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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.

  3. #3
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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.

  4. #4
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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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  6. #6
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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
    Hero JOTMON's Avatar
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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.
    Last edited by JOTMON; 12-29-2014 at 10:07 AM.
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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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  9. #9
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    Quote Originally Posted by TrinityTurtle View Post
    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.
    ~sarcasm on~
    yeah, dungeon alert has really stopped game lag. I bet nobody has had a single instance of lag since dungeon alert was introduced.
    ~sarcasm off~

    Zergers are on their own. why punish the party because someone zerged off doing whatever they thought they were going to do.
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  10. #10
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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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  11. #11
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    Quote Originally Posted by JOTMON View Post
    ~sarcasm on~
    yeah, dungeon alert has really stopped game lag. I bet nobody has had a single instance of lag since dungeon alert was introduced.
    ~sarcasm off~

    Zergers are on their own. why punish the party because someone zerged off doing whatever they thought they were going to do.
    It was a one source that widespread reduced the lag a LARGE amount for the players. It was bad back then, quests failed all the time, not just certain ones with headache-inducing purple hazes and lots of shadows. (and for the record I've only lag failed deathwyrm twice out of 15 runs, and interestingly both times had the same two players who indicated it ALWAYS is like this for them, I'm not sure what the causation/correlation factor there is). Lag improved a great deal across the board. It is silly to imply that because it didn't solve EVERY lag issue it's not helping considerably. And wanting to reintroducte that to the current issues of lag seems rather foolish to me. Lag is not caused by one issue alone ever, nor one one end of the connection ever. But adding more back in and going back to those days....absolutely no thank you. You can be sarcastic all you want, I remember that mess clearly and am here relaying what went on. Not just for me. CPU's are fabulous today, but they can only handle so many tasks. Every active mob running it's checks is a new task.

    And not all people on their own zerg, I hope you were being sarcastic again and not that out of touch with other people around you. I sincerely hope you realize that people get lost(Even, gasp, vet players who have never done a particular quest or haven't done it in a long time), or someone may have made a wrong turn and ended up alone. Also, there is the potential of a person entering a quest running into a surprise group of mobs due to respawn or the rest of the group invisible running and not bothering to tell new entrants that can get in trouble very quickly, especially if they are new players. And as the playerbase as a whole is shrinking, taking a minute to help new players is what will make them want to stay and play here rather than finding a new mmo. You talk about punishing the party, but that person is PART OF THE PARTY. And not helping them is also punishing the party. The group is made up of every member in it. not just some of them. Also some of those zergers aren't zerging deliberately, they're employing the methods and tactics they usually run, and since a lot of groups don't communicate, it leaves people to guess what methods are going to be used. Assuming they are zerging off and don't deserve help is plain rude.
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  12. #12
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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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  13. #13
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    Quote Originally Posted by TrinityTurtle View Post

    And not all people on their own zerg, I hope you were being sarcastic again and not that out of touch with other people around you. I sincerely hope you realize that people get lost(Even, gasp, vet players who have never done a particular quest or haven't done it in a long time), or someone may have made a wrong turn and ended up alone. Also, there is the potential of a person entering a quest running into a surprise group of mobs due to respawn or the rest of the group invisible running and not bothering to tell new entrants that can get in trouble very quickly, especially if they are new players. And as the playerbase as a whole is shrinking, taking a minute to help new players is what will make them want to stay and play here rather than finding a new mmo. You talk about punishing the party, but that person is PART OF THE PARTY. And not helping them is also punishing the party. The group is made up of every member in it. not just some of them. Also some of those zergers aren't zerging deliberately, they're employing the methods and tactics they usually run, and since a lot of groups don't communicate, it leaves people to guess what methods are going to be used. Assuming they are zerging off and don't deserve help is plain rude.
    I channel run with 'ElitistJerks' so only partially sarcastic, but I also pug and LFM regularly. and even solo if my group doesn't fill..
    I don't wait for a full group before starting.. I don't have that many hours of wait time in my gaming time.
    I do give guided tours and training for those that ask, or when I think someone should know how to do something.. like Von5 voice/ring.

    People do get lost and dungeon alert does not make it easier to get to them to help them either.
    I periodically have to snails pace kill stuff trying to get to them so I can raise them from the demise of red dungeon alert that prevented them from being able to survive long enough for the party to find and help them..

    We often run quests shortman with open LFM to join. they fill or don't fill we still go with what we have.
    latecomers generally catchup, sometimes they don't communicate that they don't know the path and inevitably cause a red DA. forcing the party to all stop and go fid the straggler.
    I even carry DDoor on my cleric to go back if someone doesn't know the way, not all people want to admit they don't know something and that is frustrating.

    I am all for helping people, but if they don't communicate it causes problems.
    I still pug regularly irregardless, I find I have to directly ask people I don't recognize specific targeted questions, since more often than not people don't ask questions when they don't know.

    In no way does Dungeon alert help anything. it is just a hindrance to everyone.. except the zerging solo caster. with the roundup boom and go build.
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    Quote Originally Posted by JOTMON View Post
    In no way does Dungeon alert help anything. it is just a hindrance to everyone.. except the zerging solo caster. with the roundup boom and go build.
    Again, it absolutely reduced the lag hugely on all the servers. The difference was tremendous, and no longer does it take fifteen minutes to get across the harbor EVERY SINGLE TIME I go there since the day they implemented that. That is a huge help to this game and I'm sorry if you don't understand that.
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  15. #15
    Community Member fmalfeas's Avatar
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    If you felt you had to remove Dungeon Alert in some way, I'd just change it to be something even more horrifying. Like massively, massively increased Champion rate. And at Red, the Boss becomes a champ.

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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.

  17. #17
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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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  18. #18
    Ninja Spy phillymiket's Avatar
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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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  19. #19
    Community Member Hobgoblin's Avatar
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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.

    / not signed!

  20. #20
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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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