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Jafel | Thu 12-Nov-09 06:50 PM |
Member since 04th Mar 2003
40 posts
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#27518, "Area resets and mobs"
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Ok, everyone has seen this before when going to level. In a room where there is supposed to be just one mob there are mow multiple. It happens when the area resets and all of that mob have not been killed.
I'm guessing what it does is take the count of a particular mob type then reload them based on room order or something until the area has the max limit. So if you had 8 max mobs and you killed 4 and the area reset it would load up to the max (4 + 4), but would do so starting with the first room thus creating the possibility of multiple mobs forming in that room.
For example:
Room Desc Arial mob Arial mob Arial mob Arial mob Arial mob Arial mob Arial mob Arial mob Arial mob Arial mob
Is there some reason this hasn't even been fixed? Is it a nightmare to fix? Does it introduce some aspect of danger you like? More often than not it just makes me go elsewhere.
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How about the issue with the rats under Galadon?,
Java,
15-Nov-09 06:11 PM, #11
It is only annoying when,
Abernytee (Guest),
16-Nov-09 08:02 AM, #13
You don't have to hunt down everyone of them. n/t,
Piedpiper (Guest),
16-Nov-09 02:28 PM, #17
RE: Area resets and mobs,
Jafel,
13-Nov-09 05:38 AM, #3
RE: Area resets and mobs,
Adekar,
13-Nov-09 06:29 AM, #4
RE: Area resets and mobs,
Adekar,
13-Nov-09 05:32 AM, #2
RE: Area resets and mobs,
Adrigon,
13-Nov-09 07:46 AM, #5
RE: Area resets and mobs,
Isildur,
13-Nov-09 03:31 PM, #6
RE: Area resets and mobs,
Adekar,
15-Nov-09 04:32 PM, #10
In some ways...,
Daevryn,
16-Nov-09 12:44 PM, #14
Bard is already valuable in every group everyplace? ntn...,
CD (Guest),
16-Nov-09 12:49 PM, #15
Eh.,
Daevryn,
16-Nov-09 01:08 PM, #16
Bards are always my first.,
Pro (Guest),
16-Nov-09 02:58 PM, #18
RE: Bards are always my first.,
Daevryn,
16-Nov-09 03:42 PM, #19
RE: Bards are always my first.,
Isildur,
16-Nov-09 04:21 PM, #22
RE: Bards are always my first.,
Grudan - Guest (Guest),
16-Nov-09 04:28 PM, #23
RE: Bards are always my first.,
Daevryn,
16-Nov-09 04:36 PM, #24
Don't forget about flourish.,
_Magus_Guest_ (Guest),
16-Nov-09 04:45 PM, #25
RE: Don't forget about flourish.,
Daevryn,
16-Nov-09 04:49 PM, #26
Without doing the math I'd say closer to...,
Pro (Guest),
17-Nov-09 07:15 PM, #32
I posted above from my Crackberry.,
Pro (Guest),
18-Nov-09 10:22 AM, #33
RE: I posted above from my Crackberry.,
Daevryn,
18-Nov-09 11:02 AM, #34
Why I love bards,
Valkenar,
16-Nov-09 04:51 PM, #27
RE: Why I love bards,
Daevryn,
16-Nov-09 05:23 PM, #28
I think you should fix the repop bug,
DurNominator,
16-Nov-09 03:50 PM, #20
RE: I think you should fix the repop bug,
Daevryn,
16-Nov-09 04:13 PM, #21
re: bug fix,
Splntrd,
17-Nov-09 12:34 AM, #29
RE: re: bug fix,
Adekar,
17-Nov-09 01:00 AM, #30
RE: re: bug fix,
Jafel,
18-Nov-09 06:49 PM, #35
Or it's nice if you're a buff solo-ranker.,
TMNS_lazy (Guest),
17-Nov-09 06:03 AM, #31
RE: Area resets and mobs,
Adekar,
15-Nov-09 04:31 PM, #9
ruins of deep,
daurwyn2 (Guest),
15-Nov-09 12:33 PM, #7
RE: ruins of deep,
Adekar,
15-Nov-09 04:30 PM, #8
Some areas I can think of,
DurNominator,
16-Nov-09 06:44 AM, #12
Think it is by design.,
Asthiss,
13-Nov-09 02:16 AM, #1
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#28396, "It is only annoying when"
In response to Reply #11
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the person who killed the special rat before you never killed them all. Then you do the same to the next person
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#28409, "You don't have to hunt down everyone of them. n/t"
In response to Reply #11
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Jafel | Fri 13-Nov-09 05:38 AM |
Member since 04th Mar 2003
40 posts
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#27523, "RE: Area resets and mobs"
In response to Reply #0
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I can think of a few other areas that this happens, but arial city was just a good example in this case. If you want more examples I can probably check a few places and add to my list.
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Adrigon | Fri 13-Nov-09 07:46 AM |
Member since 04th Mar 2003
158 posts
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#27521, "RE: Area resets and mobs"
In response to Reply #2
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Forbidden Forest (damn trolls) Azuremain (?) Orphanage (girls/boys)
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Daevryn | Mon 16-Nov-09 12:44 PM |
Member since 13th Feb 2007
11117 posts
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#28406, "In some ways..."
In response to Reply #6
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I think it's a good thing that *some* areas work this way -- it adds value to, for example, having a bard in your group for those areas.
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#28407, "Bard is already valuable in every group everyplace? ntn..."
In response to Reply #14
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Daevryn | Mon 16-Nov-09 01:08 PM |
Member since 13th Feb 2007
11117 posts
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#28408, "Eh."
In response to Reply #15
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It's not usually my first groupmate choice, but it's never my last, either.
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#28411, "Bards are always my first."
In response to Reply #16
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They provide a rediculous amount of utility to a group.
Better exp per mobe, faster learning, group sleep, can flush hidden for a long time, maladic groups.
All and all the class I look for most when grouping and the (IMHO) dumbest idea for a class ever.
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Daevryn | Mon 16-Nov-09 03:42 PM |
Member since 13th Feb 2007
11117 posts
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#28412, "RE: Bards are always my first."
In response to Reply #18
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>Better exp per mobe, faster learning, group sleep, can flush >hidden for a long time, maladic groups.
I'll give you the last three... I'm curious about your logic for the first two.
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#28417, "RE: Bards are always my first."
In response to Reply #19
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I'm guessing he means since Bagatelle improves morale and help morale says high morale can improve your learning rate and skill success.
Also the help file claims high charisma for the group leader affects morale so if the bard is the leader that might help too.
I always wondered how much of an impact that really had though.
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Daevryn | Mon 16-Nov-09 04:36 PM |
Member since 13th Feb 2007
11117 posts
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#28418, "RE: Bards are always my first."
In response to Reply #23
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>I always wondered how much of an impact that really had >though.
Overall, I'd say not a whole lot.
At least, I don't play for / plan for it. I think groupmate competence and good group composition are much stronger indicators of how fast you'll really get XP.
(Which isn't to say that a bard can't bring a lot to a group; I think they often do.)
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#28419, "Don't forget about flourish."
In response to Reply #24
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If the bard is leading a group, it can contribute a nice boost to morale, plus bagatelle of bravado.
At least, I always noticed a little bit of learning rate/exp difference it seemed like.
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Daevryn | Mon 16-Nov-09 04:49 PM |
Member since 13th Feb 2007
11117 posts
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#28421, "RE: Don't forget about flourish."
In response to Reply #25
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Without doing the math, I'd be surprised if all of the above adds up to a 5% difference.
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#28441, "Without doing the math I'd say closer to..."
In response to Reply #26
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I wish it was a class that we didn't have or that had some or all of the following restrictions.
No singing while in battle period. Yes even if not tanking.
Songs don't take affect until the end of the song lag.
Long song lag.
Songs are less effective the more they are heard.
Shield cleave/dent work on their instruments.
Using bard notes to make a list of Theran ABC's automaticlly sends a lethal electrical surge through your keyboard killing you and any offspring you have attempted to put in the gene pool.
I don't think they are neccisarily overpowered as they are overlame.
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#28453, "I posted above from my Crackberry."
In response to Reply #32
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For what ever reason that wasn't the intended response to your post.
I think Bard boost is closer to 20% on exp.
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Daevryn | Wed 18-Nov-09 11:02 AM |
Member since 13th Feb 2007
11117 posts
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#28454, "RE: I posted above from my Crackberry."
In response to Reply #33
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>I think Bard boost is closer to 20% on exp.
I'm positive it's not, assuming you're killing the same stuff.
If you're saying, well, because we have a bard we can kill these tougher mobs or we can kill them faster or we die less and that amounts to a 20% gain... depending on your group, maybe that's possible.
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Valkenar | Mon 16-Nov-09 04:51 PM |
Member since 04th Mar 2003
1203 posts
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#28422, "Why I love bards"
In response to Reply #19
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> faster learning
Bard as healer/tank assist: Resisting + healing generally means you can take on tougher mobs. Usually the limiting factor on how tough a mob you can fight is what the tank can handle, more so than what is hittable by your group. Also, even on normal stuff many tanks can't fight without rest. A bard often means you can fight without rest just with resisting alone. Sometimes a bard can even turn a non-tank into a tank... like a giant with axes, especially with distortion
Bard as damage dealer: If you have a good tank (innately or after bard boost as above), you can often tank two+ mobs and have the bard doe AOE. That's pretty sweet stuff. Bards also have battaglia, which while not hugely impressive, does give a decent boost if you have a melee heavy boost. And fire and ice + melee hits is not terrible damage-dealing.
Bard as tank: Depending on race, a bard is a very good to excellent tank, if you include resisting and distortion. If you compare, say a bard or an assassin vs arial prisoners I think the bard comes out on top because of unavoidable kicks. If distortion is in play, then the bard is probably second only to regenerative form shifters in overall effectiveness as a tank.
Bard as utility: Bards make dangerous situations safer, meaning you can take more risks, which translates into faster ranking. Between non-aggro sleep and combat stopping, there's a lot of problems a bard can fix.
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Daevryn | Mon 16-Nov-09 05:23 PM |
Member since 13th Feb 2007
11117 posts
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#28423, "RE: Why I love bards"
In response to Reply #27
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I think a bard is pretty great once symphonic echoes comes out, but that's so late as to seem like a non-factor to me. Generally getting the last ten levels plays out really different for me in that I either have so much hero help that it's a breeze, or I'm not going to bother trying to get XP.
Beyond that... yeah, everything you say is spot on and yet... only so for a bard player who actually knows what they're doing and is on the ball, and my experience generally is that a player of that caliber is a pretty effective groupmate even if they're something like a necromancer or double-water shifter.
I've had a lot of bard groupmates who were somehow terrible tanks, or who never seemed to have an idea when to heal (even if prompted) or who constantly AOE'd things they shouldn't be. By way of comparison, I think a lot of other classes are less of a burden if the player is terrible to mediocre.
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DurNominator | Mon 16-Nov-09 03:50 PM |
Member since 08th Nov 2004
2018 posts
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#28413, "I think you should fix the repop bug"
In response to Reply #14
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If you are able to, that is. If area authors want a huge pile of mobs to sit in the same room, they can put them there by design. Would it be possible to have the repop routine check which mobs are present instead of just popping in the amount. For example, the if the system could know that mobs 3,4 and 7 are dead, then it would repop mobs 3,4 and 7 instead of mobs 1,2 and 3 like it does now.
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Daevryn | Mon 16-Nov-09 04:13 PM |
Member since 13th Feb 2007
11117 posts
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#28415, "RE: I think you should fix the repop bug"
In response to Reply #20
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Short answer... it's not trivial without 'breaking' something else in the process.
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Splntrd | Tue 17-Nov-09 12:34 AM |
Member since 08th Feb 2004
1096 posts
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#28424, "re: bug fix"
In response to Reply #21
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Is this a problem you guys are going to address in the Arial City revamp? Or do we like it the way it is? Splntrd
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Jafel | Wed 18-Nov-09 06:49 PM |
Member since 04th Mar 2003
40 posts
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#28480, "RE: re: bug fix"
In response to Reply #30
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I would say Arial city isn't the worst example for the prisoners at least because they don't assist. The guards maybe. The arial miners in Zaakim are much worse. The trolls are also sort of bad, but and this is a huge but... they wander. I think if the mobs wander then the point is moot. I am really only concerned about stationary mobs that assist.
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#28428, "Or it's nice if you're a buff solo-ranker."
In response to Reply #14
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####, I had a recent ranger who would get as many trolls as possible on me, then retreat, and kill all of them one at a time in their huge group.
I had like 12 trolls in one room once.
Dodge and parry mastered quickly.
I also mob-died twice
But I agree, I like that some areas are this way.
Except when I kill super buff mob, and I'm sorting through his loot at 30% health and all my protections have fallen and he repops and one-rounds me.
That's not as great. But still fun, in a weird way.
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#28357, "ruins of deep"
In response to Reply #2
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all kinds of spirits will stack with their respective kind of spirit.
Personally I kind of like it, because it adds strategy to ranking there.
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DurNominator | Mon 16-Nov-09 06:44 AM |
Member since 08th Nov 2004
2018 posts
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#28394, "Some areas I can think of"
In response to Reply #2
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Basically, this happens in every area that uses same mobs in different rooms. There's two ways to fix the problem as I see it. One is fixing the flawed repop code, which fixes the problem for all areas. The second is fixing each and every area where the problem occurs to accomodate for the flawed repop code by making the mobs repopping to different rooms to be different mobs.
Galadon sewers, like Java mentioned. There's a ring there that people want, which is held by the rat that repops into the last room of the repop series. Thus, people have to kill the entire rat population in the sewers to get it to repop. Making this rat different mob from the other rats would solve this problem.
The second one is dungeon guards in Evermoon Hollow. The guard guarding Midnight Dragon doesn't repop if the other guard guarding the dwarf is still alive.
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Asthiss | Fri 13-Nov-09 02:16 AM |
Member since 26th Oct 2004
191 posts
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#27519, "Think it is by design."
In response to Reply #0
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If I remember correctly from the days of building areas you the coder of the area set the maximum number of a mob to be loaded. So when you set for a mob to be loaded you can add max 1. Then if there already is a mob no new will be loaded. So it's really up to the area designer.
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