Page 11 of 13

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 7:32 pm
by Snarfy
aaron22 wrote:My vote is to leave as is. Really like knowing that I may not make it out alive.
But... your character will make it out alive. Always. It's a 30 second run to Myrkul and *poof*... ta-da! Back in the land of the living, minus a few gold pieces and/or XP.

I dont play enough lately to say one way or another whether dynamic spawn should be toned down, or turned up. The very few times I have run into these spawns, it only left me scratching my head... for instance: my level 30 fighter getting half whalloped in the sharpteeth orc caves. If I had been on a level appropriate character for the zone(whatever that even means now), I would have been fugue'd, easy.

If I happen to run into this...
Tsidkenu wrote:Mae once entered the orc caves as a level 20 cleric and met no less than 5 shamans in the very first room.
... I'd probably just get pissed off and log. I'm all for a challenge, but hordes of spell-casting mobs aren't that. They're simply not fun, and neither is getting fugue'd in a no-win scenario when you're supposed to be in a level appropriate area. Especially so when you're a player who takes dying rather seriously(I've given myself a perma-strike for it before).

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 7:50 pm
by aaron22
Snarfy. You are correct I will always live. The characters are immortal and I am in fact only playing a video game so even if I delete them I am in fact going to eat breakfast the next morning. Unless i actually die in my real life sleep. But that rarely involves magic and dragons or goblins.

When I said "make it out alive" I was meaning I will beat the computer spawned and controlled digital avatarrs with my person controlled digital avatar and be able to save myself 5-10 minutes of real time to continue to work toward goals that have no actual or physical value at all.

Hope I cleared that up for you.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 7:57 pm
by dedude
Just to be clear, the dynamic CR system doesn’t spawn additional enemies. The encounter system has a small chance to spawn 1 additional boss level enemy, and after 30+ minutes it can spawn a counter attack event which will create extra enemies (those can be recognized by the dark purple names).

But the spawn system has a random element in picking which blueprints are spawned. So there is probably a small chance it picks a bunch of casters once in a while. We are discussing this dev side.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 7:59 pm
by NeOmega
Snarfy wrote:
aaron22 wrote:My vote is to leave as is. Really like knowing that I may not make it out alive.
But... your character will make it out alive. Always. It's a 30 second run to Myrkul and *poof*... ta-da! Back in the land of the living, minus a few gold pieces and/or XP.

I dont play enough lately to say one way or another whether dynamic spawn should be toned down, or turned up. The very few times I have run into these spawns, it only left me scratching my head... for instance: my level 30 fighter getting half whalloped in the sharpteeth orc caves. If I had been on a level appropriate character for the zone(whatever that even means now), I would have been fugue'd, easy.

If I happen to run into this...
Tsidkenu wrote:Mae once entered the orc caves as a level 20 cleric and met no less than 5 shamans in the very first room.
... I'd probably just get pissed off and log. I'm all for a challenge, but hordes of spell-casting mobs aren't that. They're simply not fun, and neither is getting fugue'd in a no-win scenario when you're supposed to be in a level appropriate area. Especially so when you're a player who takes dying rather seriously(I've given myself a perma-strike for it before).
i got fugued recently by a truly horrid umberhulk. It cast a confusion spell on me. it was very unfair, i couldnt do anything but stand there as it killed me. i couldnt pop any healing potions, run away, or anything. we should either remove confusion as a spell, or at least make the dc easier.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 8:11 pm
by NeOmega
dedude wrote: But the spawn system has a random element in picking which blueprints are spawned. So there is probably a small chance it picks a bunch of casters once in a while. We are discussing this dev side.
there is a real reason i mentioned the confusion spell.

because ranger/cavestalkers have pitiful will saves.

but magic casters arent that big of a deal. even 5 of them. why? bevause stealth, that's why. you stealth in, see the mage horde, and you dont go in there, or plan accordingly.

and we have people running circle pits in the sharptooth caves, suddenly taken aback that their completely careless marathon running through the caves suddenly turns deadly? Why are you running into a room full of orc mystics? maybe you need to calm down and stop playing like you are an invincible god, like you used to before dynamic cr.

or, you can go earn XP like you used to, at 15-18 xp a kill, and never worry about death again!

FFS, this server has more XP, more Gold, easier OP armor than ever... ..and people still cry when they push the limits and lose. This is ridiculous!


No fair, no fair! No fair!

it is fair.

once again, we have some people who play some styles asking for their particular challenging encounters to be removed.

So remove confusion, and other will-save spells too, to make it fair to those who dont worry about casters.

and remove poisonous spiders and the carrion crawler paralyze too, please. my rogues can handle mages with a good backstab, but it is infuriating when i get stunned or poisoned to death, just because i have low fortitude and will. so unfair!

and ghasts, that paralyzing aura! not even fair! too deadly!

oh, and remove undead crit immunity too, please. it is unfair to the classes that rely on backstab.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 8:13 pm
by Hoihe
Or you could bloody try and not cast the opposition in a "Baaah baah they babies they they..!"


Perchance?

No?

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 8:23 pm
by Blame The Rogue
part of the problem is that the AI metagames your saves and wards, and the source of your wards. if you have low will saves, the mob will spam confusion over and over and over. if you have prot for align up, they will strip it, as they are also aware, somehow, that it was a wand ward, and is easily dispelled, and start the confusion spam once again

since the AI seems to be able to know and see all, i'd like to ask them for the next week's lotto numbers

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 8:28 pm
by NeOmega
Hoihe wrote:Or you could bloody try and not cast the opposition in a "Baaah baah they babies they they..!"


Perchance?

No?
I play all sorts of classes. They all have their weaknesses and strengths.

the object of fun is not to make everything a cakewalk for your particular style and class.

that is all all these nerf requests are.


looting is more profitable than ever, XP is easier than ever. potions are half price(so combined with looting, they are essentially quarter price), Nobody forces anyone to go anywhere.
run into a room with 5 mystics? A 100 gp invisibility potion will let you live, heal, and plot a counter-attack.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 8:32 pm
by NeOmega
Blame The Rogue wrote:part of the problem is that the AI metagames your saves and wards, and the source of your wards. if you have low will saves, the mob will spam confusion over and over and over. if you have prot for align up, they will strip it, as they are also aware, somehow, that it was a wand ward, and is easily dispelled, and start the confusion spam once again

since the AI seems to be able to know and see all, i'd like to ask them for the next week's lotto numbers

and the player knows the dungeon by heart, where every chest is, what kind of spells and enemies are in the dungeon, how hard they hit, what kind of elemental weaknesses and spell weaknesses they have, what the boss will be like...

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 8:46 pm
by Blame The Rogue
not entirely accurate. a character with no spellcraft doesn't know what's being casted most of the time. they recognize a few by the vfx, but that's it. players unfamiliar with mages may never know what spells are being casted

my slinger has no idea what wards a pit fiend has, or what CL they are, or how easily they are or arent dispelled. i have no clue what the pit fiend's saves are

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 9:08 pm
by NeOmega
Blame The Rogue wrote:not entirely accurate. a character with no spellcraft doesn't know what's being casted most of the time. they recognize some by the vfx, but not all. players unfamiliar with mages may never know what spells are being casted
true, for your first time ever in a dungeon, and facing a boss. Third time around, you know exactly whats coming.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 9:10 pm
by NeOmega
Blame The Rogue wrote:
my slinger has no idea what wards a pit fiend has, or what CL they are, or how easily they are or arent dispelled. i have no clue what the pit fiend's saves are
yourslinger knows other meta info about it, if you have fought it enough.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 9:14 pm
by Blame The Rogue
not as much as you might think

my slinger..slings. and hides to avoid getting casted upon

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 9:16 pm
by NeOmega
Blame The Rogue wrote:not as much as you might think

my slinger..slings. and hides to avoid getting casted upon
thats not fair, not everybody can hide, you know.

we need to remove the pit fiends spells. unfair to those who can't hide.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Dec 16, 2017 9:34 pm
by Planehopper
Lets keep this on topic, or refrain from posting. I am not going to lock this topic as it covers ongoing adjustments, but I will take moderator actions if I need to.

Start a new topic if you want to complain about something that is irrelevant to this topic.

Thanks.