This'll be really fun for those times where certain quests go from no alert to red alert instantly because the of the overly dense mob count.
I still think a system where closed doors are locked to prevent progress until DA is cleared will go a lot further.
Adding more FREE travel guides to the most offending areas would help solve some of the slayer area issues!I was wondering the same thing. Its one thing in quests where ideally you should be killing mobs, but in slayers/wilderness areas I am just trying to get to the next quest. Feywild is a perfect example of this. Going from quest to quest often triggers Dungeon Alerts... Maybe the answer is to turn off DA for those areas.
Yes please. Feywild definitely needed a couple, one to the snowy zone and one to the fairy village at the very least.Adding more FREE travel guides to the most offending areas would help solve some of the slayer area issues!
I think one of the major issues here is that there are many different playstyles; a rogue's stealth ability to sneak past mobs would essentially be rendered useless in solo scenarios. The game right now is "realistic" in terms of D&D 3.5e, giving the player the freedom to move from one area to another without needing to encounter any mobs. Locking doors and objectives based on mob count is always something that I dislike, as its unrealistic unless under some sort of magical enchantment by a caster. Making mobs take more preventative measures at an increased rate, such as a creature ringing a warning gong or locking a door can help. Mob positioning is also a problem in this game as large groups are unreasonably clustered together, making them all react to the player at the same time/pace and in the same way.Years ago on the suggestions forum I remember discussing "Soul-locked" or "Life-sealed" Doors such that certain doors would only unlock once enough mobs in the area had been slain. This concept could work if there were a counter showing how many or how many more mobs slain were necessary to progress.
Sounds like devs are suggesting the best option would be to remove the players from the game environment, then no more DA, resulting in a reduction of lag. Problem solved!"... one unfortunate side effect is that the player behavior of evoking high Dungeon Alert levels by moving quickly through dungeons has spiked, and that behavior is contributing to a different form of lag (the conditions that cause dungeon alert cause lag)."
"We will be looking further into modifying content that tends to provoke Dungeon Alert, and change Dungeon Alert to discourage play patterns that provoke the highest levels of Dungeon Alert for long periods of time."
Better idea: Stop Putting Mobs in quests. Lag doesn't come from players, it comes from mobs.Sounds like devs are suggesting the best option would be to remove the players from the game environment, then no more DA, resulting in a reduction of lag. Problem solved!
Years ago on the suggestions forum I remember discussing "Soul-locked" or "Life-sealed" Doors such that certain doors would only unlock once enough mobs in the area had been slain. This concept could work if there were a counter showing how many or how many more mobs slain were necessary to progress.
While I like the idea, I think a better solution would be that as dungeon alert goes up, the time to open the doors doubles starting at YELLOW DA.
While both of these ideas are unique, a Dungeon Alert lore wise has to do with the creatures throughout the dungeon being aware of your presence, so increasing damage or making doors take longer to open seems a bit harsh and unrealistic. Giving some monsters trapmaking or stealth skills could allow a dungeon alert to cause some mobs to stealth/hide or set a trap in preparation of a player's arrival. A dungeon alert system in an MMORPG should only affect the mobs throughout the dungeon/area, not the players or environment.Heck, I'd go a step further and every dungeon alert level above Green would double trap damage, double the time it takes to disarm them and would also introduce random "web-type" traps to slow the party down.....but that may be a tad much.
I would probably have to disagree here... The zerging quest is over in less than a minute usually, and the instance is erased... However, adding in a bunch of calculations to not only keep track of DA, but also buff each mob separately for each level of DA, and making the red names and such buffed even further... Is a HUGE resource hog. you're also talking about stopping the way a ton of players like to play, and alienating your player base to such extent, is an outrageously bad idea. And this isn't even going into the alerts caused by what is just bad AI to begin with, like Reapers grabbing entire fields of enemies through doors and such.... I would say getting rid of DA, and all the calculations for it, and just making mobs lose aggro a bit faster, would not only be better for the player base, but also LOADS better than adding more calculations just to nerf players furtherIt is not the DA that is causing the lag. It is the conditions tha trigger DA. turning off DA would have the opposite effect towards reducing those conditions.
If anything they will need to do things further discourage DA...