Getting rid of it would be the beginning and end.
I'd like to add one.
Extend the kobolds sense of the surrounding crystals, so that they do not insist on carrying off every green in one room before preceding to the 10 purples in the next.
Also, waterfall - west - south seems to be some place that is forbidden for kobolds to tread - no matter what I do (line up torches, place the teleporter in there) kobolds will ignore it, even to the extent of filling up and then continuing west and north to get back to base instead of taking the teleporter.
Fear the Koala.
Jial, Wyllywyl, and an ever-changing list of alts.
And very importantly, it is also the case that the reason the outdoor area doesn't have many problems with kill stealing and interference and stuff is because it is incorrectly unimportant. Pretty soon the Mabar event will come out and demonstrate those same problems to a much deeper degree.
The only problem I have is when an L20 comes running through where I've been camped by myself for the last 20 minutes, spawns a bunch of minotaurs, kills all my hobgoblins, and then races off. So I'm stuck waiting around for the minotaurs to despawn. Aggravating as all get-out.
"Ignorance killed the cat, sir; curiosity was framed."
Tripoint, C.J. Cherryh
And most of the time I determined the stuck spot being their wasn't a 1 to 1 line at the torch. Most of the issues came about at one line in, two lines out. So the kobold would circle, then head back home confused.
Because Major stated that a lot of issues would be fixed with a hireling update I haven't bothered, because this is a hireling issue more than location. I've been ripping up the line behind a group of kobolds to FORCE them to move forward. It really is a pita.
ANYWHERE where there is a "step down", even if small, CAN (but doesn't always) get borked. It also appears to be related to distance between torches.
Specifically, when the distance between torches gets close to max distance for the red lines to join AND one or both torches are close to a "step down", if you look closely, a small black line of "not red" appears right where the step down occurs. Everywhere we had problems, I noticed at least this correlation.
I theorize the step down increases the distance OR confuses the kobolds due to the break? the other theory is if this is line of sight, a sharp drop like that actually creates (if you can visualize this) a "z" shape at that intersection, not a smooth plane for the kobolds to follow. Geometrically, it also increases the length of the red line; but you'd think THAT would cause the red line not to draw?
This doesn't happen when both torches are on a step up, because the plane's not sharply interrupted.
I solved this by ensuring I had torches far enough away from a "step down" (either direction worked) to create a smooth plane between each torch's flame. As soon as I started doing that, the number of line-created constipated kobolds eventually dropped to 0 per run.
Because there's no exact location, one cannot specifically define that with loc command or anything. It's more a matter of the path "breaking" in the minds (pathing AI) of the kobolds.
Last edited by fco-karatekid; 10-06-2011 at 12:33 AM.
There are so many places like this in the world, it would be really helpful for both me and you if you would just make a button that we could hotkey and press wherever there are pathing/stuck problems and let it gather all the data you want and log it for you. This way you don't have to see our snarky text because we are complaining at a time when it's bothering us, you get accurate details and we don't have to interrupt what we are doing. And on the flip side, we don't have to deal with a web bug interface that is slow to load and sometimes buggy.
You can always find ways to limit how many locations we can report a day, etc if the load is unbearable
I prefer to play in an area where I can not be grieved, seperate instances are much better, probably would improve game lag too.
There is a way to appease all though, make it an option when you enter smugglers rest to either be a private instance or to join into a public instance!
Guild: PD Halls of Valhalla on Ghallanda Level 59, Website: http://valhallans.proboards.com/
Casualnarc 21(1 Death), Repentnarc 16, Snipernarc 14, Banknarc 13, Gatlingnarc 13, Airnarc 12, Braverynarc 11, Lednarc 11, Tempestnarc 11, Holynarc 9, Repeatnarc 6, Ebuttonnarc 6 <-ALL WITH ZERO DEATHS
I'm only an occasional player since ShadowFell, please forgive me if I'm not up to speed on anything that's changed since then.
I dont even want a way to convert gold coins into other coins, as that is just more mindless clicking. Just give me something better to spend them on, like the gems.
As for turning in more things at once -- I turned in 620 map pieces at one sitting and it took forever. This only discourages me from turning in my map pieces. I think the reason they did it with these is to avoid a situation where several people turn in 1000 map pieces at the same time, and one or more of the players ends up wasting their maps. This could of course be solved with an overflow, similar to that used when turning in collectables, etc. This would probably result in the cove opening up very quickly due to "banked" map pieces, which would screw some people who maximize their "cove time" with gem runs -- but that could also be remedied by slapping a 20 minute timer on the doors in between openings Undoubtedly, the devs DONT want the cove opening back to back, so as to "stretch it out" and slow down the farming a bit, so this works all around, and ends up being about the same as the current speed of opening anyway.
Now as to multiple turn ins on other things, such as gem conversion to coins -- there is no good reason for this, and it smacks of laziness. Same as the cannith crafting, which uses the same mechanics. Theres a reason why we can buy spell components (and other things) in batches -- because players *HATE* clicking a button 1000 times to buy/sell/convert a common-use item. There is already an overflow check in place to prevent players getting screwed by it, so its time to update ALL of the barter-box interfaces. Preferably with the same interface current in use by vendors.
It would be nice to use silver or gold as copper in purchasing. 100cp = 1sp or anything would be nice. I'm guessing that last year when you couldn't stack more than 1000 at a time was unbearable.
Also, placing torches is an art - I tried to watch and memorize the way the pro's did it. I noticed that the wn turn worked better if you passed the line thru the ledge. If you actually passed it around the ledge, they'd get stuck and turn back. Sometimes it simply made no sense why they got turned around and why they didn't. Some say no triangles, but I saw pro's using them without problems.
Kobolds probably have a low intelligence so having them get confused makes it challenging. It would be nice to have them turn around when you speak to them or some way to beat them into submission when you get frustrated with them Have the foreman hand out whips maybe?
First time running the event and I enjoy'd it.
KS? You've got to be kidding me. I like the "you killed it you get credit." I can see an arcane tossing in a quick low level aoe, piking, and getting credit for the rest of the party doing the killing. But then at high level arcanes rival monks for KS'ing. And I do notice and comment to the barb or fighter that takes away 2/3rds of HP in one hit...
You can find software that never crashes. It was, however, released on the Commodore 64. - azrael4h
Most of the times I try to buy something turbine seems to be all like "No, please, don't give us money, go away." - MindCake
This form's session has expired. You need to reload the page.Reload