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  • in reply to: Mist thoughts? #19825

    Crayon
    Participant

    Some notes:

    Regarding being mindful of your angle of approach, we’re verging on the line between clarifying mechanics and advising optimization, so all I’ll say is that you can deterministically avoid or minimize dangerous/invisible noncardinal spawns by carefully choosing how you approach the mist. This will also solve your problem most of the time if you think nothing is spawning. It is spawning, it’s just spawning on the other side of a wall somewhere.

    Mist spawns don’t scale to the number of people at all unless multiple people are in different rooms and manage to trigger a multispawn before getting pulled into a combat instance.

    Doom stack spawns only happen if you’re very near to the absolute center of the mist. Difficulty does indeed scale the further you go into ‘wreathed’. Another idea might be having more levels of description for how deep you are, but this might detract from the difficult but very thematic loss of understanding which way the mist thins. Doom stacks only normally happen if you’re way overambitious, crash near dead center in the mist, walk out of a building into near dead center, or the mist’s center sneaks up on top of you when you’re not paying attention.

    Mob stagger can be a bit rough, but it can be mitigated with Stamina. A good impmrovement would be requiring mobs to do a certain minimum threshold of damage in order to apply stagger so you don’t get turbo staggerfucked by four kobolds hitting you for 1 damage each assuming they can manage before knockbacking you into the ocean.

    I don’t know that ranged mobs are phasing through doors so much as it seems like some are flying up on roofs? I’ve seen frost sprites do that a few times and mysteriously wind up with Z-level distance on me. If medusae are doing it then that’s not cool.

    Mob status effects should not stack. This would also be a huge improvement for the some-say-he’s-still-snared issue that’s been cropping up in raids and operations for a very long time.

    Rescue respawns seem to be resolved but it does seem to instantly trigger a depth-calibrated spawn on clearing the lair camp which can be problematic.

    Butchering is okay, imo, but the kill ownership should probably only apply to Big Game Hunts. With Mist Hunting, it causes more issues than it solves.

    I agree that the CXP calculation is punitive to a lot of character types and has perverse efficiency incentives.

    Kobolds and rats are actually worth plenty of CXP at low experience and if you’re spawning griffons and gargoyles you’re going way too deep for your britches.

    The bigger noob trap for low CXP characters is devourer plants which are a pretty harsh stat-check to going deeper than waist-high, but maybe actually necessarily so to train people to be careful with depth. I hate them and love them at the same time.

    in reply to: Mist thoughts? #19809

    Crayon
    Participant

    Lots of misinformation and dated information in this thread.

    Most of the mob AI issues seem resolved. Mobs spawning on top of you or behind you is incredibly rare. As in, using some obvious tactics to mitigate surprises, I’ve had spawn-on-tops and spawn-behinds happen twice in probably somewhere in the vicinity of 500 spawns? I believe both occasions happened because the mist epicenter shifted on me.

    The majority of the time you’re experience a mob “appearing on top of you” what’s actually happening is that the mob is spawning at a noncardinal location concealed by a wall and as you walk around the corner into its view it walks into you. You can avoid this happening by being mindful of your angle of approach relative to the mist’s center and understanding sightlines.

    I largely like the system as it stands. I agree with Pingpong that the ankle/waist bands should be a little wider to give people a little more time to react before having a [SPOILER] run them down for 50+ damage a hit. I believe they actually were a little wider at the start but were made smaller at some point, but I could be misrecollecting.

    Adjusting drive-pathing to intelligently avoid driving into the mist unless the destination is in it would be a huge QoL change and vastly reduce abductions and crashes. Providing a warning/requiring a confirmation if it is in the mist would be good, too, and ensure the player knows they need to be ready to roll on-arrival.

    I do think MJJJ has a point about having places to stop and RP while working your way into the mist. That would be a big boon. That said, I don’t think the random safe-parks/lawns were great either.

    There should probably be some mechanism to both let a newly logged in character know that the building they’re in is enveloped by mist when they log in, and to facilitate their leaving short of using escape or owning a horse and being fast. They can/should call players but maybe underground tunnel networks could give people some fun, abolition-era themed venues to escape from misted areas without having to go outdoors, as well as fun access points for Delves.

    Because of the exponential nature of mob loot values, any loot that doesn’t need to be butchered, like the necklaces, is always incredibly low value relative to difficulty. These could probably be 2x as valuable and still be substantially worse than other equally hard stuff, but maybe worth the inventory space.

    Also kobold (and all mob) knockbacks are cracked out and sometimes whip you hundreds of distance away. This should probably not be the case.


    Crayon
    Participant

    Also she typed ‘attack Leon’ because she just used double.


    Crayon
    Participant

    Stitch, for your part, it sounds like you did the best you could with a terribly shitty situation. It’s one of the most unenviable, un-fun positions you can wind up in in this game, and as best as I can tell you navigated it with grace and decorum. I’m sorry for any of the hate you got about it, whether it was from people bothered by Leon’s behavior or by his OOC friends who wanted him ressed.

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