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Post by modular on Jun 10, 2017 21:51:36 GMT -5
In this area, we got past the informative spoiler without a single spawn. We traveled across the bridges towards where the camp fire is located - and fifteen beetles spawned, devoured us immediately. They spawned in the center of the area where the camp is, there were major pathing issues where they were obscure, out of line of sight, before they found a path to us. The beetles are pretty hard even when not bugged, the spawning is a little wonky, and not sure about loot.
Kitara, Em and Sarah.
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Post by Psionic-Entity on Jun 11, 2017 12:50:07 GMT -5
Any way you could be more specific about LOS and pathing issues? The area's made out of nothing but tiles so if there are problems with that the fix might not be easy.
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Post by modular on Jun 11, 2017 13:40:02 GMT -5
In the center of the chamber where the camp fire is, 15 beetles spawned. We were in that chamber, and on the bridge that enters it, and could not see any of them (they were blacked out), and they couldn't see us, apparently. Then we moved, and they saw us and attacked.
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Post by gazoo on Jun 11, 2017 14:38:33 GMT -5
What happens is the beetles spawn in groups at each spawn point. Initially there is a delay for the spawn(s) of a second or two, once you hit the triggers. The spawn points, however, do obstruct movement for a small spot around the trigger point. It may be that a bunch of beetles all spawn at that single point [on top of each other] but are undetectable for a few seconds, as a guess.
Then beetle packs (4 beetles or so in each group, when solo...never been with a party) become visible and depending on the distance to you, they either run directly at you or will attempt to "burrow" to you - much the same mechanism as the Beggar's Cross Beetle Cave, except they don't burrow when damaged but instead burrow to travel to you and outflank or surround you.
When the beetles spawn, it can be possible to be locked in position by getting surrounded and blocked in. Especially if you stay in the middle of the spawn point. Most often WSAD can jiggle you around enough to prevent it, but sometimes not. Best is to get back from the trigger when you sense it. If on a bridge, the beetles can burrow behind you.
There is one spawn trigger just past the entrance and the campfire area has 3 spawn triggers, I think. So they probably triggered a spawn of 4 beetle groups, which is suicide if standing in the open.
I often wondered how these dynamics would play out for a party and it reads like it probably is a bit too much. The beetles bite hard and hit on die roll 2 for my particular mismatch of heavy armor, but blocking one at a time is potentially possible as is out-damaging one on one. When surrounded by multiple beetles, though, they will quickly suck the life from you, even with block. Well, there are grenades...but in a surrounded party this might kill the party faster than the beetles.
Re: Loot. Varies from 0-3(?) metal nodes. Never any general loot.
And while I think of it: The firepit is really really hard to trigger. You effectively need to be standing almost exactly on it's grid point for it to activate, once all the mobs in the proximity are dead.
Edit: There are also Bestiary entries for the occupants of this mine, but even with an entry, they are still very dangerous. Bestiary culling was my personal motivation for going in this mine.
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Post by drunkensolamnic on Jun 12, 2017 23:18:48 GMT -5
I dont know how Gazzoo is getting past the scarabs. The sheer size of the swarms alone or with support is overwhelming. I'm not sure what's changed as Scarne and I use to be able to get through this area; the pathing was bad then but the spawns seem to have gotten out of control. The damage out put from the spawns were insane, at one point I took over 100 damage in less than six seconds, through block with 54 armor.. and I wasn't getting shitty armor rolls.
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fen
Chesterfields
Morbo finds steampunk quaint
Posts: 56
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Post by fen on Jul 4, 2017 0:20:13 GMT -5
So yeah, these guys still really suck. I'll try to be comprehensive but the others will likely add their own .02.
Party: Kitara, Doc, Sarah, Allison
What: Well, we got mauled. Twice. Some observations.
1: Scarabs attack you before they 'erupt' and can be targeted. Allison was whacked twice before finally being able to see one. Being they are doing a good 20-30 damage a hit, that doesn't leave a lot of time. It seems to guarantee you being flat footed, and pretty much guarantees that there is no way to not be flanked. I imagine to some degree that is the design of the dungeon.
2: A party of four spawned 10-14 scarabs (it's hard to get a count with how many). Considering the amount of damage they do per hit (my log doesn't show them hitting for less than 25-30), the amount of tox build up per hit, and the fact they have three attacks (+11/+6/+1), and the fact more of them pop up after you kill one, this really ensures groups will get wrecked.
3: The walkmesh in places is a bit wiggy. Sarah had trouble trying to navigate through and past the scarabs on parts of the second floor after we were all taken down.
4: Beetles just kind of sit there and continue whacking at you even after you're KOed. I don't know if this is deliberate or not. I will say at times it was one of few things that let some of us almost escape.
I imagine a lot of the above (in particular the 'always likely to get swarmed') part is dungeon design. However, it doesn't seem especially survivable at present.
Suggestions: Drop the number of attacks, drop the damage per hit a bit, and perhaps drop the the number of 'revenge spawns'. Dropping how much tox builds up per hit might be a good idea too considering the number of times PCs will get hit (though watching puking corpses is kind of funny).
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Post by drunkensolamnic on Jul 8, 2017 22:27:47 GMT -5
These changes made in the most recent update have helped alot. I'd still rank the mines as more dangerous than the barrows due to the number of enemies you face at a time, but its now manageable.
The issues with the tilesets and some of the spawns being stuck in them persists however, meaning the rest-area inside the mines cannot typically be used.
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fen
Chesterfields
Morbo finds steampunk quaint
Posts: 56
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Post by fen on Jul 23, 2017 1:54:38 GMT -5
Who: Kitara, Sarah, James, Allison
1: The scarabs still have a tendency of attacking you a couple times before erupting from the ground, making it impossible to target them while taking a few not exactly light lights.
2: The second spawn of beetles still seems awful high. With a party of 4, it seemed like we were getting over 8 (as in, more than twice our party size worth) of them. To top it off, since they tend to spawn in on the person who last killed one, if the party is spread out, they will often show on weird places like bridges and whatnot where it is easy to get stuck due to walkmesh issues. I might suggest making a range where beetles might appear so they don't just simply pop in 50ft away. I get that's kind of the point, but considering the numbers a party has to deal with on one 'group' it seems excessive.
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Post by Kitsunenotsume on Jul 23, 2017 2:06:26 GMT -5
The bugs popping up across the map were really disconcerting. While an interesting mechanic, I see that it suffers more from a particularly unweildly walk-mesh. The overall effect is that the fights are a staggered 4:1 (2 per party member with 2 replacements), which has the potential to be interesting but seems to unfairly punish light marksmen and demolitions, wile encouraging the party to reduce their output to ensure that the melee focused chars land the final hit. Using a rifle will result in a single crit spawning a scarab that can cut you off entirely from the rest of the party, and using grenades can result in multiple kills and therefore multiple spawns in the midst of the formation. As hostile creatures this results in a completely immobilized party who cannot reach each other to use defibrillators, healing, or coherent tactics.
A potential solution would be to spawn the second scarab only if a valid target is within a short range, which would encourage killing them before they can close to reduce the total fight; or to simply always spawn the second scarab nearby, keeping the scarabs in a more manageable and less arbitrary location (like burrowing their way out of a bridge).
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Post by Lugwy on Nov 30, 2017 5:22:25 GMT -5
In the starting room of the mines, just before the stairs down, the campfire in the large room cannot be interacted with unless you are virtually on top of it.
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Post by Psionic-Entity on Nov 30, 2017 22:02:22 GMT -5
The beetles no longer become impossible to target, though, right?
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Post by Lugwy on Dec 1, 2017 12:16:12 GMT -5
The first time I didn’t fight the beetles in the main room (I retreated to the wooden bridge to minimise their numbers advantage), and they can be normally targeted.
When I was passing through on the way back though, I noticed that the beetles that spawned in the room while I was in it had the black silhouette as if they were out of LoS.
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Post by Psionic-Entity on Dec 2, 2017 10:12:39 GMT -5
The next step for this area will need to be a full redo of the interior without using the mines tileset, which is unfortunate because it looks pretty cool.
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Post by electrohydra on Mar 7, 2018 12:27:18 GMT -5
Forgot to mention this, but despite the area being quite dark, it appears to use broad daylight stealth modifiers.
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Post by Psionic-Entity on Mar 7, 2018 21:34:32 GMT -5
Setting it to the cave setting next update.
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