If there's a specific place in a quest that always causes it, send me a private message on this forum.
One such place I recently fixed was in Misery's Peak.
@Lynnabel: Your mum's an owlbear and your dad's a rollercoaster.
If there's a specific place in a quest that always causes it, send me a private message on this forum.
One such place I recently fixed was in Misery's Peak.
@Lynnabel: Your mum's an owlbear and your dad's a rollercoaster.
Out of curiosity, since this is apparently a pathing thing, is that the reason why shadow mobs are a big offender? Do they just have awful pathing AI or something for some reason?
For example, go do Thrill of the Hunt.
Nearly every single pack of shadows will cause DA. In addition, either by design or who knows, the dogs like to agro through the gates and the shadows like to agro through doors causing DA even if it's only like, 5 mobs.
Next time I'm in that level range I'll take some SS's and send them to you, but I would hope it's a pretty easy test.
Same thing happens in Army of Shadow. I can pull nearly the entire bottom floor of human NPCs no problem. But once I get to the top floor and if I go down the south corridor I'm almost guaranteed to get DA from the shadows.
Thanks.
https://www.reddit.com/r/ddo
Building a Better DDO
#1 - Inventory management
#2 - Inventory management
#3 - Inventory management
#4 - Inventory management
#5 - being completely clueless about where to go and what to do next (newb problem I've only solved with LOTS of forum help)
Zamsil - L30 VKF Assassin - Cannith: Hand of Death
Zanthiss - L30 Acrobat
Zaldraan - L30 PDK Icebreaker SwashBard
I've got a Dungeon Master's Guide... I've got 12 sided die...
1) Game design that encourages running to the end as fast as possible (maximum pathing)
2) Dungeon design that 100 mobs on the screen is more exciting than interacting with a smaller number of mobs
3) A "challenge" setting for grouping that encourages hirelings (what were you thinking here??) that are very good at grabbing agro
4) Shared pathing in stealth
5) Pathing issues increased through game design
Those that only ever grabbed small numbers of mobs pay the penalty for the only game style known to SSG, with 99% of the game designed to zerg for rewards and path everything onto your AoE zerg bot.
6) The whole DDO Forums
Worst fun killer? This thread.
~ Alco Holic ~ Grlfriendaggro Pizzenmeoff ~ Rincewind the Damp ~ Sunbernt Junk ~ Ouchmy Leghurtz ~~ Bobthesponge Squarethepants ~ Whaleoil Beef Hooked~~Ascent~
Having an undead mob targeted and then failing to heal yourself.
Seriously, who uses heal spells as DD against undead?
Hires that don't know what "stand your ground" means and run across half the dungeon doing who knows what instead of standing at the flag.
and
Hires that won't respond to any instructions when told to "stand your ground."
I don't really have any gripes
I just deal with it
Better to look on the bright side,
And ask
What keeps me playing?
Kil Glory
30 alchemist
HOW
Sarlona
Not a single encounter, but something that makes me wonder, do enemies ever give up if they can't possibly path? Recently I have had Dungeon Alert problems in both Coalescence Chamber and Trial by Fire. Both involved someone falling past many archer or caster enemies that don't (or can't) move. After that almost every encounter triggered at least green DA, often yellow till we fought our way back up to clear them out.
Reclamation's center shaft fall is also a bit of a problem but eventually everything will work its way down if you know to hold position and wait for them. If not, you generally end up with a red DA every fight till they do.
I realize the developers can’t do anything about this, but the worst fun killer are not-so-nice people, either in game or on the forums. Thankfully it’s been a long time since I came across one, but this has been the reason why I have taken an occassional break from the game, as it’s not worth putting up with.
As for game systems, lag is definitely a fun killer. The other thing that bugs me is when things in game do not suspend disbelief (ie something isn’t believable). Examples of this are an invisible wall that only opens after mobs are killed, not being able to affect NPCs that blather away endlessly, being able to break “good guys” breakables with no reaction, etc.
The best part of the 10th Anniversary of DDO...the description on the Oatmeal Raisin Kookie,
"From a distance you thought this was a chocolate chip kookie. Now you're sad."
#1, Lag , sometimes I lag while playing, sometimes when I try to port to say the airship or new zone, I hang and have to reboot.
2. Dealing with the reincarnation cache
3. After an epic tr, you have to redo all lyour specs, feats etc. This is fine if you wanna do it, but if you just want the same as yoy had before, theres no option for tha.
4. Long questgiver dialog you cant bypass.
5. Sometimes it takes forever to log out, really annoying when you want to go to a different toon.
A per character gameplay option or meta-selector to not target undead when casting positive energy/heals would be fully appreciated.
You could heal undeads at lower levels... then flip the switch and not heal them once you have real damage spells that liches can't mantle.
Or if it was an icon meta-like toggle, you could have two versions of your positive energy spells... one targeting friendlies-only and one that can target anything.
Casual DDOaholic
Have you guys checked auras through walls and across rooms pulling more monsters ?
Specifically in ToEE2 the part leading to the commanders is often (random due to random spawn) triggers an instant DA.
Some summons and hirelings seem to also have the effect as if we had auras, triggering monsters across walls.
I'm guessing there's double packs that are close enough together than when they finally "pop up" from the ground, it looks like one large pack. Thrill of the Hunt can easily generate DAs due to agro through doors and agro from cages. The easiest example to trigger is to run it on Elite or R1, go into the end fight room, and run past the dog cages to talk to the boss. The howlers in both cages will agro on you and I think you get a yellow alert for the entire fight until the first cage opens and you are actually allowed to kill those howlers.
Grim and Barrett have a couple of spawns that are close enough that it's trivially easy to agro a 2nd group, generating a green alert. (first fight, fight by the fountain in the human/rashaka area, and fight after the stone door)
Through a Mirror Darkly can generate DAs via mob agro through doors or even between worlds. The darkside fight in the northwest corner of the mansion (with the shadow orb) will cause the lightside room (the one with the shrine) to agro on you, even if you leave the darkside room, go into the hallway, and then use the mirror down the hall. Those mobs agroing will mean that every other encounter will generate an alert unless you go through that door and kill them.
We always end up with dungeon alert in "Army of Shadow" in Wheloon. We clear groups as we go but with reapers, they always aggro through doors in there. When we are crossing the bridge it is always yellow or orange, we typically have to kill the mobs below or suffer increased alert throughout the quest.
Bjriand The Great Stormsinger Bard Triple Heroic / Epic / Iconic / Racial Completionist working on Archetype lives...