Oct 28, 2007, 10:41 PM // 22:41
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#61
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Jungle Guide
Join Date: Nov 2005
Location: Belgium
Guild: [FaRM] Farm For The Win
Profession: N/
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It's appalling really...
I myself have a good connection so I'm not bothered by it personally but I can imagine how it must be for some people who do have slow connections.
Another example of how patrols venture to close to portals/warp-ins is when you zone from Joko's Domain towards The Shattered Ravines. A group of Margonites is right on top of the portal and stays in range because the res shrine is like a click away.
/signed
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Oct 28, 2007, 10:44 PM // 22:44
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#62
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Frost Gate Guardian
Join Date: Apr 2007
Location: Does it matter?
Guild: Im to good for guilds
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Quote:
Originally Posted by jeremy untouchable
i play with some of them. You have the wrong idea ....However this glitch is probably not high on the list of things that need fixing. Having said that
/signed
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Oh yes, they have their priorities straight... "Todays agenda... fix the reporting system" Yay /sarcasm
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Oct 28, 2007, 10:46 PM // 22:46
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#63
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Frost Gate Guardian
Join Date: Apr 2007
Location: Does it matter?
Guild: Im to good for guilds
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Quote:
Originally Posted by Spazzer
?_? That's odd. That's exactly what it looks like you are doing.
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So now err 7 = lag? you must not play the guild wars we all do
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Oct 28, 2007, 11:13 PM // 23:13
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#64
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Desert Nomad
Join Date: Aug 2006
Guild: HoVa
Profession: W/N
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/signed
Though I don't really care. I got my master of the north points and my chest icon on the map, and frankly I can't see myself going back. Not worth the time or effort. Just do it in NM if you want the loot.
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Oct 29, 2007, 12:26 AM // 00:26
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#65
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Wilds Pathfinder
Join Date: Jun 2007
Location: long a
Profession: Mo/
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Quote:
Originally Posted by bilateralrope
I see two problems being mentioned in this thread:
1 - One mobs healer healing another mob. Without knowing the exact areas I'd suggest pulling one mob far enough away from the other to prevent this. If one mob has a stationary target, try pulling the other mob. If this isn't possible, then delete one of the mobs.
2 - Mobs getting too close to player spawn points, both res shrines and portals. I'd suggest simply deleting those mobs, unless the mob itself is actually of importance.
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A1 - I've had it far worse than a random monk from another mob running up and healing. Sometimes I get two monks from two to even three mobs away, running up on me, trying to heal the enemies I engage. Therefore, pulling simply does not work. They unrelentingly follow until I break aggro from the monsters the monk was trying to heal.
A2 - Deleting the mob makes it too easy. I propose the mobs just remain stationary until they are engaged in one form or another. I find it to be a huge RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing annoyance when I'm trying to fast-trap a mob, ensuring they're one aggro bubble away, but these enemies still find it mandatory to patrol 1000ft from their original spawn just to "check things out". Of course this doesn't apply just to fast-trapping, but UW, FoW, and any other HM area alike. The monsters move too much.
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Oct 29, 2007, 07:51 PM // 19:51
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#66
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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It wouldn't be so bad if they patrolled and just didn't engage you. I don't think they should remain stationary, since that would be very easy. I DO agree with you, however, that a mob should only engage you if your party is within the agro bubble, and not engage you if you are just close.
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Oct 29, 2007, 09:59 PM // 21:59
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#67
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Desert Nomad
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The only part I agree is ArenaNet must make team to spawn in safe places, not only in Duncan mission, everywhere. It's true some people spawn slower than others and you need the full 8 people team for the fight.
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Oct 30, 2007, 12:49 AM // 00:49
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#68
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Krytan Explorer
Join Date: Nov 2005
Guild: In Memorium [iBot]
Profession: Mo/A
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Did this with guildmates over the weekend. VERY annoying. We had to restart once and go back to town because one person loaded late and aggroed the mob, and this led to us getting thrown out from 60% DP. We managed to do it the second time around, but he loaded and just, and I do mean JUST(about two in-game inches away), avoided aggroing the mob, and we were eventually able to kill them.
For those of you who haven't been on this: Think of the Avicara in Mineral Springs right when you spawn in. Now imagine the res shrine being right where you spawn. Now imagine the Avicara actually being a threat and being even closer to the spawn point. That's roughly the situation, but it's actually a bit worse.
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Oct 30, 2007, 02:29 AM // 02:29
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#69
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Edmonton, Canada
Guild: [Liar]
Profession: Mo/
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/signed, that patrol sucks in NM & HM...
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Oct 30, 2007, 03:24 AM // 03:24
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#71
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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Um I just wanted to point out that, I agree with the OP and that in FoW you get about a 95% chance of not aggroing something. Because the spawn south of the ghostly sometimes wanders over right into your party.
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Oct 30, 2007, 04:54 AM // 04:54
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#72
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Jungle Guide
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
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i actually know what the op is talking about because i've experienced it. I can beat duncan on HM anyday of the week GIVEN that i don't spawn in the dungeon aggroing the first group.
If i do aggro as soon as i spawn, chances are the henchies are aready dead. If i manage to kill that first group, then everything will go smoothly. However if that first group wipes me, then the MM will raise 10 minions with jagged bones, and the healers from the second group will follow the patroling group, hence "linking" the two groups together. That is simply bad design imo, and does not test the "skill" of the player.
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Oct 30, 2007, 07:49 AM // 07:49
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#73
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Guildless :(
Profession: R/
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Quote:
Originally Posted by R Langdon
i actually know what the op is talking about because i've experienced it. I can beat duncan on HM anyday of the week GIVEN that i don't spawn in the dungeon aggroing the first group.
If i do aggro as soon as i spawn, chances are the henchies are aready dead. If i manage to kill that first group, then everything will go smoothly. However if that first group wipes me, then the MM will raise 10 minions with jagged bones, and the healers from the second group will follow the patroling group, hence "linking" the two groups together. That is simply bad design imo, and does not test the "skill" of the player.
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That's exactly why this should be left alone. It's a challenge and it's what PvE is all about, skill>time. If you change the spawn location it will turn this elite dungeon into a playground for scrubs.
AmIright?
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Oct 30, 2007, 07:58 AM // 07:58
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#74
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Trans Tasman Alliance [TTA]
Profession: Me/
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Quote:
Originally Posted by BLOODGOAT
You can die off spawn in FoW, don't propagate falsehood.
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That happened to me once too. I went in with heroes, they spread out away from you when you're stationary (as they always do) and aggroed a mob. I tried to run in the other direction and ended up aggroing the other mob. Insta wipe before the other player in my team even loaded.
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Oct 30, 2007, 10:08 AM // 10:08
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#75
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Forge Runner
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Quote:
Originally Posted by trobinson97
That's exactly why this should be left alone. It's a challenge and it's what PvE is all about, skill>time. If you change the spawn location it will turn this elite dungeon into a playground for scrubs.
AmIright?
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To be fair, we'd need to make this an equal opportunity challenge then, hmmm? Maybe don't give even the fastest loaders a few seconds to get out of the patrol's path? Maybe spawn the patrol right on top of the player starting position. That would be such a fun challenge! It'll be a good laugh, players trickling in one by one, every next one on top of an ever increasing pile of partymember corpses. I bet it would instantly become the most favorite area for a lot of people!
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Oct 30, 2007, 02:49 PM // 14:49
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#76
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Jungle Guide
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
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Quote:
Originally Posted by trobinson97
That's exactly why this should be left alone. It's a challenge and it's what PvE is all about, skill>time. If you change the spawn location it will turn this elite dungeon into a playground for scrubs.
AmIright?
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sarcasm noted.
however, thats not a challenge, thats just taking advantage. A challenge is if anet can come up with a team build of 8 stone summits that are lvl 20 and can actually wipe me, that would be a challenge.
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Oct 30, 2007, 07:47 PM // 19:47
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#77
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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Quote:
Originally Posted by Gaile Gray
I agree, this is a very well written and logical presentation of a concern. We'll be posting this reference and a link in the CS of this week. And thank you, to the OP, for presenting a very good post: Logical description, background, suggestions, and more. And all with a positive tone. Kudos!
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Thank you, Gaile. Quite flattering coming from you. And thanks for noting the concern. I'm sure I and others who have experienced the problem are grateful for your response.
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Oct 30, 2007, 07:56 PM // 19:56
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#78
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Furnace Stoker
Join Date: Apr 2005
Profession: W/
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Quote:
Originally Posted by You can't see me
Underworld:
Your party spawns well away from all creature agros in hard mode, and all creatures stay with their groups.
Fissure of Woe:
Exactly the same deal.
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HAHAHAHA
HHHAHA
HA
How many times have I had a group spawn a bit late in FoW in normal OR hard mode and aggro the shadow warrior on the left and Shadow Elementalist on the right...hmm.
Oh and if someone in UW moves a bit too far left and pops a nightmare at the top of the stairs, the Aatxes on that side also come a-runnin' because they're linked.
Luck of the draw. So what? At least you didn't pay to get into Duncan's dungeon.
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Oct 30, 2007, 08:31 PM // 20:31
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#79
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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Quote:
Originally Posted by A11Eur0
Oh and if someone in UW moves a bit too far left and pops a nightmare at the top of the stairs, the Aatxes on that side also come a-runnin' because they're linked.
Luck of the draw. So what? At least you didn't pay to get into Duncan's dungeon.
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The difference is that to agro, you have to move. On Duncan's spawn, you agro the group without moving.
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Nov 06, 2007, 08:29 AM // 08:29
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#80
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Krytan Explorer
Join Date: Jan 2006
Profession: N/
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/sign On making sure you spawn outside aggro range
I'm not sure about changing the patrolling.
I prefer people going forward to kill so they can res at the res shrine safelly should they die. Run back and break aggro if you have to. Sacrifice someone if you have to. If you lure them to your only res shrine it's your problem.
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