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Post by Fuzz on Oct 9, 2016 14:47:53 GMT -5
This thread is for dungeon logs of the Swamp Cave. Here is an example format of a good log:
Please feel free to copy/paste this format into your post and use it as a guide for your own logs. This sort of information helps us fine tune dungeons and gives the Team a better idea of what kind of progression players are seeing so that we can fine tune the system and/or fix bugs to ensure that the leveling experience on EoA is rewarding, challenging but fair, and most importantly, fun.
No character names are needed for the logs, and this information is entirely OOC. Please do not be concerned about possible metagaming by other players, as Staff we thoroughly appreciate your contributions to making EoA the best server that it can possibly be. Thanks!
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Post by kaincallavis on Oct 14, 2016 5:42:14 GMT -5
Currently, with the "spawner delayed due to server reset" bug a party of two ended up fighting 6 ranged crowders in the first pull... and 6 or 8 in the second pull of the swamp BEFORE going into the cave.
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Post by kaincallavis on Nov 1, 2016 20:02:39 GMT -5
Just went through the Swamp: 40-55 zone...
Posting feedback:
We saw some things... Some really awesome, scary looking things... No spoilers, kids.
Anyway, to the things at hand:
First and foremost, this and any zones higher than this should probably be marked as "testing zones" so that we can actually test them appropriately. This zone is being tested, and currently not marked as a testing zone.
None of us had any silver. So the mounds were RIDICULOUSLY hard to take down. Though, as mentioned, none of us had any silver - so we sort of anticipate that could be a large part of the reason why...
We are getting into extremely highly specified zones now... requiring a gas mask, silver, a specific group make-up... Finding places to actually skill up is becoming harder.
The skill point gain here was incredibly slow... Khannon gained a total of 200 or so XP on hunting, and about 100 xp in heavy armor. That was it. Nothing in FA despite using FA- etc...
It was just as bad, or worse than the cave marked 45-55 for skill exp gain. That needs to be addressed.
The rotters that the mounds were spawning did not seem to give any xp gain at all. Seeing as how 90% of the fight is merely trying to ensure that you do not become overwhelmed by the rotters (some of which were dealing up to 48 damage on a non-crit in heavy armor), they should probably grant xp.
The zone also had a grand total of 1 loot node... Either we were extremely unlucky, or this needs to be looked into as well.
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Post by eba on Nov 1, 2016 22:05:24 GMT -5
The number of rotters seems to have an effect on server stability in large groups
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Post by Psionic-Entity on Nov 2, 2016 11:01:38 GMT -5
Few notes for the next update:
- Adding a cap to how many rotters a shambler can have active. If the cap is met they'll do other stuff. - Hooking up minion spawns to the same XP source so hitting one should count as hitting the parent. - Modifying behavior so that the choice between one and two handed ability usage depends on party size. - Tweaking shambler HP and damage vulnerabilities to make them a little easier to kill conventionally. - Increasing the XP cap on the area. Checked the database and it seems there were capping issues rather than rate/CR ones. - Adding a few more nodes. 1 seems like a major outlier from what was already there, though. - Area will not be marked as testing, mainly due to the type/nature of later encounter(s) and possible reward(s).
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Post by kaincallavis on Nov 18, 2016 6:01:52 GMT -5
Okay, got some feedback for you. When you go into the swamp with 2 people and manage to spawn 3 shambling mounds it is ridiculous. So we go grab a ton of npcs. 3 mounts not only still becomes overwhelming in a matter of 2-3 rounds with rotters but apparently "other stuff" is a swarm that you can hardly manage to click with your mouse that ignores all your armor and hits twice a round for around 10 or so damage? Unless they are sitting still, these swarms are virtually unclickable and they blend so well that you cannot tell what is literally kicking your ass until you look at the combat log.
I managed to get a screenshot of the "minions" from only 1 mound. It was still somewhere around 9-15. Granted, some of the minions (at least 3) were apparently solo spawns that popped up on their own as we walked around trying to get the fight in order. Let me know if you want the screenshots posted.
This area needs work. Namely, 3 mounds pulling in the first spawn (and it looked like the third one was the exact same way).
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Post by kaincallavis on Nov 18, 2016 7:16:55 GMT -5
Warning. Do not open this spoiler unless you want shit to be spoiled... Sad that it even has to be mentioned... So the "creature" in the spawn past the mounds... You should probably warp someone over to trigger this fight so you can see how goofy it is...
The animations for its movement are not implemented correctly so it glides and is very difficult to determine its whereabouts especially while it seems to be airborne.
Also, it "killed" not incapacitated the npcs as they went down. Not sure if that was intended or not.
The AoE attack it deals is invisible so you cannot see where it is. And either it moves, or the creature spams this attack over and over. The fact that you cannot see it makes it impossible to maneuver.
All in all the fight is extremely buggy.
Tried to give the important information as best as I could without spoiling things for the people who are inevitably going to click the spoiler anyway.
All in all, we went in and died 4 times just to try to get you some feedback on this fight. I hope it is helpful. If you need more specifics we can jump on and test it together, or if you have questions we can connect through discord to speak less vaguely on the encounter.
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Post by Psionic-Entity on Nov 18, 2016 11:36:00 GMT -5
The swarm thing is a bug, will fix that ASAP. For the second post you can always PM bug reports like that. It looks like at the very least we're missing the VFX files from our haks so I'll need to put those in. Will take a look at the rest later.
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Post by Kaybrie on Jun 16, 2017 16:19:24 GMT -5
So I've been running this dungeon a lot lately to try to catch my detect and lockpicking up to my unarmed and medium armor and I've noticed I haven't been getting much Detect or Lockpicking EXP from it.
My Detect and Lockpicking Scores are both 36
I found 8 locked chests (no traps) on this last run
Got 245 Detect exp total And 600 lockpicking exp
This is with a character with the retirement bonus exp active.
Debug on my last Detect/Lockpick on a tier II difficulty 39 lock was;
ADDING: 0 (Which I presume means that I'm not getting the bonus exp for these)
And I received 32 detect exp for it And I received a total of 120 lockpicking exp for it
My personal input from my observations was most chests barely gave anything in terms of lockpicking/detect exp, with only some of the highest level chests giving a small amount. This dungeon is marked 25-40, though doesn't feel like it adequately carries detect and lock-picking up. I've run the dungeon 6-7 times fresh daily since my unarmed and medium armor hit 40, with both detect and lockpicking starting in the low 30's, doesn't feel like I've made much headway.
Hope this information was useful, I'll try to post more when I run it again.
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Post by Lugwy on Jun 16, 2017 16:22:09 GMT -5
I noticed during some runs that some chests appear to be flagged to spawn at a lower level than the others, thus giving you less EXP, if any. The chest that spawns beside the giant wicker-cage-thing and nearest to the doors prior to the first Field Doctor is one of the more obvious examples.
Making a note of which chests aren't giving any Detect EXP may be helpful.
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Post by Kaybrie on Jun 16, 2017 16:27:47 GMT -5
Yeah, I'm probably going to do a more detailed run later tonight once my exp has had a chance to refresh. Though as my post pointed out, even chests above my detect level don't really give much exp. If all 8 of them gave me 32, that would only be 256 which would take 6-7 runs to gain a single skill level.
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