|
Post by gazoo on Jul 5, 2017 11:22:08 GMT -5
Yes, helm was in storage.
|
|
|
Post by drunkensolamnic on Jul 7, 2017 7:57:25 GMT -5
The pirates in this area are still focusing on the chickens and cat on the area, making those npcs team-pro-tank for players. This greatly reduces the difficulty of the dungeon from what it would be if the spawns had to faced head-on.
|
|
|
Post by gazoo on Jul 8, 2017 9:58:48 GMT -5
^ yes these animals are set to immortal and player faction and can be overused tactically. But I like the flavor and to me it is a bunch of drunk pirates confused and initially attacking animals.
So I suggest turning off immortal and giving them a nominal HP. It will add variety and for a very small bit of strategy mixup. If not immortal, then the animals will eventually be dead and the focus will switch completely to the players. It might remove focus from the party for a round or two while they sneak or move into position.
|
|
|
Post by Kitsunenotsume on Jul 15, 2017 1:20:06 GMT -5
The endurance waves portion could do with some additions.
1) Transport the entire party at once from the same conversation, currently you end up with PCs warping in at different points of the intro dialog.
2) More dialog from Meg regarding whats actually going on, instead of floods of mass spawns with no alerts or indication of how long the waves go on for. there are rest periods with little indication that they have started and no indication they have stopped until stealthed mobs smack someone in the face. No signals encourages purely memorizing the fight to win, which strikes me anachronistic with the rest of the server.
3) the walkmesh of the ship is difficult to maneuver, with various chunks of the walkmesh plunging the PC into the ocean where one becomes flanked by mobs, and unable to move out while bing too far to attack, while being deep enough that a useful screenshot is impossible. This seems to be on the angled of the prow, for example.
|
|
|
Post by Kitsunenotsume on Jul 15, 2017 1:58:28 GMT -5
The pirates in this area are still focusing on the chickens and cat on the area, making those npcs team-pro-tank for players. This greatly reduces the difficulty of the dungeon from what it would be if the spawns had to faced head-on. It appears that pirates will also firebomb and grenade said animals (exhausting their limited supply), as well as switch focus when brought nearby and the animal is closer than the player.
|
|
|
Post by Kitsunenotsume on Jul 15, 2017 13:10:05 GMT -5
Regarding the Ship segment: it looks like this is a 3-1 fight: 2 melee fish and 1 ranged snake per party member. I can't say for certain, but it seems consistant.
|
|
|
Post by Kitsunenotsume on Jul 15, 2017 13:31:43 GMT -5
gazoo , If you intended for these reports to be split, please rename this thread to include Part 1 in the name, to make it clear that there IS a Part 2
|
|
|
Post by Kitsunenotsume on Sept 28, 2017 21:10:43 GMT -5
The stairs and rocks halfway through the area cause significant LoS issues that make the fight with the pirates immediately thereafter a stomp-battle one way or the other. The area in question is circled in blue, and the pirates in question spawn on the boat directly east. Due to positioning of the ships, rocks, and stairs, there are areas that are completely hidden from sharpshooters across the stairs, resulting in the party melee characters attempting to fend off all the spawned mobs without any ranged support, and should anyone attempt to move up to the stairs the entire group is rained on by pirate grenades. Attempting to move combat down to the beach area has often resulted in similar losses, as the stairs can only really be navigated by one character at a time, allowing the pirates to focus-fire people down as they come around the corner. Our resolution for the fight was equally exploitive, as we engaged with ranged weapons and backed up to the plank-bridge, wherein the pirates were stuck behind a LoS blocker and were unable to move while we dropped a small satchels worth of demolitions on their heads while they were stuck on terrain. We could not see them either (they were blacked out models), but the grenades didn't care about LoS to hurt people. Attachments:
|
|
|
Post by Psionic-Entity on Sept 28, 2017 21:54:45 GMT -5
This format isn't specific enough to be unambiguous about where the problem is, if you want to talk over PMs some time that might give me a better likelihood of fixing it.
|
|
|
Post by modular on Sept 28, 2017 22:15:17 GMT -5
It is the encounter by the ship with the first debris trail through the water to continue deeper into the area. Two bridges and a staircase after the forge.
|
|
|
Post by drunkensolamnic on Sept 30, 2017 8:01:59 GMT -5
The chests in this area seem to always spawn in already detected, makes it very hard to level detect at all with this being the 60-70 area. In 3 trips with progress saved I've gained maybe 100 detect xp, and that has been from sniping stealthed pirates.
|
|
|
Post by Psionic-Entity on Sept 30, 2017 22:03:54 GMT -5
Making a few tweaks to the terrain and to the number of hidden loot nodes next update.
|
|
|
Post by electrohydra on Jan 7, 2018 12:13:10 GMT -5
The first encounter here draws in 3 pirates for a party of 2. I suspect that one of the pirates from the second encounter is too close and joins in on the fight which is a very unfair fight (Especially if you have multiple melee characters, as the very narrow walkways mean it's very hard to have multiple melees at once if the fight takes place on one of them)
The area's intended level range also seems to not be listed.
|
|
|
Post by Kitsunenotsume on Jan 7, 2018 13:27:49 GMT -5
It has been my observation in general that the new AI tweaks have caused NPCs to be attracted to combat at longer ranges than previous. With that in mind, I expect that there are a lot of encounters that draw in foes that were previously too distant.
|
|
|
Post by electrohydra on Jan 7, 2018 14:58:18 GMT -5
Same problem with the second encounter. The perception range of these guys in general seems to be way too long.
|
|