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  1. #1
    Community Member
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    Default Get rid of Dungeon Alert.

    Get rid of Dungeon Alert.

  2. #2
    2015 DDO Players Council Seikojin's Avatar
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    No. Make dungeon alert mean something. Instead of offering a blanket debuff, have it actually change the mob AI.
    Fresh in dungeon: mobs have paths and patrols, make checks based on stats.
    Start killing, a mob runs off to alert; light/green 1 = time based alert escalation starts. Every 30 seconds in alert it raises a tier until 'zone' is cleared and no mobs survive. Zone is defined as a trigger radius that draws mobs to its epicenter when activated. All mobs will follow with intent to kill the zone originator (fleeing mob).
    Green 2 = larger zone; named within will upgrade immediately to yellow 1. Otherwise continue growing and collecting.
    Green 3 = Largest zone. If threats have not been suppressed at 15 second mark, escalate to yellow 1.

    Yellow 1 = (auto trigger if named is source of alert) Same radius as green 1. Mobs perform more advanced combat tactics (aim for the casters with ranged, melee engage melee, casters and ranged stay back). Named mobs flank engage.
    Yellow 2 = 25% larger zone than green 2. One or two ranged or casters flee to raise to red 1. Remaining lure threats to corner and bottleneck fight (players in doorway, enemies all around entrance).
    Yellow 3 = 25% larger than green 3. Auto trigger if named is one shotted with witness that flees to alert. All groups within range flee to alert nameds and gather in 'strategic' locations (bottlenecks, after traps, etc.). Use yellow 2 combat ai when engaging threats.

    Red 1 = Tier 1 nameds flanking converge on threats. tier 2 and 3 nameds gather in 'key locations' (around the corner near a trap/door/switch) Ambush when threats are interacting with switch/door/trapbox.
    Red 2 = waves of trash mobs in semi mixed modes. Ranged and casters sidesaddling the melee as they advance on threat in flanks. Named form up behind traps. As threats approach, use ranged only and pull through traps. Casters/ranged first as targets. If all ranged combat, melee flank ranged.
    Red 3 = Waves of trash like before, but they pull through traps after initial engagement. Nameds flank in waves from the rear as trheats are pulled through traps. Stagger waves to keep working threats until eliminated.

    I think a secondary escalation would be how fast mobs die. So if they kill 25% of the pack within 6 seconds (1 round), the alert should start 1 tier higher immediately and raise 1 tier immediately when mob raised. If 25% in less then 6 seconds, two tiers raised immediately. If 1 shotted an entire pack, then no alarm raise since no one reported it. 1 shot a pack with a named, it should go to red1 immediately.

  3. #3
    Community Member Qhualor's Avatar
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    Maybe you should list what you do like about the game and save some thread space with all of your "get rid of...".
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  4. #4
    Hero JOTMON's Avatar
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    Quote Originally Posted by maximus123123123 View Post
    Get rid of Dungeon Alert.
    /agreed.

    Dungeon alert is a terrible mechanic.

    Party separates or someone gets lost gets some aggro and whole party is screwed with red dungeon alert.
    Quests that spawn mobs at key points creating instant dungeon alert.

    As far as I am concerned the whole DA system needs to be removed.
    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)

  5. #5
    Community Member TekkenDevil's Avatar
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    Don't get rid of it.
    It makes perfect sense to be greatly disadvantaged if 8 people try to take on 50 enemies at once. There have been no sensible excuses for getting rid of it in this thread so far.
    All I'm getting is "It's inconvenient and makes things difficult".

  6. #6
    Community Member schelsullivan's Avatar
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    Just change the mechanic so it doesnt slow movement. I find it a bit ridiculous when im no where near a mob and I get slowed because of dungeon alert. Just give the mobs more dps or some other effect.
    Argonnessen - Glibb Bonefish, Lev 28 pure Elf Ranger

  7. #7
    Community Member TekkenDevil's Avatar
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    Quote Originally Posted by TekkenDevil View Post
    Don't get rid of it.
    It makes perfect sense to be greatly disadvantaged if 8 people try to take on 50 enemies at once. There have been no sensible excuses for getting rid of it in this thread so far.
    All I'm getting is "It's inconvenient and makes things difficult".
    Or just have it proc when near enough monsters. It makes sense that they're all grabbing at you, blocking your path and holding you back in numbers. Not so much when they're doing it to someone 5 meters away and you're still getting slowed.

  8. #8
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    A lot of mobs seen yu than they becomes all mages and cast slow (without save). If really a lot seen you they gain uber CA and yu will just graze em, no matter if yur hit is +9999999

    Dungeon allert is ridiculus, they just want to annoy the zergs, but we have zerg in the blood and will zerg more ^^
    Leamos --> Completionist + Epic Completionist

    Arena PVP matchs are the only real end-game... still waiting that community will understand and let turbine to implement it.

  9. #9
    Ice Drakeling digital_terror1's Avatar
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    Quote Originally Posted by Seikojin View Post
    No. Make dungeon alert mean something. Instead of offering a blanket debuff, have it actually change the mob AI.
    Fresh in dungeon: mobs have paths and patrols, make checks based on stats.
    (blah blah blah, overly complicated suggestion)
    DA should mean something, absolutely. Trying to go this hideously complicated route is just inviting all sorts of ways to break the game. Get rid of DA? Absolutely NOT, but the slow effect needs to be tied to the # of mobs near you. Being near just one or two enemies when another player elsewhere in the dungeon triggers a red alert should NEVER slow you down at all...but the player with 50 mobs around them triggering the red alert should have serious combat penalties, very little or no movement from all the mobs jam piling on top of them, etc.

  10. #10
    Community Member Certon's Avatar
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    Dungeon Alert is a poor workaround for bad design and resource limitations.

    It really breaks down into a couple categories as to why they did it.

    1. Server load. If a monk with a high evasion and resists should aggro the entire population of a larger dungeon, the server load it would cause could be significant. Multiply this by ten, and we have a huge problem.

    2. Abuse of game mechanics. The same monk pulls all mobs into a room with persistent AoE damage and crowd control. Even MORE server load, and mass mob deaths in almost no time.

    ---

    How can the address this? Load sharing. The more strain the player puts on the server, the more work it hands off to the pc--up to 66% of the data stripe. We're talking encrypted location information and A.I. data. Keep stats and item information server side.

    This way, if the player zergs, their machine better be up to snuff, or their experience may come crawling to a screeching halt.

    Just a thought.

  11. #11
    Community Member Talon_Moonshadow's Avatar
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    Get rid of it yourself.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  12. #12
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    I like how Maximus has so many well informed, well written and insightful ideas on how to improve the game and I can't WAIT to hear more!

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