03-28-2007, 12:26 AM
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#1
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Join Date: Jun 2006
Posts: 562
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Nusibe Necropolis what gives devs?
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.
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__________________
Vordox
"A Wise man can play the part of a Fool,
But a Fool can not play the part of a Wiseman."
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03-28-2007, 12:31 AM
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#2
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Join Date: Feb 2007
Posts: 154
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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.
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03-28-2007, 12:47 AM
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#3
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Join Date: Jun 2006
Posts: 562
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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.
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__________________
Vordox
"A Wise man can play the part of a Fool,
But a Fool can not play the part of a Wiseman."
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03-28-2007, 12:51 AM
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#4
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Join Date: Feb 2007
Posts: 223
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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
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03-28-2007, 01:03 AM
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#5
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Join Date: Jan 2007
Posts: 4,412
Server: Hilsbury
Name: Skinner
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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.
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__________________
Skinner - *Retired* 50 Cleric of Hilsbury
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03-28-2007, 01:09 AM
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#6
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Join Date: Jan 2007
Posts: 1,197
Server: Shidreth
Name: Apathio
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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?
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__________________
I am sig.
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03-28-2007, 01:12 AM
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#7
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Join Date: Jun 2006
Posts: 562
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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
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__________________
Vordox
"A Wise man can play the part of a Fool,
But a Fool can not play the part of a Wiseman."
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03-28-2007, 01:18 AM
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#8
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Join Date: Jun 2006
Posts: 562
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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.
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__________________
Vordox
"A Wise man can play the part of a Fool,
But a Fool can not play the part of a Wiseman."
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03-28-2007, 02:11 AM
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#9
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Join Date: Jan 2007
Posts: 1,197
Server: Shidreth
Name: Apathio
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Quote:
Originally Posted by Vordox
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.
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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.
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__________________
I am sig.
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03-28-2007, 02:16 AM
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#10
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Join Date: Jan 2007
Posts: 29
Name: Polkadots
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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.
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__________________
Necromancer of Element
What do you mean use more dots? Last time I did that I lost 50 DKP.
www.elementguild.org
Last edited by Polkadots : 03-28-2007 at 02:24 AM.
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03-28-2007, 02:19 AM
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#11
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Join Date: Mar 2007
Posts: 39
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Quote:
Originally Posted by piknik2
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.
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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.
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Last edited by Greco : 03-28-2007 at 02:22 AM.
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03-28-2007, 02:19 AM
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#12
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Join Date: Dec 2005
Posts: 77
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Quote:
Originally Posted by Vordox
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.
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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.
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__________________
"At the store, they have one-hundred-percent recycled toilet paper," Marla says. "The worst job in the whole world must be recycling toilet paper." - Fight Club book.
"About my boss, Tyler tells me, if I'm really angry, I should go to the post office and fill out a change-of-address card and have all his mail forwarded to Rugby, North Dakota." - Fight Club book.
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03-28-2007, 02:55 AM
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#13
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Join Date: Feb 2007
Posts: 154
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Quote:
Originally Posted by Greco
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.
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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.
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03-28-2007, 03:00 AM
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#14
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Join Date: Dec 2005
Posts: 77
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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?
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__________________
"At the store, they have one-hundred-percent recycled toilet paper," Marla says. "The worst job in the whole world must be recycling toilet paper." - Fight Club book.
"About my boss, Tyler tells me, if I'm really angry, I should go to the post office and fill out a change-of-address card and have all his mail forwarded to Rugby, North Dakota." - Fight Club book.
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03-28-2007, 03:16 AM
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#15
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Join Date: Feb 2007
Posts: 154
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Quote:
Originally Posted by Almod5
I'm still hopeful that Sigil will implement AES...
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I doubt many have even heard of this; perhaps you could shed some light behind this cryptic acronym  How does it work?
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03-28-2007, 03:39 AM
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#16
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Join Date: Dec 2006
Posts: 62
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Quote:
Originally Posted by piknik2
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.
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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.
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Last edited by Side-Show : 03-28-2007 at 03:41 AM.
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03-28-2007, 03:43 AM
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#17
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Join Date: Feb 2007
Posts: 154
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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 
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03-28-2007, 08:25 AM
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#18
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Join Date: Jan 2007
Posts: 4,412
Server: Hilsbury
Name: Skinner
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Quote:
Originally Posted by Almod5
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.
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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.
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__________________
Skinner - *Retired* 50 Cleric of Hilsbury
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03-28-2007, 08:32 AM
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#19
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Join Date: Feb 2007
Posts: 179
Server: Woefeather
Name: Benaroar
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Quote:
Originally Posted by Vryce
Did I touch a nerve?
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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.
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03-28-2007, 08:40 AM
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#20
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Join Date: Jan 2007
Posts: 426
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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?)
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