Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Oct 28, 2007, 10:41 PM // 22:41   #61
Jungle Guide
 
Emik's Avatar
 
Join Date: Nov 2005
Location: Belgium
Guild: [FaRM] Farm For The Win
Profession: N/
Advertisement

Disable Ads
Default

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
Emik is offline   Reply With Quote
Old Oct 28, 2007, 10:44 PM // 22:44   #62
Frost Gate Guardian
 
TheLichMonky's Avatar
 
Join Date: Apr 2007
Location: Does it matter?
Guild: Im to good for guilds
Default

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
Oh yes, they have their priorities straight... "Todays agenda... fix the reporting system" Yay /sarcasm
TheLichMonky is offline   Reply With Quote
Old Oct 28, 2007, 10:46 PM // 22:46   #63
Frost Gate Guardian
 
TheLichMonky's Avatar
 
Join Date: Apr 2007
Location: Does it matter?
Guild: Im to good for guilds
Default

Quote:
Originally Posted by Spazzer
?_? That's odd. That's exactly what it looks like you are doing.
So now err 7 = lag? you must not play the guild wars we all do
TheLichMonky is offline   Reply With Quote
Old Oct 28, 2007, 11:13 PM // 23:13   #64
Desert Nomad
 
Join Date: Aug 2006
Guild: HoVa
Profession: W/N
Default

/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.
kazjun is offline   Reply With Quote
Old Oct 29, 2007, 12:26 AM // 00:26   #65
Wilds Pathfinder
 
BLOODGOAT's Avatar
 
Join Date: Jun 2007
Location: long a
Profession: Mo/
Default

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.
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.
BLOODGOAT is offline   Reply With Quote
Old Oct 29, 2007, 07:51 PM // 19:51   #66
Forge Runner
 
You can't see me's Avatar
 
Join Date: Nov 2006
Location: USA
Profession: P/W
Default

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.
You can't see me is offline   Reply With Quote
Old Oct 29, 2007, 09:59 PM // 21:59   #67
Desert Nomad
 
NeHoMaR's Avatar
 
Join Date: Feb 2006
Default

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.
NeHoMaR is offline   Reply With Quote
Old Oct 30, 2007, 12:49 AM // 00:49   #68
Krytan Explorer
 
Join Date: Nov 2005
Guild: In Memorium [iBot]
Profession: Mo/A
Default

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.
DRGN is offline   Reply With Quote
Old Oct 30, 2007, 02:29 AM // 02:29   #69
Lion's Arch Merchant
 
Red-Tide's Avatar
 
Join Date: Jun 2005
Location: Edmonton, Canada
Guild: [Liar]
Profession: Mo/
Default

/signed, that patrol sucks in NM & HM...
Red-Tide is offline   Reply With Quote
Old Oct 30, 2007, 03:11 AM // 03:11   #70
ArenaNet
 
Gaile Gray's Avatar
 
Join Date: Feb 2005
Default

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!
__________________
Gaile Gray
Support Liaison
ArenaNet
Gaile Gray is offline   Reply With Quote
Old Oct 30, 2007, 03:24 AM // 03:24   #71
Forge Runner
 
garethporlest18's Avatar
 
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
Default

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.
garethporlest18 is offline   Reply With Quote
Old Oct 30, 2007, 04:54 AM // 04:54   #72
Jungle Guide
 
Carboplatin's Avatar
 
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
Default

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.
Carboplatin is offline   Reply With Quote
Old Oct 30, 2007, 07:49 AM // 07:49   #73
Wilds Pathfinder
 
trobinson97's Avatar
 
Join Date: Mar 2006
Guild: Guildless :(
Profession: R/
Default

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.

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?
trobinson97 is offline   Reply With Quote
Old Oct 30, 2007, 07:58 AM // 07:58   #74
Lion's Arch Merchant
 
Join Date: Feb 2006
Guild: Trans Tasman Alliance [TTA]
Profession: Me/
Default

Quote:
Originally Posted by BLOODGOAT
You can die off spawn in FoW, don't propagate falsehood.
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.
Wacky is offline   Reply With Quote
Old Oct 30, 2007, 10:08 AM // 10:08   #75
Gli
Forge Runner
 
Join Date: Nov 2005
Default

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?
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!
Gli is offline   Reply With Quote
Old Oct 30, 2007, 02:49 PM // 14:49   #76
Jungle Guide
 
Carboplatin's Avatar
 
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
Default

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?
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.
Carboplatin is offline   Reply With Quote
Old Oct 30, 2007, 07:47 PM // 19:47   #77
Forge Runner
 
You can't see me's Avatar
 
Join Date: Nov 2006
Location: USA
Profession: P/W
Default

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!

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.
You can't see me is offline   Reply With Quote
Old Oct 30, 2007, 07:56 PM // 19:56   #78
Furnace Stoker
 
Join Date: Apr 2005
Profession: W/
Default

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.

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.
A11Eur0 is offline   Reply With Quote
Old Oct 30, 2007, 08:31 PM // 20:31   #79
Forge Runner
 
You can't see me's Avatar
 
Join Date: Nov 2006
Location: USA
Profession: P/W
Default

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.
The difference is that to agro, you have to move. On Duncan's spawn, you agro the group without moving.
You can't see me is offline   Reply With Quote
Old Nov 06, 2007, 08:29 AM // 08:29   #80
Krytan Explorer
 
Join Date: Jan 2006
Profession: N/
Default

/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.
odly is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Duncan in Hard Mode is not worth the time Acehigh Explorer's League 30 Oct 19, 2007 05:13 PM // 17:13
plasmasword Game Bugs [Archive] 21 Sep 21, 2007 12:39 AM // 00:39
Ruins Of Morah Run- Hard Mode And Normal Mode Masters Garunteed 100% Agent Mold3r Services Offered 23 Aug 21, 2007 10:21 PM // 22:21
Do any of the solo UW builds work for hard mode? Lord Natural Explorer's League 3 Apr 28, 2007 11:06 AM // 11:06


All times are GMT. The time now is 08:22 PM // 20:22.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("