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Post by Psionic-Entity on Aug 21, 2017 23:52:24 GMT -5
Did your minimap show a grayed out campsite or no?
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Post by Serena on Aug 25, 2017 5:19:50 GMT -5
So, the fight on the ship is -really- awesome, despite being tough, but... after going through the kuo-toa/merman run (and witnessing the Quelzarn deal Bruce triple digit damage in a single hit :°D) I think I'd like to back up the previous request about allowing storage access at the campfire before the sailing part happens... besides the potions/medikit need and the fact you're forced to bring along diving equip from the start, strategy on the island requires a lot of ammo, and the ship stage does as well, I think a party trying to carry everything along would still have issues... We didn't get to see if the current setup with the resting area on the ship worked since the Quelzarn ended our adventure, but if it's not too much, would it be possible to add the resting/saving option -between- the kuo-toa fight and the final spawn? Something along the lines of "everyone thinks the fight is over so relaxes a bit, and then shit happens"? Otherwise that monster would probably need a tuning down because it was terrifying
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Post by Psionic-Entity on Aug 26, 2017 20:08:35 GMT -5
If there was a spot for storage it'd probably be on the boat rather than in camp. I think the right answer might be to tone down the last spawn a bit, since I'd rather have a balanced dungeon than one that always kills you but you get to save first.
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Post by Serena on Aug 27, 2017 2:52:23 GMT -5
Storage access would have definitely more sense on the ship itself, yes. The conversation with the npc even implies that she wants you to be ready before departing, but there's not much one can do to "get ready" right now, unless running all the way back to Plencken to resupply is a viable option (which I don't think it is, but I didn't try).. In this case one could even remove the campsite altogether and make the ship itself a saving zone
Anyway, Kitsunenotsume was also suggesting we test it a bit more before deciding whether the storage is really needed or not, so maybe this part can wait until further poking is performed
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Post by Kitsunenotsume on Oct 7, 2017 11:55:43 GMT -5
As noted by Modular in the iother thread, the respawn timer in the subaquatic portion seems to have a rather fast respawn rate compared to progress.
In particular, the initial set of Kur-Toa are currently configured to spawn twice: once when entering the dungeon and going into the cavern, and a second time when going from the rest area into the small tunnel. While I am uncertain if these are supposed to be two different spawns, they always are located in the same locations (on the path going down and at the tent on the ledge) which engage at the same time. Given the number of spawns, the only manageable way to fight them is either in the initial tunnel with grenades, or running to the second tunnel and using grenades. Engaging them in the open results in a team being swarmed by great numbers of fish which can shred through armor, and any time anyone I have seen ends up with 5+ Kur-Toa attacking them, their health-bar depleted unmanageably. Given that they always attack the closest target and have larger than PC-sized collision radii, 5 or 6 kur-toa make the person trapped within entirely unreachable.
If they only spawned once, it would be a bit more reasonable, as due to the spawn I have seen parties who tried to use the rest-fire rather often trapped outside the second tunnel and eaten by the bipedal piranhas because they clog up mobility.
Expanding on the disconnectivity issue: we were in the water-labyrinth and had cut halfway through the platforms to the center stairs, when Modular disconnected. The other three of us cleared out the last fight we were when when Modular re-connected. Because a PC had now entered the spawn area, every spawn was re-set, including the spawn locations to our left, right, and the one we were standing on. this resulted in Modular being targeted by an entire set of 3 snakes by himself, while the rest of us fended off two melee-snakes and 3 ranged snakes. As we had been careful in our approach earlier, taking down groups of two or three at a time, we were entirely unprepared to be completely surrounded and fighting three times as many snakes as usual. Suffice to say, it did not end well for us.
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Post by Psionic-Entity on Oct 7, 2017 13:08:17 GMT -5
Can't find anything unusual about those spawners, is it happening anywhere else?
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Post by gazoo on Nov 28, 2017 19:43:59 GMT -5
I went in with about 7 npcs to see how this portion runs with that number. Everything was negotiable until this particular spawn. In fact it overwhelmed the server AI! (I've been in with 4 before and it was ok, but this larger number was something to see). -Initially a pile of spawns, then one and twos for about 10 mins, then another pile with ones and twos coming at random (or as the server could handle, I suppose). Some SS: Initial zerg: AI is not really sure what to do with that pack. A careful look will show a couple of npcs locked into that mosh pit. Middle...somewhat? Retreating to doorway after large number killed but still packed together. 3/4 npcs down 1/2 hour later, seemed everything was dead, but noo... Another wave waiting? Caught out in the open again. Lot of surrounded melee and eventually last npc and I went down. Server was choking the whole time. Yesh. Just gonna fight this in open and maybe try with smaller bunch. I basically gave up as the spawns were still coming after 1/2 hour. I think there is max number of spawns for server AI to handle. Think I used around 60 grenades in that fight alone. Lag seemed ok on my side, though. Interesting experiment.
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Post by gazoo on Dec 1, 2017 15:41:58 GMT -5
I tried this again with a similar sized party. Even using the door as a choke point, this fight did not end. In fact, it went on so long such that the skeletons in the room respawned. So that's at least an hour of this broken silliness. No lingering doubt in my mind about this now. SS: of skeletons spawning after just endless swarms. Probably 90 grenades, 8 mags, lottsa melee and I suspect spawned Koas in the mid-hundreds by this point. Server was choking badly during the first 1/2 hour. Getting near an hour of spawns and while it looks like the big groups are almost gone, there are still koas 2+ spawning every few seconds as they are killed: well, look at that...have I actually spent over an hour with this?!!!!! Here come the skeletons Deserves the ... it seems as if the server spawning is in an endless loop.
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Post by Psionic-Entity on Dec 2, 2017 10:11:43 GMT -5
This sort of thing should be posted in the bug report forum and I wouldn't have recommended the second test because it harms server stability for everyone else until I'm able to reset it. Should also be fixed next update.
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