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View Full Version : Nusibe Necropolis what gives devs?


Vordox
03-28-2007, 12:26 AM
Ok first of all spawn rates are way to fast like 3 to 5 min in a room with 8 to 10 mobs fast xp but terrible for progressing in the dungeon. Also we traveled up to the top after many deaths because of the quickrespawns to a bat area that silence you (now get this) for 45 seconds! You may as well give them death touch 45 seconds is pretty much insta death for all. We ended there of course having to suck up the debt and summon our tombstone and call it a night.

We had a full grp as well 2 tnks 2 healers and 2 DDs lvl 47 to 49 and as far as we traveled we saw no names at all except Treba the bat that we never made it to but could see before we wiped with the atrocious 45sec silence.

We were also doing the quests for cl shmn n necro which was a big dissapointment because they were broke. I am a necro and did all but the soul orbs only got 1 out of the 5 hours we were there and i need 10 so real bad droprate on those.

I love thegame however with all its bugginess and broken performance issues I still manage to squeeze out some pleasure. I am posting because You really need to look into the issues here I have mentioned I want the game to do well and to live up to the potential I see it becoming.
Ty in advance.

piknik2
03-28-2007, 12:31 AM
Unfortunately insane spawn rates are a result of having non-instanced dungeons. If they were any slower than said dungeons could never support more than one adventuring group.

Agreed on the insane mob abilities like the 45s silence though heh. If there was at least a way to remove it, even with rare potions or something ( anything ) than it would be okay.

Vordox
03-28-2007, 12:47 AM
I cant agree with you there that place is freakin enormous you can get lost in there no lie. starts out like 46lvl n goes up to 50 gradually as you progress. You should check it out its a great dungeon just respawn is way to fast and the 45sec silence is deadly, and quests need worked out.
Oh and we braught our diplomat to remove traps. Actually he parleys n gets us all a buff for 2 hours the prevents us from traps. However I have been there before without buff and saw no difference so not sure if it was worth killing the poor guy over n over for something that didnt matter to begin with.

Kaori Delight
03-28-2007, 12:51 AM
the respawn is what makes it difficult.. i honestly wouldn't even bother with it if it were slower respawn

respawn forces you to constantly move, always look behind you, and savour the few safe spots that you find

AsheMan
03-28-2007, 01:03 AM
Full group, 4 level 50s and 2 level 49s, and we barely push through the respawn. I think it could be toned down a touch without compromising the difficulty for most adventurers.

Vryce
03-28-2007, 01:09 AM
You're really not ashamed to say "OMG this endgame dungeon is too hard please please devs make it easier but give the same rewards" on a public forum?

Vordox
03-28-2007, 01:12 AM
Different strokes and all but when you have crawled 3 to four hours someones gotta pee eventually and you then will see how deadly that can be when before you can flush all the mobs are repoped. I'm all for difficult but theres gotta be a median in there somewhere. I remember long ago Brad saying that there would be safe points in these huge dungeons where you could be safe and log and pick up the following evening. I know I know he said alotta things that did not come to fruition but thats besides the point it wouldnt ruin the dungeon if they added maybe 2 min more to the existing.

I know Kaori your Uber and I'm just a noob I get it lol. /end sarcasim

Vordox
03-28-2007, 01:18 AM
Vryce no one said anything about rewards or making it easier for one there really aint nothing in there in my 3 times in havent looted anything of value and I have spent over 12 to 13 hours in there easy.

Plus I was being constructive and elaborating, secondly by your statement I see you have never been there or for that matter probably couldnt find it on the map so have a chill pill and wash it down with a cool glass of STFU.

Vryce
03-28-2007, 02:11 AM
Vryce no one said anything about rewards or making it easier for one there really aint nothing in there in my 3 times in havent looted anything of value and I have spent over 12 to 13 hours in there easy.

Plus I was being constructive and elaborating, secondly by your statement I see you have never been there or for that matter probably couldnt find it on the map so have a chill pill and wash it down with a cool glass of STFU.

Did I touch a nerve?

I remember a time when the bleeding edge players would push through a difficult dungeon a few times, keeping the seemingly insanely difficult parts to themselves until they figured out how to smoke it every time. Pride, I think it's called. Sure, they'd bitch and moan about sadistic developers the whole time; of course, once they figured it out, they'd proceed to laugh about how simple it actually was and how the devs have no creativity.

It doesn't sound like you're complaining about bugs as much as it sounds like you're complaining about difficult content. Difficult content is good. Now you may have a point seeing as you're getting no reward for the difficulty. That there is the problem.

Polkadots
03-28-2007, 02:16 AM
Ill just comment on the necro aspect.

AFAIK the quest is for a spell. If I had to assume (which I hate to do) I would say it is for our 42 rez spell.

I have half the orbs. They seem to only drop off undead mobs as we have been doing the side with all the dog type guys and havent seen one.

Regardless of what spell it is, its a new spell (speculation) and it SHOULD take some work to get. You cant really argue with the slow drop rate. The orbs themselves are not soulbound.

But again, if it is for our 42 rez spell then it should be very difficult to get as it makes you a bit bigger assest in those "oh snap" situations.

Greco
03-28-2007, 02:19 AM
Unfortunately insane spawn rates are a result of having non-instanced dungeons. If they were any slower than said dungeons could never support more than one adventuring group.

This statement is nothing but pure BS.

If they added an extra 5 - 10 min on respawn on the mobs in a dungeon that takes 2+ hours to crawl through, how could this possibly stop more than one group being in there at a time?

Instancing would be the worse thing they could add to Vanguard.

Almod5
03-28-2007, 02:19 AM
I remember long ago Brad saying that there would be safe points in these huge dungeons where you could be safe and log and pick up the following evening. I know I know he said alotta things that did not come to fruition but thats besides the point it wouldnt ruin the dungeon if they added maybe 2 min more to the existing.

Yeah but those safe points were for extremely long/deep dungeons. The dungeons that would take 4-6 hours long. The dungeon a casual player couldn't finish in one single day. Thats what Brad meant, because i do remember him mentioning that a more avid/ player could finish in one sitting.

piknik2
03-28-2007, 02:55 AM
If they added an extra 5 - 10 min on respawn on the mobs in a dungeon that takes 2+ hours to crawl through, how could this possibly stop more than one group being in there at a time?

Instancing would be the worse thing they could add to Vanguard.

It would have little effect now as you said but it's still early after release; how many people are at this stage of the game? When many more reach this point and want to venture into dungeons such as these then it becomes an issue. I don't want instanced dungeons either, but my statement is certainly not BS. Dungeons either have to be very very large or have higher than would be expected spawn rates to support multiple groups adventuring.

Almod5
03-28-2007, 03:00 AM
I'm still hopeful that Sigil will implement AES(Advanced Encounter System) for dungeons eventually which should balance camping(nearly removing it) and the necessity for instances. Anybody hear any official word about it?

piknik2
03-28-2007, 03:16 AM
I'm still hopeful that Sigil will implement AES...

I doubt many have even heard of this; perhaps you could shed some light behind this cryptic acronym ;) How does it work?

Side-Show
03-28-2007, 03:39 AM
It would have little effect now as you said but it's still early after release; how many people are at this stage of the game? When many more reach this point and want to venture into dungeons such as these then it becomes an issue. I don't want instanced dungeons either, but my statement is certainly not BS. Dungeons either have to be very very large or have higher than would be expected spawn rates to support multiple groups adventuring.

yea thats kinda the problem, player population. if the dungeon had a few more groups in it, the respawn might not seem so bad, but would still be harsh enough to keep you on your toes. ehh.. i do think it still needs to be looked at though and adjusted a tad. as someone else metioned, its kinda hard to find a decent stopping point or rest spot. and its really hard to just plow, plow, plow, for hours on end without needing to take a break at some point.
i wont comment on the bats, heh, its just something you have to figure out how to deal with. 45 sec is a bit rough i agree, but you will find a way to deal with those guys if you try.
i guess its a touchy issue. it sucks being in a crowded dungeon with some group one or two rooms ahead of you, and you have nothing but empty rooms left for your group, so you end up having to just stop somewhere and wait for respawns. it also sucks to have some empty hall suddenly repop on you, or pop in some crazy order.
i think the respawn thing needs to be looked at overall, but im sure it will be awhile before they do. they are still at the , " just throw it in there" stage.

piknik2
03-28-2007, 03:43 AM
Agree with Side-Show; this is something that will most definately be evaluated in the future.

As far as there not being any real spots to stop or rest -- there are abilities like invisibility ( many classes can bestow this ) that can give your group time to relax. Though you're likely to get respawns as is the subject of this thread ;)

AsheMan
03-28-2007, 08:25 AM
Yeah but those safe points were for extremely long/deep dungeons. The dungeons that would take 4-6 hours long. The dungeon a casual player couldn't finish in one single day. Thats what Brad meant, because i do remember him mentioning that a more avid/ player could finish in one sitting.

Have you been to Nusibe? I'm going to guess not because you can easily go 4-6 hours without getting through the entire thing. It is a massive dungeon.

On Sunday my group spent 10 hours of pure dungeon crawling in Nusibe. On three occasions we had to find little corners or hallways to sit and recall at while one person stayed with invis clickies and the rest repaired. Then that person would call us back in and we'd fight the respawn while they went and repaired.

Benolan
03-28-2007, 08:32 AM
Did I touch a nerve?


You make a not-so-veiled insult and when they respond you act like it MUST be because you said something true... or.. it was because you were being a smartass... I'm voting the latter.

Sickpuppy
03-28-2007, 08:40 AM
Looks like they are one step ahead of you:

- Nusibe Necropolis – The Cleric/Paladin quests, Blessings of Vol Anari, have been fixed. NOTE: Players currently on the quest will need to abandon the quest. Also, players will need to delete the Mysterious Crystal and/or Crystal of Holy Blessings, and obtain a new one by re-entering the dungeon from the entrance.
- Nusibe Necropolis – Esprit Sparkles has been revamped. NOTE: Any Shaman currently on this quest will have to abandon it and start it again from the Dire Spirit.
- Nusibe Necropolis – Necromancers should keep an eye out for a quest-starting orb.
- Nusibe Necropolis – The Wrath and Spirit of Nusibe will now show face again, whereas before they never spawned.
- Nusibe Necropolis – Caress of the Dead no longer hits Clerics and Paladins. No really. This time it’s true!
- Nusibe Necropolis – The Sentinel of Nusibe will no longer assist other minions in the area.

Also, about the silence - sure it's harsh but it's not game breaking. The bats populate a very small area of the top of the dungeon and they are easily killable. IIRC the silence is AE, so the healers should be able to avoid getting hit by it. Failing that, if you really insist on killing the bats then you're probably better off getting a disciple as a healer due to their ability to heal when silenced. (or maybe a DK to tank?)

Melios
03-28-2007, 08:58 AM
Unfortunately insane spawn rates are a result of having non-instanced dungeons. If they were any slower than said dungeons could never support more than one adventuring group.


Uhh....I thought Nusibe Necropolis was supposed to a huge dungeon. In a small dungeon this is true, but the Necropolis?

Sickpuppy
03-28-2007, 09:03 AM
Uhh....I thought Nusibe Necropolis was supposed to a huge dungeon. In a small dungeon this is true, but the Necropolis?

Yes, Nusibe is huge. It will be able to support many, many groups even with the standard 10min respawn.

Vryce
03-28-2007, 09:48 AM
You make a not-so-veiled insult and when they respond you act like it MUST be because you said something true... or.. it was because you were being a smartass... I'm voting the latter.

Play-by-Play with color brought to you by Benolan!

Tiraslee
03-28-2007, 01:31 PM
Ok first of all spawn rates are way to fast like 3 to 5 min in a room with 8 to 10 mobs fast xp but terrible for progressing in the dungeon. Also we traveled up to the top after many deaths because of the quickrespawns to a bat area that silence you (now get this) for 45 seconds! You may as well give them death touch 45 seconds is pretty much insta death for all. We ended there of course having to suck up the debt and summon our tombstone and call it a night.

We had a full grp as well 2 tnks 2 healers and 2 DDs lvl 47 to 49 and as far as we traveled we saw no names at all except Treba the bat that we never made it to but could see before we wiped with the atrocious 45sec silence.

We were also doing the quests for cl shmn n necro which was a big dissapointment because they were broke. I am a necro and did all but the soul orbs only got 1 out of the 5 hours we were there and i need 10 so real bad droprate on those.

I love thegame however with all its bugginess and broken performance issues I still manage to squeeze out some pleasure. I am posting because You really need to look into the issues here I have mentioned I want the game to do well and to live up to the potential I see it becoming.
Ty in advance.

The necro quest slipped in last weeks patch incomplete. It is fixed and ready to go now as of this morning's patch. You "may" need to abandon it and start it again. You will not lose your orbs in doing so.

The respawn timers on the dungeon is being adjusted. I didn't want it to be too slow, but didn't want it to be too fast either. So the timer is being increased some. You'll know it's in when you see the changes in the patch notes. :D

Thanks for the feedback everyone!

AsheMan
03-28-2007, 02:05 PM
The necro quest slipped in last weeks patch incomplete. It is fixed and ready to go now as of this morning's patch. You "may" need to abandon it and start it again. You will not lose your orbs in doing so.

The respawn timers on the dungeon is being adjusted. I didn't want it to be too slow, but didn't want it to be too fast either. So the timer is being increased some. You'll know it's in when you see the changes in the patch notes. :D

Thanks for the feedback everyone!

Thanks for the reply! I'm glad the timers are being tweaked still. I really do enjoy this dungeon (though as someone mentioned a couple more safe spots in random areas would be nice for repair purposes). I really enjoy the triggered named. It's pretty startling to be going through a room and hear a loud hisssss behind you only to see a giant named snake barrelling down on you! Several of these encounters add a little spice.

I'm still trying to figure out some of the other puzzles you have in the dungeon and that's a good thing! I'm trying to wrap my mind around the ghost family and the room of named non-aggro ghosts (Wah, Keh, Bleh, Blah, etc :))

Dagga
03-28-2007, 02:38 PM
Tiraslee,

I posted a "thank you" thread when Nusibe was first released because I enjoyed the zone that much.

Yes, its difficult. Maybe add a few more safe spots and yes, the bats AE silence could use a downward tweaking, but leave the respawns alone. It's the hardest itemized area currently in the game (more difficult then Rahz, imo) - don't take the challenge away without something even more difficult to replace it.

Dagga Nabbit
50 Rogue - Shidreth
Blades of Wrath
www.vgbow.org

Xonth
03-28-2007, 02:57 PM
There is nothing to difficault about this area other then how big and repetative it is. We cleared through those bat without batting and eye. Soon as we saw the silence (which alot of bats do) we changed formation and cleared through as normal. Not every place can be a cake walk in this game.

I would however like to see more point to tis dungean then the few specail spots. I spent 5+ hours at one point and saw 1 named that drop somthin no one wanted.

Dagga
03-28-2007, 03:27 PM
There is nothing to difficault about this area other then how big and repetative it is. We cleared through those bat without batting and eye. Soon as we saw the silence (which alot of bats do) we changed formation and cleared through as normal. Not every place can be a cake walk in this game.

I would however like to see more point to tis dungean then the few specail spots. I spent 5+ hours at one point and saw 1 named that drop somthin no one wanted.


You're missing out. Keep exploring - there are lvl 50+ heroic drops that are >> rahz gear.

Dagga Nabbit
50 Rogue - Shidreth
Blades of Wrath
www.vgbow.org

Xonth
03-28-2007, 04:02 PM
O I know there is stuff in here but its just like finding a needle in a haystack. And that needle is made out of hay.

Vordox
03-28-2007, 05:48 PM
Tyvm for your reply Tiraslee. Looking forward to exploring there again soon.