View Full Version : Crystal Cove Suggestion: Overseeirs w/ Whips

03-14-2011, 02:39 PM
I probably won't monitor this thread, just wanted to post a suggestion.

Haste Aura was fine, but if we could hire overseer with whips, that would open the door for lots of funny kobold antics and dialogue

03-14-2011, 02:45 PM
Or at least make them move the kobolds down the line when they get stuck.

03-14-2011, 03:47 PM
Yes, there were some crazy AI pathing problems. One time we had all the kobolds on the foreman's ramp, but they wouldn't move... couldn't figure it out. Luckily we already had the 300 reward.

We did see that a barrel, torch, or teleporter that was positioned outside a particular X, Y, or most likely Z coordinate would bug them out.

We also found that a player disconnecting would cause the kobolds to bug out until the dc was finished; however, our mission and timer would continue to progress against us. Purple crystals would still burn up, mob spawns still stacked up, etc.

There were also times when the kobolds wouldn't accept a path that looked fine in every respect, so we would give up and take them elsewhere.

There were also the weird times when they would accept a path for a period of time, then reject it later.

Finally, there were problems with torch distances too great even though a line connected them, issues with corners, and choke points when too many kobolds arrived in one mass.

Oh well, maybe the AI pathing can be improved, or the dungeons in DDO will all have large enough spaces for the AI pathing to function. Hehehehe small intricate hallways with very large mobs is sort of silly ;)

03-14-2011, 03:52 PM
Let's not forget all the "bad" crystals that the Kobolds would never pick up, even if they stood right on them when they paused on a nearby torch. Had over a dozen purple crystals in the Northeast section behave like that one run.

03-14-2011, 04:06 PM
Ok, but they have to use this soundtrack:

Where There's A Whip, There's A Way (http://www.youtube.com/watch?v=YdXQJS3Yv0Y)