Oct 28, 2007, 08:27 AM // 08:27
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#41
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Krytan Explorer
Join Date: Oct 2006
Guild: The Order of Chaos Reborn [ToC]
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/Signed
I did Slaver's all the way through in Normal Mode, and the first perfectly-set group that I went to do Duncan with had two slow-loaders. They couldn't help it, and we got destroyed. We eventually had to DISBAND THE GROUP on account of the slowload and find new ones. In NORMAL mode. Forget Hard Mode, something that stupid shouldn't happen in Normal mode. Fix the patrol to not cross anywhere near the spawn point, or put the spawn point right next to the door.
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Oct 28, 2007, 08:34 AM // 08:34
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#42
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Wilds Pathfinder
Join Date: Jan 2006
Location: Los Angeles
Guild: Pink Pearl
Profession: Mo/Me
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I don't think people are getting the point that Guild Wars was made as a game for low end computers, who could even play using dial up. Duncan sucks for them, since they'd obviously aggro unintentionally and get their party killed.
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Oct 28, 2007, 09:03 AM // 09:03
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#43
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Jungle Guide
Join Date: Apr 2006
Location: United Kingdom
Guild: Quit Whining And [PLAY]
Profession: Mo/
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A note; this issue is evident in DoA too. If you are attacking the large spawn/mob in the final room/area of Foundry (this is in a 3 man group) and a Ki wanders close to any of the margonite groups, the Ki will continue to run back and heal them, no matter how ridiculously far away he is from the group. If you aggro him, you can kill him, but usually you're trapped by both QZ range, and angry titans/margonites.
In the FoW, if you try to kill the group on the right, and the 2 Patrolling Elementalists have spawned in a certain spot, both Monks will run down from the group on the hill, making it impossible to kill them (since the Monks spread out and can't easily be nuked together). Speaking of which; when you spawn in the FoW, it isn't uncommon for a nearby group to leroy Rastigan/the party too. This is not usually fatal, but can be in HM depending on average connection speed of your group. I have also spawned and loaded into UW to see that an Aatxe has rushed down from the stairs and is hitting me, because a Nightmare spawned within range of me. And my load time is usually 3-10 seconds tops.
This problem is evident pretty much everywhere. The only fix would be to stop them from being able to heal anyone outside their own spawn/group, which is going to mean editing almost every single area of GW in order to say which Monk spawns in which mob, and which monk should stay with each mob. And come on; unless there is a danger to profit, or some sort of insult (racism, sexism) or something that will drive people away from spending their money in the GW Store, this will sadly not be fixed by Anet.
Last edited by MrSlayer; Oct 28, 2007 at 09:05 AM // 09:05..
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Oct 28, 2007, 09:24 AM // 09:24
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#44
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Guildless :(
Profession: R/
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Quote:
Originally Posted by Julia-Louis Dreyfus
this mob was there since day one on Normal mode, slow loaders=party whipe sometimes. its not that big of a deal, annoying yes, but if your party is too stupid to run away from the shrine then thats their fault
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Lol, did you even read your own post, much less the OPs? What good is running going to do when you find you've already gotten aggro by the time you can move? Not that big of a deal? Man you're an idiot.
Edit: Oh, and my bad:
/signed
Last edited by trobinson97; Oct 28, 2007 at 09:55 AM // 09:55..
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Oct 28, 2007, 10:53 AM // 10:53
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#45
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Ascalonian Squire
Join Date: Nov 2006
Location: Albuquerque, NM
Guild: Stars Of Destiny
Profession: W/Me
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/ Signed
Done Duncan many time before and after the nerf. With many being with pugs some good some bad. But it's never fun telling someone that you need to kick them because their load time is to slow and your group really doesn't want to take the time again to run/fight to the entrance and then have to do it again because they load slow.
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Oct 28, 2007, 11:16 AM // 11:16
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#46
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Wilds Pathfinder
Join Date: Aug 2006
Location: Scotland
Guild: Dragons of Torment (DOA)
Profession: Me/
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/signed
its a particularly bad start,
however i have had problems in many other areas with groups forming together then staying together, this is something that happens in HM all over, monks from other groups once aggroed will stay witht the other group for a long time.
Duncan's dungeon is bad simply due to the load in point being too close to two groups and in NM i had problems with it, despite bing with Heroes and Henchmen only. countering it in NM was just to run as far away from both groups because they eventualy stop following and you can then attack sepereatly, however, with HM I imagine that the summit will stay locked onto you for a longer distance so runnign away isn;t an option, and workign off Death Penalty isn;t either as you will be removed from the dungeon when you whit 60%DP. A very quick thing since they form on youwhere you ressurect
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Oct 28, 2007, 12:50 PM // 12:50
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#47
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Frost Gate Guardian
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/signed
People who didn't sign, try playing a monk on a slow connection when you go in and admire the floor with the rest of your teammates, this is clearly a design fault and if you like these kind of 'challenges' limit yourself to one monk when you do Duncan HM next time.
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Oct 28, 2007, 01:23 PM // 13:23
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#48
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Frost Gate Guardian
Join Date: Dec 2006
Profession: R/Me
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/signed
This happens every time we enter Duncan’s level. Guess I have to tell my guild leader that I’m not going to play with him, until he buys a new computer (he’s got long loading times) :P
It’s just a badly designed level, but I gave up wondering why A.Net designers don’t know or don’t want to know what a “safety zone” is.
I think I can find at least one example in each chapter, where a mob wipes your party constantly at a resurrection shrine.
The best example for Nightfall would be the “Breaking the Broken” Master-Quest >.>
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Oct 28, 2007, 02:41 PM // 14:41
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#49
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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Thanks for all the support, but when it comes to whether this will be fixed or not, I don't think Arenanet is seriously THAT greedy as a stereotype company as not to fix problems in the game that do not incur profit.
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Oct 28, 2007, 03:54 PM // 15:54
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#50
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Forge Runner
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BAD THREAD NAME, BADLY MISLEADING
but /signed.
The spawn is there in normal mode, too, and slowloaders doom the party. It cannot be that one of the most critical parts of this dungeon is loading it...^^
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Oct 28, 2007, 05:58 PM // 17:58
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#51
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Wilds Pathfinder
Join Date: Jun 2007
Location: long a
Profession: Mo/
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Quote:
Originally Posted by You can't see me
I've heard no count of that happening?
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You obviously haven't been blessed with a bad spawn. I 600/smite there frequently, and boy let me tell you, it happens...
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Oct 28, 2007, 06:26 PM // 18:26
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#52
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Wow Stole my freetime
Join Date: Mar 2006
Location: Arkansas
Guild: None
Profession: W/E
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Quote:
Originally Posted by Alexandra-Sweet
Arena Net doesn't know how to play their own game like we do.
What they probably do is /Command
100000 health
100000 energy
100000 damage
And then they test it!
A lot of areas in Guild Wars have a horrible design, it's like having a monkey place random mobs on a map.
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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
__________________
Jeremy The Seraphim LS R3
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Oct 28, 2007, 06:51 PM // 18:51
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#53
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Frost Gate Guardian
Join Date: Mar 2007
Guild: :P guess.
Profession: R/
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Yes i agree. the name of the thread is misleading. it doesn't point out the main issue, which is the "loading into dungeon" part. instead it sounds like someone wants the AI dumbed down overall...
please rename thread to more appropriate, or some people just wont get it.
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Oct 28, 2007, 06:53 PM // 18:53
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#54
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Hall Hero
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Quote:
Originally Posted by kradens
please rename thread to more appropriate, or some people just wont get it.
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Well they wouldn't be as confused if they actually read the OP...
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Oct 28, 2007, 07:00 PM // 19:00
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#55
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Forge Runner
Join Date: Aug 2006
Location: Scotland
Guild: Type like an idiot, I'll treat you like an idiot
Profession: E/Me
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What's confusing about it? Everything is explained in the first post. You can't just read a title and predict a thread.
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Oct 28, 2007, 07:15 PM // 19:15
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#56
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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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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Oct 28, 2007, 07:21 PM // 19:21
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#57
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Wilds Pathfinder
Join Date: Dec 2006
Location: That one place with the trees, mountains and snow
Guild: Ember Power Mercenaries [EMP]
Profession: Me/
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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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Then how come there are areas with such a bad design, I bet they never tested out Aspenwood.
And is there even a list at Arena Net of things that need to be fixed? All Arena Net seems to be doing is adding stuff like the the GUI update which cause more things needing to be fixed eventually!
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Oct 28, 2007, 07:30 PM // 19:30
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#58
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Posers and Wannabes [nubs]
Profession: W/E
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/signed
LOL. Most arguing this haven't done it. This is a routing oops on Anet's part not a challenge. Being gangbanged at the spawn isn't a challenge. All I know is I want that Defender as a hero .. he managed to cast SoR while I had him knocked down.
Finally finished slavers hard mode as h+h only ... and won't bother again. 2 hours for 2 req 13 junk gold skins instead of one doesn't merit the time wasted.
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Oct 28, 2007, 07:37 PM // 19:37
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#59
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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Yes, the title is not pertaining to the spawnpoint, but rather the AI of the first two groups and how it has problems that need fixing, which is in the latter paragraphs of the OP. Anyone who thinks the title is misleading should go read them -.-
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Oct 28, 2007, 09:36 PM // 21:36
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#60
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Frost Gate Guardian
Join Date: Oct 2007
Profession: W/Mo
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/Sign
Agree...AI is kinda bugged
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