It is all immersion breaking meta layer, essentially a penalty for playing badly designed encounters.
1 user enters instance
2 user reaches unoptimized instance state
3 program detects unoptimized state
4 program responds with DA signal
5 program penalizes user for unoptimized instance state on multiple levels
6 user dies
7 program resets DA signal (sometimes)
8 user quits | changes instance| finds a new hobby | etc
Could go a bit more abstract here if needed. But it is generally a weak lazy workaround trying to hide the problem under the rug, instead of fixing the root of the problem (unoptimized instance states).
My point is that Dungeon Alert is not needed from a Game Play perspective because there are obviously means already now to remove reasons for players to cause too many monsters chasing them.
And from the technical perspective, there certainly ways to prevent server load and at the end lag from too many pathing calculations
But I'm afraid that if DDO's developers see only the player as guilty if pathing calculations cause server lag they are blind for other ways.
The self-healing debuff in reaper is the biggest fun-killer in this game. It forces you to rely on other people, and other people are stupid.
That was one of the intentions of reaper, to encourage grouping.
Sadly, people have been soloing for so long, they've forgotten how to heal others or even look at health bars. 'Oops, sorry I didn't notice' I hear often- and sadly I say that myself more than I should (bad Power, look at health bars...)
(Combat): You are hit by your knockdown.
Proud leader of The Forgotten Creed of Argo. long live PNP & Gary Gygax immortalized.
Main: Alumut of Argonnessen
ahhhh join date 2018. yeah your new. do you always play games on the highest difficulty as soon as you start? it's all your choice after all. this is an MMO, not a single player game like fallout 4. I guess you never got the memo. reaper promotes party play. which it should. mmo hardest diff, solo? I think not. that's just ridiculous to say the least. if I was a dev promoting this difficulty, the moment ANY one soloed any high reaper, I'd up the skull dmg to destroy you. reaper is meant to be an 'ultimate challenge'. not some solo ****.
Proud leader of The Forgotten Creed of Argo. long live PNP & Gary Gygax immortalized.
Main: Alumut of Argonnessen
not sure what server or guild you play on but we like healing others and winning on ours. everyones experience here is VERY different from mine. me: CC CC CC CC CC heal CC CC CC heal CC heal CCCCCCCCCCC <3 but that's me and my reaper support buildyou see, some people don't care about kills. they did that done that, bore with it do something funner like support thing. but that's me
CC ftw and I love it so much
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Proud leader of The Forgotten Creed of Argo. long live PNP & Gary Gygax immortalized.
Main: Alumut of Argonnessen
+1
This is my quote of the year.
Please give this lady a promotion & raise, however insignificant for even suggesting this idea.
Alternatives would be spawning a reaper or taking 10% health damage every ten seconds during red alert.
Also would be nice to limit raiding to 10 players.
No offense to players who love to ride the red alert train, as I have gamed with some of you and realize many of you are skilled and fun to group with players, however Dungeon Alert is the quickest way to make me leave your group and log out of the game due to the instance being totally unrecoverable.
When the network indicator goes over 25%-33% loss, the dungeon loses its ability to communicate with my computer hence no knowledge of where the monsters actually are. Portals, chests, monster locations & ect… are totally missing. Can move like normal, but buffs take 30+ seconds to land...
It is quite unknowingly very selfish to tie up bandwidth and computing resources in this manner, as not everyone has an internet route capable of handling the excessive data.
On my end, the bandwidth is quite good, by on its way back from New Jersey particularly on a weekend, things drop from 3 megabytes down to 24-48 kilobytes {cyber sunday, worst night of the year raiding}. (Devs, thank you for not putting raids inside wildernesses anymore, its really bad on lag issues, particularly as doubled wildernesses can exist.)
Before anyone says its my computer, well my computer does just fine, using up 6% or less of one of its GPU chips running DDO, processor rarely above 10%, memory rarely above 10% (although that is above the 2 meg typically expected for 32 bit programs).
You can tell if you have graphics lag, simply by watching a druid in wolf form climb a ladder, if your framerates don't go down, then you must have some sort of minor graphics card which is enough.
Those of you who would "quit" the game over such changes would be balanced out by all the people returning who quit or slowed down playing due to lag issues. Yes, we would miss you, but others would replace you.
PS have had an technical expert working with me on this issue
Even tried things like setting DDO priority to "real time".
If the 32 bit program on 64 bit machine was a problem (which I don't think so), then why can I run DDO for 8 hours without logging out as long as no one challenges the monster pathing systems or as long as I don't try raiding, without having any issues at all?
PS2 If I can play Overwatch without any lag, why can I not play DDO without lag?
Suggest:
Green alert - take 3% of total health in damage every 10 seconds
Yellow alert - take 6% of total health in damage every 10 seconds
Red alert - take 10% of total health in damage every 10 seconds
Reaper - chance to spawn reaper every 10 seconds (level of alert EI normal=0, green=1, yellow=3, red=7)*Reaper Level%
PS3 If the next official announcement was red alert = party wipe, I would stand up and cheer, although its very doubtful that the Devs would be that drastically bold.
PS4 Pretty Lag Issues = most annoying part of DDO...at least in my book...
Last edited by Silverleafeon; 12-02-2018 at 03:37 PM.
I doubt making DA more deadly would make DDO as lag free as other games you play.
Anyone playing the game has seen chest lag (think shroud), cove opening lag, crafting lag, too many people in one public instance lag, etc.
I think Lynnabel likely misled you, although not intentionally.
Last edited by nokowi; 12-02-2018 at 05:52 PM.
- Let me access shared bank and character and TR banks from login screen and search them all.
- Let me put all BtC items that I don't use and don't want to toss away into another bank that has unlimited capacity.
Then I guess I'd be one of those that would leave. I actually joined DDO when reviews said "It's too easy." I actually hate when a game starts easy, and gets tougher because of challenge people. To be fair, the reverse is true. Don't make a hard game easier for the exact same reason. I don't know the history of DDO, so, I don't know if there's always been an easy Casual Mode or not.
Off Topic = Unless it's life changing money, you couldn't pay me enough to play Dark Souls. And... if it was life changing $... but I have to win at the game... I'd just walk away. No point. I'll never win. I LIKE Easy Mode and facerolling, thanks.
Well... then I'd be dead. I just entered Subversion, Heroic Version, with 4 Hirelings as a Level 30.
I got to
https://ddowiki.com/images/M_subversion.png
the point in the map where it was the 4 way crossroads on the left bottom ish side... I stepped into the intersection... instant orange alert. If it wasn't for my Hirelings... I'd be dead.
As I said earlier, deadlier Dungeon Alerts (or anything really), I'd be gone. As you said, it probably would be great for the game, but I joined DDO BECAUSE it's now "trivial" to most... not despite it. Plus I'm a HUGE 3.5 Edition fan... and that's all that's left right now.
Community Member
Last edited by Nubom70; 12-02-2018 at 11:13 PM.
As a developer I would prefer people happily using my product.
I would take responsibility openly and transparently, admitting that the current implementation is less than ideal, but it is what was feasible to do at that point in the past, and research methods to improve the tech around pathing calcs and design encounters that players want to participate in the nth time.
There is no CODE of MMO or RPG that you must follow.. "kill monsters in a linear fashion up until the boss, kill boss, loot" aka the most boringly overdone pattern ever. I almost hate games following the same exact silly recipees.. since what the 90s? I played RPGs for about 20 years, but now completely lost interest in most of them as I know that 95% of the stuff will be just the exact same thing I played for decades.
DDO would best use every other feature of DnD, this would promote it as the game to play when you got bored of everything else.
Destroying stealth degraded both gameplay and server performance. The marginal amount of players who used sneak are now replaced by 1+5 multiboxing warlocks streching the servers to maximize ROI. You built and rewarded it, you can ask the player "dont do it" or you can just kill off players randomly in laggy instances and shut down business in a month.
PS: I am still 100% convinced *how players react to DA debuffs* in most cases produces excess server calcs, compared to how players react to the same encounter without DA debuffs.
Last edited by janave; 12-03-2018 at 02:51 AM.
87 on daily dice.
500 xp and 1 gold seal improved healing potion.
Insulting.
- Lag
- Rude People
- Lag