|
Post by Kitsunenotsume on Nov 27, 2016 21:13:52 GMT -5
I've noted that many locations on the server have a stair followed by an open room, and that the mobs spawn as soon as someone reaches or crosses the last step. Considering that most stairs are transitions, this means that party members entering the room walk down, spawn the mobs, and are under attack before the entire party walks through. This also means that the hapless individual who crossed that threshold is usually cut of and surrounded, while everyone else is crammed into a tiny rectangle unable to escape off either the sides or front and thereby wasting the large portion of the room.
I have observed this to occur in various locations, such as the Diver, the Dojo Masters, the first room in the Desert Barrows. To some degree, the Factory has this, but it is at least mitigated by the door, which can be opened when the entire party is through the transition and ready.
I'm not entirely certain the best way to address it, but it seems like having bosses remain neutral or at least unaware of the party until a clear threshold is reached: either by pre-boss space as with Shelob and Twins, or by use of PC triggers as with Quelzarn would to a good way towards reducing stair-trap, as would having spawn- or aggression-triggers not directly at the base of zone transitions.
I'm reasonably certain that there are more examples, but those three have certainly causes their share of grief when effectively every fight is conducted in the exact same tile of a large room due to spawns mobbing the party at zone-in.
|
|
|
Post by Lugwy on Feb 7, 2017 15:04:29 GMT -5
Bumping for relevance. Having the boss spawn place so close to the zone entry does make things problematic when players don't always load in at the same time, and the ones that load in first can end up being committed to a fight before everyone else is loaded in and prepared.
For these scenarios, I would recommend either making a preceding room for the party to zone in and prepare before going into the main room to fight, or adding a placeable that triggers the boss fight (similar to the Cultist boss fight).
|
|
|
Post by Psionic-Entity on Feb 7, 2017 15:14:09 GMT -5
Not really much to do here unless you can be more specific. Bosses in their own areas always have a large space before they get spawned, while bosses accessed through in-area transitions (ie. no load screens) have a six second delay before they can move once any PC goes through the door, which should be plenty of time to get a party through.
|
|
|
Post by Lugwy on Feb 7, 2017 17:59:48 GMT -5
The example that warranted my comment was last night, when Edward, James, and I went to the Undercity and tried challenging the Dojo masters. We wound up being sandwiched on the stairs without a lot of room to maneuver, since James and I were a little late on the ball to get inside, and the delay from that was enough to end the 6-second grace period and have the masters come running.
|
|
|
Post by Psionic-Entity on Feb 7, 2017 20:07:53 GMT -5
I could try increasing it a bit but if it gets too long then I'd be worried about PCs being able to set up AOEs, shoot ranged weapons, etc. in relative safety at the start of the fight. Would it help if I changed the tile to a regular door instead of one with a staircase?
|
|
|
Post by Lugwy on Feb 7, 2017 21:55:03 GMT -5
I would rather not lengthen the grace period since, as you said, it'd allow PCs to set up too many "free" attacks without reprisal.
Ideally I'd prefer a system that allows the players to fight the boss on equal footing. Removing the stairs might help with maneuvering, though it won't help the issue of players being a little slow on the transition if they're not on the ball with the people going in first. I guess that second part is more of a playerside issue, though.
|
|
|
Post by Psionic-Entity on Feb 9, 2017 22:48:44 GMT -5
Ended up adjusting the Dojo spawn, would be good to know how it goes next time you guys are in there.
|
|