Actually surprised I don't recall this turning up in the "one thing" thread but it's still there in-game - The Buggy Slow Gate in Missing Party!
Actually surprised I don't recall this turning up in the "one thing" thread but it's still there in-game - The Buggy Slow Gate in Missing Party!
I know right. I've got a feeling that it will always be there, and Turbine just won't bother to fix it.
Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players
Personally I never actually thought of this as a bug. I know there has been attempts to prove it has something to do with how many mobs are slayed, but I have always felt it was simply a timer issue. Initial timer set to how long they thought it would take, of course it does not match what can be done even on a first life. So to me this was more a review the Trigger and make adjustments.
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I think the bug stems from the randomness of the mobs that spawn in that room (e.g 1, 2, or 3 archers). I think the gate trigger occasionally ends up waiting for you to kill a mob that was never spawned in the first place, so you are forced to wait for the fail-safe timer to rescue you.
A simple fix might be to make every monster in that room spawn with 100% chance.
I have gotten it to open immediately sometimes, so it's not just on a long timer.
As near as I can tell it goes up when the "last" mob is slain in that room ...
unfortunately either that last mob doesn't always spawn or it spawns in a wall ....
For me it is about 1 in 4ish runs that the gate opens after last kill 3 in 4ish I get to wait the time out.
If I recall correctly, if you kill 5 mobs it opens up immediately but not when you do 4 then you just wait for the door timer.
There are many gates/doors that open after a certain time limit throughout the game,
I think they are set that way as to not trap folks.
VON3's first scorp gate comes to mind as one of the more obvious timed doors.
Mechanics - To Hit/Dam mods
This is correct, in fact I ran with a few people over the years that knew how to breeze right thru that room.
They claimed it matters very much which monsters you kill first.
As long as we let them kill the monsters and did not damage any, the gate would open fine.
I forget which ones you had to kill first, buts its a particular type, possible all the archers first.
But I have seen it done very consistently long ago.
I have had others claim its an archer spawning inside a wall, which begs to differ.
Since its really difficult to preach to players to not kill certain monsters in a certain room, I just get up and stretch.
In any case be it a timer, a particular order we can all agree that it would be nice if Turbine took the 5ish minutes to review the Trigger on this quest and make it something that is consistent so that we don't have to feel like the Woman in the Old Mervyn's commercial "Open, Open, Open" while waiting at the gate![]()
It opens slowly for halflings.
Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players
Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers
Like a ton of other things in the chain, it is an easter egg if you get it to open right away.![]()
I would say out of the last dozen runs, I got it to open right away 5 times. The other times, puggers would not do what I was trying to do, and it would stay closed. *shrug* Gives a moment for laggers to catch up.
Bug template! QA is here for you.
How random DD is
how to handle this random, anywhere
Sarlona: Seikojin, Toy