. #10
    Community Member Cyr's Avatar
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    In case anyone here has forgotten my many rants about DA...

    /signed
    Proud Recipient of At least 8 Negative Rep From NA Threads.
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  11. #11
    Hero Hellllboy's Avatar
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    DA is bad-and appears to be getting worse. Some quests are completely unplayable as a result of the solution they put in place to make our game more "playable"...so fix it some other way.

    /signed

  12. #12
    Community Member Cetus's Avatar
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    I don't like being told how to run my quests. Versatilite and aggressive playstyles are fun for me, DA was always an enormous nuisance- nowhere near challenging.

    According to the devs, they confirmed that DA reduced lag (If my memory serves right), but having a hundred scorps and bats each contribute as much to alert as if they were 100 devils is plainly a broken mechanic.

    anyway, as if this will mean anything,

    /signed

  13. #13
    Community Member AmatsukaIncarnate's Avatar
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    I don't like DA in situations like that where its unavoidable.

    I get that Turbine doesn't want people simply just running through a quest (which I still think should NOT be allowed...) but when DA is unavoidable for no good reason, it is very annoying...
    ~Proud member of Thac0~

  14. #14
    Community Member Qzipoun's Avatar
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    Quote Originally Posted by SupTyr View Post
    imo the da system should take the cr of the mobs into account. so a swarm of bats which have a lower cr doesn't raise the da to red suddenly.
    CR isn't the issue. Dungeon Alert is a 'blanket system' applied to all quests equally. Quests are individually 'hand-designed'... why should a game-wide system be implemented over them I have no idea :/

    (And that's without discussing the actual issues with the system itself...)

  15. #15
    Community Member gloopygloop's Avatar
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    If Dungeon Alert actually did reduce lag in any meaningful way, then I'd have a lot less problem with it.

    Since it doesn't reduce lag in any meaningful way, then I'll have to just stick to my opinion that it is a needless annoyance that only exists to aggrivate players who have melee characters.

  16. #16
    Community Member Xenostrata's Avatar
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    DA was implemented to reduce the number of active AIs in an instance, thereby reducing the amount of lag that they caused. I wasn't here to notice the difference, but have heard that it made some amount of change to overall laginess.

    However, lag in areas where having impeded movement will NOT reduce the number of active AIs (Schemes of the Enemy end fight, Devil Assault, and other one-room battles) SHOULD have DA removed since it is doing nothing there to reduce lag, just annoy players.
    Fear the Koala.
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  17. #17
    Community Member Gorbadoc's Avatar
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    Quote Originally Posted by Xenostrata View Post
    DA was implemented to reduce the number of active AIs in an instance, thereby reducing the amount of lag that they caused. I wasn't here to notice the difference, but have heard that it made some amount of change to overall laginess.
    If memory serves, it wasn't just a problem of AIs in an instance; it was AIs on a server. I could rush past monster after monster in Splinterskull Fortress without any noticeable change in game lag. Yet, when DA was implemented, server-wide lag seemed to decrease during peak hours.

    My suspicion is that, when *I* rushed past monsters, I was using above-average server resources, but this was still just a few drops in the bucket. When *everyone* rushed past monsters, those drops added up, and the servers had trouble handling so many AIs per player.


    For what it's worth, I kind of like how the devs tried to take advantage of DA in the end fight of Schemes of the Enemy. The dogs are pretty obviously meant to jack up DA; they're so easy to avoid, your only incentive to fight them is to keep DA down so you can hurt the cannon faster.

  18. #18
    Community Member
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    /signed

    I hate the DA. If I have 1000 monsters chasing me, I will be running faster, not slower.

  19. #19
    Community Member Cetus's Avatar
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    Quote Originally Posted by econner1 View Post
    /signed

    I hate the DA. If I have 1000 monsters chasing me, I will be running faster, not slower.
    haha thats great!

    +1 to you sir

  20. #20
    Community Member Chai's Avatar
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    Arbitrary game mechanic is arbitrary, and not in the spirit of D&D. Remove it please.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

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