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Valerianus
01-31-2018, 10:01 AM
What about turning off dungeon alert? At least temporarily?

Aggro sharing is acting weird and needs fix, red alert is still causing instance lag and near or full party wipes (2 days ago in slavers)

Quest design lean towards advancement via killing mobs or the door won't open, puling levers and such.

Just an example, in the quest "Sunrise" my rogue said "leave that to me" after spotting a key on the ground. Counted as an action, picking it up broke stealth. (personal note: i felt like a deluded idiot). Killing - activation progress mechanic, see above, all the new quests and i guess the upcoming ones will be this way.



Maybe it's time to forget DA for good or disable it temporarily until some fix? Since you can't go on with no kills...

EDIT: a good example is how to curse the sky was changed with added gates

Please discuss.


(But pretty please do not discuss about sneak and no thanks i don't need sneak explained, that's not what's the post is about, let's stay on topic, that is DA problems and quest progress)

Lagin
01-31-2018, 10:05 AM
we can discuss all we want, it's not going away.

Several Devs have said so over the last 3 years, and the mechanic is here to stay.

We all would like to see a change. Maybe they can figure out a way to tweak the system if we give enough substantial concrete feedback.

Valerianus
01-31-2018, 10:11 AM
even a tweak against instant red alert would be most welcome, we should go on giving feedback about this.

Qhualor
01-31-2018, 11:51 AM
With the way chain agro is right now and how it can cause a lot of unnecessary dungeon alerts, I'm inclined to agree temporarily disabling dungeon alerts until it's improved.

Rofaust
01-31-2018, 03:07 PM
I agree it should be tweaked but it does play a role in keeping people from zerging through and leaving their less experienced party members in the dust with a horde of mobs in between them and their carry. It encourages sticking with your party over the mentality of "I can to the whole quest without you, just stay out of my way." I liked ddo better when we relied on each other more: clerics that kept us alive, rogues that disarmed practically always fatal traps, a tank who absorbed the abuse most classes used to not be able to take, mages that had the tools to reliably deal with masses of mobs, and bards that gave us buffs we couldn't get with easily obtainable gear :( didn't intend to bake a 'memberberry pie, sorry.

Memnir
01-31-2018, 03:18 PM
What about turning off dungeon alert? At least temporarily?

It needs a good and proper tweaking. And by that I mean DA is in need of a thorough overhauling. The mechanic may not go away, but many of it's problems and headaches should.

FranOhmsford
01-31-2018, 03:42 PM
I agree it should be tweaked but it does play a role in keeping people from zerging through and leaving their less experienced party members in the dust with a horde of mobs in between them and their carry.

No it doesn't! It really elfin' doesn't!

The Zergers can still zerg through it, In fact this penalises the non-zergers much more heavily than the Zergers!

The "Gamers" out there don't have problems with the enhanced difficulty of new quests, But in-game many of us do and believe me there's plenty of players in-game at my level of play and below!

Everything the Devs do to supposedly curtail the top players does no such thing and in fact just further penalises those lesser players like myself!


I say that the Top players now have their Reaper difficulties and there's no reason why the Devs can't add on Reaper 11-12 or even higher as Reaper has been set significantly lower than first planned!
So reverse all those changes that were made to stop the Zerg and STOP PENALISING THOSE OF US STILL STUCK ON ELITE OR LOWER!

The Top Players will just move up a couple of Reaper difficulties to get their "challenge" back!

Chacka_DDO
02-01-2018, 10:49 PM
One possible tweak for DA would be that monsters only count for DA if they are NOT within a certain range from any player, so you don't see DA if you actually fight the monsters and not only run away from them.

Another possible tweak would be if monsters only count for DA if they leave their normal environment also here only DA if you just run past monsters without fighting them.

The DA effect could only hit the one who is actually causing the DA and is just running trough the quest and not his "innocent" party members

Or you remove the need for DA with deactivating DA in any quest where this mechanic is not needed at all. And for quests where it needs you change the quests in a way so DA is not needed anymore. Surely this is the most labor-intensive solution but in my opinion the best.
For example, you can add a needed number of kills to the quest objectives so you must kill enough monsters and you cannot just run trough.
Of course, this makes it impossible to sneak through some quests too.

Thrudh
02-02-2018, 12:31 AM
even a tweak against instant red alert would be most welcome, we should go on giving feedback about this.

List the quests and the exact spots in the quests where instant red-alert happens...

The devs have fixed those spots in the past, and they may do so again if we give them precise feedback.

Thrudh
02-02-2018, 12:35 AM
The devs didn't implement DA to stop people from zerging or to promote grouping.

DA is there to encourage players to kill mobs.

Too many mobs causes lag from all the pathing algorithms (each mob has to determine a path to get to you, and they have to account for OTHER mobs, so the more mobs there are, the more CPU is required).

The devs don't care if you run past all the mobs, as long as you turn around once in a while and kill a bunch. It barely slows down the zerg players, and that's fine. It's not meant to slow them down a lot. The devs just want them to kill some mobs now and then instead of just running past everything to the end-fight.

bloodnose13
02-02-2018, 03:02 PM
alert system would not be needed if the changes would be made to player characters, as i see it strider items shouild be dropped by half to 15% and alacrity bonuses should be removed from game as it was intended by devs when they created doublestrike, have you ever looked how much data your pc recieves from server every second? especialy in bigger fights, infact the bigger the fight the bigger the data, im pretty sure you saw this kind of lag before when lag was clearing out as soon as someone disconnected or restarted. fact is that every party member gets data concerning all other party members alongside of monsters. over years the number of hits per second grown by a lot simply becouse of now two systems working together to raise of often we do damage, alacrity and doublestrike. servers may be ableto take this level of abuse but not everyones connection can.

Valerianus
02-09-2018, 04:47 AM
The devs didn't implement DA to stop people from zerging or to promote grouping.

DA is there to encourage players to kill mobs.

Too many mobs causes lag from all the pathing algorithms (each mob has to determine a path to get to you, and they have to account for OTHER mobs, so the more mobs there are, the more CPU is required).

The devs don't care if you run past all the mobs, as long as you turn around once in a while and kill a bunch. It barely slows down the zerg players, and that's fine. It's not meant to slow them down a lot. The devs just want them to kill some mobs now and then instead of just running past everything to the end-fight.


That's my point, adding that since DA is causing lag and new quests are designed with kill-or-the-door- won't-open mechanics anyway, DA is just a problem. And the zerger will zerg anyway, the DA is pinning and Killing the ones left behind.