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  1. #1
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    Default Remove Dungeon Alert from the game

    Remove Dungeon Alert.
    If people in a party want to zerg, why would devs want to prevent that?
    It's the party's choice, if some want to take a quest slowly, they have every right.
    But forcing a specific play style on everyone makes no sense.
    Especially now when orchard slayers on epic can easily get a red alert for no good reason.
    Last edited by maximus123123123; 12-16-2014 at 06:19 PM.

  2. #2
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    Quote Originally Posted by maximus123123123 View Post
    Remove Dungeon Alert.
    If people in a party want to zerg, why would devs want to prevent that?
    It's the party's choice, if some want to take a quest slowly, they have every right.
    But forcing a specific play style on everyone makes no sense.
    Especially now when orchard slayers on epic can easily get a red alert for no good reason.
    Dungeon alert doesn't PREVENT you from zerging. Otherwise there wouldn't be hundreds of threads complaining about zergers. It just makes it more difficult - which I find to be fully appropriate. Zerging shouldn't be the default playstyle and if you're not good enough to do that, then slow down. Whether or not Dungeon Alert is a good mechanism as is, there's really no need to encourage zerging even more than the game already does.

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    Also mob AI gets all wonky when there's too many of them trying to attack, don't think the servers can handle it without an upgrade.

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    Quote Originally Posted by maximus123123123 View Post
    Remove Dungeon Alert.
    If people in a party want to zerg, why would devs want to prevent that?
    It's the party's choice, if some want to take a quest slowly, they have every right.
    Because I played in the days before dungeon alert, and the sheer amount of active mobs on the servers at one time made the game turn into molasses. Lag was constant and painful. After...I haven't really seen lag in years unless my isp is freaking out or the servers have gone wonky and start kicking us all off.

    That's why.
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  5. #5
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    I don't really mind it if you are dragging dozens of mobs behind you by running through rooms without fighting.

    But I really hate it when it seems to be a planned event, like some of the Wheloon quests, the fashion quest in the new update, and other places. You just walked into a room, without zerging or dragging anything behind you, and all of a sudden you get an alert just from the normal spawns. I think that sucks.
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    Quote Originally Posted by mobrien316 View Post
    I don't really mind it if you are dragging dozens of mobs behind you by running through rooms without fighting.

    But I really hate it when it seems to be a planned event, like some of the Wheloon quests, the fashion quest in the new update, and other places. You just walked into a room, without zerging or dragging anything behind you, and all of a sudden you get an alert just from the normal spawns. I think that sucks.
    Yes, this needs to be fixed.

    Red alert in general can stay.

  7. #7
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    Dump Red dungeon alert, remove white dotting.
    give key caster capable mobs the port player back ability.
    let mobs climb ladders.

    Would prefer to see key mobs cause dungeon alert not generic trash spawn mobs.
    Run past an orange name boss and his crew. dungeon alert tiers up. as he yells out commands and alerts..
    a wave of bats spawn.. nothing changes...

    also don't like dungeon alert affecting entire party when 1 person has run off down a corridor on the other side of the quest.
    It screws the entire party not just the person that caused it.
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  8. #8
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    Quote Originally Posted by JOTMON View Post
    Dump Red dungeon alert, remove white dotting.
    give key caster capable mobs the port player back ability.
    let mobs climb ladders.

    Would prefer to see key mobs cause dungeon alert not generic trash spawn mobs.
    Run past an orange name boss and his crew. dungeon alert tiers up. as he hells out commands and alerts..
    a wave of bats spawn.. nothing changes...

    also don't like dungeon alert affecting entire party when 1 person has run off down a corridor on the other side of the quest.
    It screws the entire party not just the person that caused it.
    Except this does absolutely nothing to control the server-wide that used to be cuased by the sheer amount of monsters that were in play at any given time across all the quests. Which is the reason it was created. And as for screwing the whole party, perhaps that party should go help that lost person from time to time. He IS part of the party too.
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    Quote Originally Posted by mobrien316 View Post
    I don't really mind it if you are dragging dozens of mobs behind you by running through rooms without fighting.

    But I really hate it when it seems to be a planned event, like some of the Wheloon quests, the fashion quest in the new update, and other places. You just walked into a room, without zerging or dragging anything behind you, and all of a sudden you get an alert just from the normal spawns. I think that sucks.
    Agree.

    Belly of the Beast is another one. Ran it last night on EE and in the arena fight as soon as the spectators feel in DA ramped up to orange and I was instantly harried. Some of these quests really need to be revisited and have the numbers tweaked. You should never get DA by running the quest as intended.
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    Quote Originally Posted by Braegan View Post
    Agree.

    Belly of the Beast is another one. Ran it last night on EE and in the arena fight as soon as the spectators feel in DA ramped up to orange and I was instantly harried. Some of these quests really need to be revisited and have the numbers tweaked. You should never get DA by running the quest as intended.
    Unless maybe the intent is that you are harried (in both game terms and non-game terms) by crazy #s of monsters?

  11. #11
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    Quote Originally Posted by Inoukchuk View Post
    Unless maybe the intent is that you are harried (in both game terms and non-game terms) by crazy #s of monsters?
    That would be a rather lame intent, wouldn't you agree?
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  12. #12
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    Quote Originally Posted by Braegan View Post
    Belly of the Beast is another one. Ran it last night on EE and in the arena fight as soon as the spectators feel in DA ramped up to orange and I was instantly harried. Some of these quests really need to be revisited and have the numbers tweaked. You should never get DA by running the quest as intended.
    I'd go further and say the quest needs to be "visited" by the Devs not revisited.

    I get some older content not jibing with DA but the new stuff?

    DA existed when they made that encounter. How did they not notice it is borked?

    Quote Originally Posted by Inoukchuk View Post
    Unless maybe the intent is that you are harried (in both game terms and non-game terms) by crazy #s of monsters?
    Well I think that is an annoying misuse for the Dungeon Alert system.

    That thing was put in to annoy us so much we stop and kill for the sake of game performance.

    The devs just throwing DA around in lieu of a proper encounter challenge seems pretty lame and, again, annoying.
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  13. #13
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    Quote Originally Posted by TrinityTurtle View Post
    Because I played in the days before dungeon alert, and the sheer amount of active mobs on the servers at one time made the game turn into molasses. Lag was constant and painful. After...I haven't really seen lag in years unless my isp is freaking out or the servers have gone wonky and start kicking us all off.

    That's why.
    Wow I am jealous. Last nights guild run we have one lag restart in Deathwyrm followed by two near lagwipes on our second try.
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  14. #14
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    Quote Originally Posted by Panzermeyer View Post
    Wow I am jealous. Last nights guild run we have one lag restart in Deathwyrm followed by two near lagwipes on our second try.
    Don't be, I spent seven weeks with my isp freaking out so that I couldn't stay connected more than five minutes to anything, DDO, Netflix, internet in general. It's hard to do anything fun in under five minutes. And there arent' a lot of other high speed choices in my area than the one I was using. WE did finally switch, but if new one goes wonky I'm screwed. LOL I'd rather have a few issues in the game than no game at all!

    Although I've only had 2 uncompleteable deathwyrms out of 15, and as mentioned above, the same two players who say it always happens to them were in it. So I'm not sure how to interpret that.
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  15. #15
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    Quote Originally Posted by TrinityTurtle View Post
    Because I played in the days before dungeon alert, and the sheer amount of active mobs on the servers at one time made the game turn into molasses. Lag was constant and painful. After...I haven't really seen lag in years unless my isp is freaking out or the servers have gone wonky and start kicking us all off.

    That's why.
    Lag was never constant and painful before dungeon alert.
    All this lag is post dungeon alert.
    If dungeon alert is so great at preventing lag, how does one explain the lag with dungeon alert on?
    Dungeon alert makes it harder to kill mobs thereby increasing them. It has the opposite effect then you think.

  16. #16
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    Quote Originally Posted by maximus123123123 View Post
    Lag was never constant and painful before dungeon alert.
    All this lag is post dungeon alert.
    If dungeon alert is so great at preventing lag, how does one explain the lag with dungeon alert on?
    Dungeon alert makes it harder to kill mobs thereby increasing them. It has the opposite effect then you think.
    Yes, it was. It was constant and painful and the guild joke that it hit public areas too, not just quests. And it cleared up for 60% of the people I knew back then (the other 40% were split between it got worse, those that didn't have it got it to varying degrees, and a couple who coudln't log in til they eventually realized they had corrupt DirectX installs, when they couldn't get other games to work either).

    So how do you explain it clearing up for so many people with the dungeon alert?
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  17. #17
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    Quote Originally Posted by TrinityTurtle View Post
    Yes, it was. It was constant and painful and the guild joke that it hit public areas too, not just quests. And it cleared up for 60% of the people I knew back then (the other 40% were split between it got worse, those that didn't have it got it to varying degrees, and a couple who coudln't log in til they eventually realized they had corrupt DirectX installs, when they couldn't get other games to work either).

    So how do you explain it clearing up for so many people with the dungeon alert?
    That was my recollection as well.

    Devs did two things to combat the lag at that time, TWF nerf and DA.

    The DA seemed to have an effect. TWF was the one that people questioned the efficacy of, iirc.

    I suspect if the Devs turned off DA and everyone ran through a quest w/o killing anything, with the game as it is now, the servers would just freeze and then explode taking out half of Massachusetts.

    Better to not risk it.
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  18. #18
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    Quote Originally Posted by phillymiket View Post
    then explode taking out half of Massachusetts.

    Better to not risk it.
    is that really so bad?

    i might have to go out and get a life and find a women if that happens.

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  19. #19
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    Quote Originally Posted by phillymiket View Post
    That was my recollection as well.

    Devs did two things to combat the lag at that time, TWF nerf and DA.

    The DA seemed to have an effect. TWF was the one that people questioned the efficacy of, iirc.

    I suspect if the Devs turned off DA and everyone ran through a quest w/o killing anything, with the game as it is now, the servers would just freeze and then explode taking out half of Massachusetts.

    Better to not risk it.
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