Eryhn
New member
I have some general doubt about the notion of more zerging taking place:
I play on and off the last year or so, sometimes take a break a week, sometimes a month, whenever I return after a break to play for a while again by and large the lfm situation looks roundabout same old same old. Mostly r1 speed pugs as in, almost always up in several level ranges, some fewer R1-4 or EE lfms, some yet fewer R5+ or R10 lfms and the odd singular EH that pop up here and there now and then.
My argument being: It does not seem likely that player behaviour has greately changed recently.
So with that in mind the most far I can go on the side of it'ss the players fault is - maaaybe - like some have said, a lot of people that normally are all over the place recently rented an appartement in minotaur city for a week or two of loot holidays ...
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Now if that is what boggs servers down so much... idk, it shouldn't really, should it?
So that notion of looking at more fundamental code that allegedly is on the table. Yeah - DO leave it on the table. maybe, even, like CAREFULLY ... poke it with a stick and see what happens
I agree with those that said DA is just a crude bandaid. It is also unfair unless the quests and mobs get balanced to the changes. It punishes less experienced players that die on their hard and elite runs where they would not have before. It punishes not only zergers that leave mobs up but also groups that display good teamwork by splitting up over the map to do objectives at same time. So with all due respect I am inclined to call cow dung on that
Reducing mob number while buffing mobs sounds sensible if you cannot figure out where the backend goes wonky. Since you say you have data ... do this bit by bit starting with the quests that are top of the list in terms of alerts. As some said, it would also serve as a more natural less punitive nerf to AOE nuke while at the same time increasing meaningfulness of single target dps and CC ...
Rethink slayer areas. for starters, delete all those deer, squirrel, foxes, birds, frogs and whatnot critters unless in slayers where they are tied to opts or kill count. In terms of added immersiveness their purpose ranges from negligible to cringeworthy so it is no big loss. that aside, they DO move when players get close to them, in that regard they act like mobs. they also can be accidentally targeted and shot, this is also like a mob, we do attack roles on them. just prune this away - less computing interaction.
Since a while, in slayers, some groups of mobs spawn inactive, and cannot be activated by shooting or casting at them, only by entering range. I assume this was done with the intent to reduce number of mob interactions. this doesnt WAI for ranged. for ranged what happens is you run at them, target them, don't hit them, instead accidentally hit a group BEHIND them, pull it, by the time you do enter group 1 range and activate it, you end up with a double pull due to a coding that initially was supposed to reduce the pull amount. seems not right?
transport to quest is also an option. you could even redo slayer area entry window in a way that sets it as EITHER do slayers OR get to quest ... personally I feel this would be sad as it is nice to get some minor slayer count on the way here and there but well, if it helps I'd eat this one ...
Like others mentioned, in quest, reapers cascading aggro on is a problem. has always been. the full spawn behind the wall coming running after you barely tickeled the sole mob in front of the corner also is. Somehow work on that, more, too, maybe.
I also agree stuff got funky with u59. I remember me talking in guild chat about weird dumb death due to weird mobs. I remember mobs falling of ledges like lemmings. A guildy ran a complete quest in wheloon with all of the mobs remaining inert.
Just, like, backtrack your stuff over last few updates and try find what indirectly got done broke? ty?
AFTER that, we can talk carrot vs stick ...
P.S. IF you do try to get creative, which I think is needed ... please please please with a lot of Mr.Wolf atop, DO run it through Lam at least twice before you dump to live ...
I play on and off the last year or so, sometimes take a break a week, sometimes a month, whenever I return after a break to play for a while again by and large the lfm situation looks roundabout same old same old. Mostly r1 speed pugs as in, almost always up in several level ranges, some fewer R1-4 or EE lfms, some yet fewer R5+ or R10 lfms and the odd singular EH that pop up here and there now and then.
My argument being: It does not seem likely that player behaviour has greately changed recently.
So with that in mind the most far I can go on the side of it'ss the players fault is - maaaybe - like some have said, a lot of people that normally are all over the place recently rented an appartement in minotaur city for a week or two of loot holidays ...
___
Now if that is what boggs servers down so much... idk, it shouldn't really, should it?
So that notion of looking at more fundamental code that allegedly is on the table. Yeah - DO leave it on the table. maybe, even, like CAREFULLY ... poke it with a stick and see what happens
I agree with those that said DA is just a crude bandaid. It is also unfair unless the quests and mobs get balanced to the changes. It punishes less experienced players that die on their hard and elite runs where they would not have before. It punishes not only zergers that leave mobs up but also groups that display good teamwork by splitting up over the map to do objectives at same time. So with all due respect I am inclined to call cow dung on that
Reducing mob number while buffing mobs sounds sensible if you cannot figure out where the backend goes wonky. Since you say you have data ... do this bit by bit starting with the quests that are top of the list in terms of alerts. As some said, it would also serve as a more natural less punitive nerf to AOE nuke while at the same time increasing meaningfulness of single target dps and CC ...
Rethink slayer areas. for starters, delete all those deer, squirrel, foxes, birds, frogs and whatnot critters unless in slayers where they are tied to opts or kill count. In terms of added immersiveness their purpose ranges from negligible to cringeworthy so it is no big loss. that aside, they DO move when players get close to them, in that regard they act like mobs. they also can be accidentally targeted and shot, this is also like a mob, we do attack roles on them. just prune this away - less computing interaction.
Since a while, in slayers, some groups of mobs spawn inactive, and cannot be activated by shooting or casting at them, only by entering range. I assume this was done with the intent to reduce number of mob interactions. this doesnt WAI for ranged. for ranged what happens is you run at them, target them, don't hit them, instead accidentally hit a group BEHIND them, pull it, by the time you do enter group 1 range and activate it, you end up with a double pull due to a coding that initially was supposed to reduce the pull amount. seems not right?
transport to quest is also an option. you could even redo slayer area entry window in a way that sets it as EITHER do slayers OR get to quest ... personally I feel this would be sad as it is nice to get some minor slayer count on the way here and there but well, if it helps I'd eat this one ...
Like others mentioned, in quest, reapers cascading aggro on is a problem. has always been. the full spawn behind the wall coming running after you barely tickeled the sole mob in front of the corner also is. Somehow work on that, more, too, maybe.
I also agree stuff got funky with u59. I remember me talking in guild chat about weird dumb death due to weird mobs. I remember mobs falling of ledges like lemmings. A guildy ran a complete quest in wheloon with all of the mobs remaining inert.
Just, like, backtrack your stuff over last few updates and try find what indirectly got done broke? ty?
AFTER that, we can talk carrot vs stick ...
P.S. IF you do try to get creative, which I think is needed ... please please please with a lot of Mr.Wolf atop, DO run it through Lam at least twice before you dump to live ...
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