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  1. #1
    Community Member Pyromaniac's Avatar
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    Default Enough with adding more doors to quests...

    Ran dust last night to help someone flag, and I hadn't run it in ages. Doors everywhere, annoying as anything. I've seen this treatment constantly on quest updates, which is a waste of development time, and is annoying to players.

    It doesn't help with the immersion and fun to have a door every 5 feet in a quest. Isn't there a shortage of wood in Stormreach with the monsters having this many doors?

    Dungeon Alert is bad enough, constant doors are even worse. I'd like to fight monsters, not constantly be hitting door switches.

    Waiting for the next raid boss to be a giant door...
    Thanks for the long time forum user purge of Aug '10 (Sarcasm for those who don't get it)

  2. #2
    Community Member Auran82's Avatar
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    I thought the guy we fought in part 4 of the shroud was a red door?

  3. #3
    Community Member Natulyre's Avatar
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    What's with the door hate?

  4. #4
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    Not to mention adding timers to areas you could previously kill the mobs in ... (delera's 2?) - I mean - how is that possibly enjoyable or challenging?


    If you want us to stop zerging, just put a 15min wait in front of every quest.
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  5. #5
    Community Member Crazyfruit's Avatar
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    The doors in dust added 5+ minutes to every run I did of it compared to earlier... very immersion breaking too, not very cave like anymore

    The Delera 2 door after those first levers + ambush opened automatically if you kill everything before it and the entire group is inside. Or at least, on those runs, I didn't have that weird 3 minute timer closed door.
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  6. #6
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    They added doors in a lot of quests to prevent completing the quest any other way than intended. It goes along the same lines as Dungeon Alert. You can't open a door when a group of mobs are beating on you, so you have to kill them first. The last couple of runs in Tangleroot used to go super quick before doors + dungeon alert.

    One of them that I recall having no doors at one time was the 1st and 2nd part of co6. We used to send one man to sneak past everything, in to the last room to grab the libram of the six. Now you have doors Everywhere, and have to kill everything in the last room to drop the bubble on the libram. All of the so called "enhancements" that they are adding to quests are making them so you can only complete them *their* way.

  7. #7
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    Quote Originally Posted by Cedwin View Post
    They added doors in a lot of quests to prevent completing the quest any other way than intended. It goes along the same lines as Dungeon Alert. You can't open a door when a group of mobs are beating on you, so you have to kill them first. The last couple of runs in Tangleroot used to go super quick before doors + dungeon alert.

    One of them that I recall having no doors at one time was the 1st and 2nd part of co6. We used to send one man to sneak past everything, in to the last room to grab the libram of the six. Now you have doors Everywhere, and have to kill everything in the last room to drop the bubble on the libram. All of the so called "enhancements" that they are adding to quests are making them so you can only complete them *their* way.
    Those Co6 doors were added like...2 1/2 years ago.

  8. #8
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Cedwin View Post
    They added doors in a lot of quests to prevent completing the quest any other way than intended. It goes along the same lines as Dungeon Alert. You can't open a door when a group of mobs are beating on you, so you have to kill them first. The last couple of runs in Tangleroot used to go super quick before doors + dungeon alert.

    One of them that I recall having no doors at one time was the 1st and 2nd part of co6. We used to send one man to sneak past everything, in to the last room to grab the libram of the six. Now you have doors Everywhere, and have to kill everything in the last room to drop the bubble on the libram. All of the so called "enhancements" that they are adding to quests are making them so you can only complete them *their* way.
    Vs just running by everything to the end, I like the addition.

    Anything to end the practice of leaving AI active.

    Funny thing is, we would not have all these doors or DA if people would just kill things.

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  9. #9
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    Quote Originally Posted by SimVerg View Post
    Those Co6 doors were added like...2 1/2 years ago.
    Well the title isn't "enough with the recently added doors" now is it??

  10. #10
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    Quote Originally Posted by Pyromaniac View Post
    Waiting for the next raid boss to be a giant door...
    Pure awesomeness! Thanks for the laugh!

    Anyway, though, yes, there's too many doors added. Obviously some are to prevent skipping things and/or making loot runs harder (thinking of Shrieking Mines here).

    What I don't understand is static doors that default to closed, though.
    If you want to do these things, add doors or portcullis that get slammed shut when a monster spots you. "Hey, there they are! Let's stop them!"
    That way you actually help people who add some diversity through the sneak skills (who, btw, also don't aggro monster, so no lag problem...) while stopping runners in their tracks.

  11. #11
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    Quote Originally Posted by Hendrik View Post
    Vs just running by everything to the end, I like the addition.

    Anything to end the practice of leaving AI active.

    Funny thing is, we would not have all these doors or DA if people would just kill things.
    Which brings up the point I mentioned earlier. They are making every quest so linear that it can only be done *one* way. I see nothing wrong with taking a stealthy approach to completing a quest, but then they start adding bubbles over things, and doors everywhere. If someone finds an alternate way to complete a quest, it's considered an exploit, and promptly patched so that it can only be done the way it was intended.

  12. #12
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    Quote Originally Posted by Quarks View Post
    What I don't understand is static doors that default to closed, though.
    If you want to do these things, add doors or portcullis that get slammed shut when a monster spots you. "Hey, there they are! Let's stop them!"
    That way you actually help people who add some diversity through the sneak skills (who, btw, also don't aggro monster, so no lag problem...) while stopping runners in their tracks.
    Exactly, like the gate in the west wing of the 2nd part of waterworks, back where the shamans are. IF they spot you, one of them runs over and hits the switch, closing the gate.

  13. #13
    Community Member Krag's Avatar
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    /signed

  14. #14
    Community Member Tuney's Avatar
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    I want more quests that have a 2nd way of completing that requires NO killing but requires the whole group to be stealthy so that a single person couldn't just complete a quest while rest pike... Like that one Co6 and the first part of that tangleroot quest to run to the back area hehe.

    I might take more time but dang it! I want stealth to be a viable option other then what it is now!

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