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Post by chainlink on Jun 8, 2006 8:13:21 GMT
We did a DB run last night and when we got to the entrance to 'The Furrow' area transition we discovered that the other side still had monsters (about 10) on (and we'd not exactly been slow clearing them). There was no significant lag so we doubted it was a lag spawn and we'd been up and down the other side a couple of times after clearing just to make sure. We managed to recover the situation with some improvised use of missile weapons but I'm guessing this shouldn't happen?
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Post by FunkySwerve on Jun 8, 2006 14:09:22 GMT
Nope, thanks, I'll take a look. Funky
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Post by chainlink on Jun 8, 2006 16:02:36 GMT
As you can probably imagine there was much hilarity when we discovered critters on the other side, it was a good job that they chose to appear within range of our (admittedly pathetic) ranged attack potential. Some of us had to make trips to the other server to stock up as we ran out of pointy objects fairly swiftly being melee and magic using types. Based on the quantity of damage we were doing I can't imagine an AA would be very effective in the desert.
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Post by amber on Jun 9, 2006 16:56:59 GMT
Last night we cleared the first map of harbringers trail, and pressed the rock and it wouldnt let us go forward. We checked the other side and didn't see any creatures. No other parties on the trail or in furrow. No DMs on so we just left after about 20 mins.
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Post by FunkySwerve on Jun 10, 2006 2:27:51 GMT
That happens when another party has locked it up. I'll make some edits to help prevent this next update. Funky
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Post by FunkySwerve on Jun 10, 2006 2:29:26 GMT
As you can probably imagine there was much hilarity when we discovered critters on the other side, it was a good job that they chose to appear within range of our (admittedly pathetic) ranged attack potential. Some of us had to make trips to the other server to stock up as we ran out of pointy objects fairly swiftly being melee and magic using types. Based on the quantity of damage we were doing I can't imagine an AA would be very effective in the desert. Checked the logs. Another player spawned them on the other side. Funky
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Post by mishimayukio on Jun 11, 2006 4:43:47 GMT
Finished a DB run for the first time since the update, and I can say that unless I need the tag, I'm never doing it again. From start to finish, (we already had a set of runestones) with a reasonably powerful party, (A dragon druid, bard, wizard, level 60 cleric, and a fighter/RDD) and at least 25 planar ring charges between us, it still took over 6 hours to complete. By the end we were so drained we didn't bother to try to get back to town, which would have taken at least another 30-60 minutes. The rewards just don't make up for how miserable of a run that was, the XP was mediocre, most of us spent a lot of time dead, and then we also had to worry about rationing our spells or we would run out of ring charges before the end. Suggestions for making the harbinger trail/furrow less annoying: - Allow resting!!!!
- Add a ring pedestal somewhere near the beginning of the last map
- Lower/remove acid kickback on fleshers
- Remove implosion immunity from abis/xevils (they have high fort saves anyway.)
- Lower amount of mobs per spawn point (some of them spawned over 12!).
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Post by amber on Jun 12, 2006 17:32:22 GMT
I agree that it is a pain, but the rewards just need to be increased to offset the misery. Like adding in DB specific random drops in loot spots along the furrow. Regular loot drops per db area are fewer than in the regular desert and can garner you a ur or other item, but usually gets you an amulet of the mentalist .
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Post by Delfestra Ruinvorn on Jun 12, 2006 21:35:16 GMT
To put in my own two cents, I'm not sure how changing the harbringer's trail/furrow to prevent despawning actually helps things.
I haven't been on a single DB run since it happened, but that may itself be telling. I couldn't even consider it without a full rest ring now due to no more running to the beginning to rest...so who can say?
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Post by FunkySwerve on Jun 13, 2006 6:12:21 GMT
You can still run to the beginning to rest. I went with a party tonight, and we finished the entire thing in around two hours and 15 minutes. Funky
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Post by Delfestra Ruinvorn on Jun 14, 2006 14:29:53 GMT
Isn't it true that I'd be locked out of zoning backwards if a spawn was up? Or is that just forwards?
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Post by FunkySwerve on Jun 14, 2006 15:17:03 GMT
Right, but that doesn't prevent you from going to rest. You party just needs to kill off the current spawns before you do. Funky
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