A suggestion


AkuTenshiiZero

 

Posted

I have a suggestion.

NO LOADGANK SQUADS.

It's pretty simple, if the players can't get into the mission, they're not going to be able to PLAY it.

I don't know the name of the mission, it's villainside. You are supposed to go 15 years into the future (this after defeating Mynx and Synapse). We were unable to play the mission, because we were killed as we entered, over and over.

That's just stupid design. I'm sorry, I don't use that term often, but that's what it is. Is it not enough that we have to face foes 10-30 times more powerful than we are? Is it not enough that some of us are practically required to rely on other people to make us survivable? At least let us into the missions before you gank us.

That's all.


 

Posted

Have you tried resetting it to see if the spawns might've changed? Or dropping that single mission?



 

Posted

There used to be quite a lot of those redside. I remember getting clobbered quite a lot in the vestibules of warehouses during beta. Most of 'em got fixed. Looks like a few slipped through the cracks.


 

Posted

Definitely more than one of these out there redside. I feel your pain, dude, this has happened to me multiple times in the past.

If I die due to my own failings, I don't mind. If I die because the enemy caught me off guard or weakened, I don't mind. If an enemy is just too damn powerful...Well, something should probably be done but I'll figure out how to deal with it until then.

If I die because the enemy can see my character before I can, well eff you. I want no part of that. I run a medeocre PC, and average at least 3 minutes load time. That's more than enough time for me to get killed when there is literally nothing that I can do about it.


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

That particular mission has been safe at the entrance every time I have run it.

Of there are mobs close and basically all around, so maybe one of the people who zoned in first moved and drew the aggro ?



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Sorry to hear that.
On the other hand, I find missions in which you can NOT just park your character inside and be totally safe because everybody is standing statically at their spawn points and waiting for you very refreshing.
There are some missions where you get a Wailer ambush right upon entering red side*, and I enjoyed that and wish there was more like it, for that places are not supposed to be safe following the story.
Though if they are too close to the door people with really slow machines would need to apply a bit of timing upon entering. Or preloading of the mission before entering.

(*not sure if there are Wailers blue side too now, but following the rule that red side must never ever have anything that blue side doesnt, I guess so. )


 

Posted

If a spawn point is too close to the door, then the map is bugged, in my opinion.
I do not find it fun to have my loading screen replaced with "Oh, by the way, while you were loading we killed you and are camping your corpse so don't bother popping an awaken. And we'll be right here at the entrance to do it again if you try to use the hospital."


 

Posted

Sounds like the perfect situation for a power like Soul Transfer or even simply Revive.


 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
If a spawn point is too close to the door, then the map is bugged, in my opinion.
I do not find it fun to have my loading screen replaced with "Oh, by the way, while you were loading we killed you and are camping your corpse so don't bother popping an awaken. And we'll be right here at the entrance to do it again if you try to use the hospital."
While you were loading?
I severely doubt it's possible that anything can happen to you while loading the map.
It'd happen all the time then when you exit a mission into an outdoor zone.
Or use a teleporter and get unlucky and there's enemies where it pops you out.


 

Posted

Quote:
Originally Posted by BlueRaptor View Post
While you were loading?
I severely doubt it's possible that anything can happen to you while loading the map.
You doubt in vain. It's fully possible for a player character to have entered an instance or zone, as far as the server is concerned, long before the player can actually see anything but the loading screen. Ever been loading a zone and heard the ambient street sound effects start while all you had was the loading screen and progress bar? That's what just happened. Your character's standing there at the tram station (or wherever) for any other PC or NPC to see and interact with, but you, the player, don't know anything about it yet at the other end of the wire.

I had a character just the other day get murdered by zombies before the loading screen cleared. It didn't do anything to soften my attitude toward those godforsaken "events", I must say.


 

Posted

Quote:
Oh, give the "I'm such a wimp, my character is less powerful than toilet paper" nonsense a rest already, or just LEAVE.-B
From the anonymous negative comments on the reputation I have disabled... 9_9

The thread isn't about the weakness of some characters relative to the foes we face, despite your attempt to denigrate me and change the topic. It's about the existence of maps where you can't load in before you're defeated.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
From the anonymous negative comments on the reputation I have disabled... 9_9

The thread isn't about the weakness of some characters relative to the foes we face, despite your attempt to denigrate me and change the topic. It's about the existence of maps where you can't load in before you're defeated.
To be fair, the following quote is in your OP:

Quote:
Is it not enough that we have to face foes 10-30 times more powerful than we are? Is it not enough that some of us are practically required to rely on other people to make us survivable?
Frankly, I can see where they're coming from.


 

Posted

As a side note: What makes this worse is the fact that it only further murders your load time, since now the game is not only loading, it's calculating your butt getting kicked. A similar issue occurs when someone TPorts you as soon as they can, despite you not acctually "being there" (I encounter this issue alot with my Recall-happy partner...).

You know, this would be less of a problem if you simply remained in "loading limbo" until everything is finished. Why your character appears before it's complete is beyond me, but probably involves a complex bunch of technical mumbo-jumbo that I could never hope to understand...


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

Quote:
Originally Posted by Captain_Photon View Post
You doubt in vain. It's fully possible for a player character to have entered an instance or zone, as far as the server is concerned, long before the player can actually see anything but the loading screen. Ever been loading a zone and heard the ambient street sound effects start while all you had was the loading screen and progress bar? That's what just happened. Your character's standing there at the tram station (or wherever) for any other PC or NPC to see and interact with, but you, the player, don't know anything about it yet at the other end of the wire.

I had a character just the other day get murdered by zombies before the loading screen cleared. It didn't do anything to soften my attitude toward those godforsaken "events", I must say.
Whoa.
That is hard. Never happened to me, guess my system is pretty decent after all or I got very lucky.
That should of course never ever happen. Bad devs!

But then that is the problem, not attacks near the door, is it?

edit: On the other hand, whenever I enter a mission at the same time someone I know has a slow system does, they only arrived inside when they were done loading. Often for like half of a minute. I was standing alone there until they had finished, and when I then talked to them they right upon seeing them enter they immediately replied, so were clearly there and not loading any more.
So this bug cant be happening ALL the time. Or its new.


 

Posted

Quote:
Originally Posted by BlueRaptor View Post
While you were loading?
I severely doubt it's possible that anything can happen to you while loading the map.
It'd happen all the time then when you exit a mission into an outdoor zone.
I've noticed that when you exit a mission map, the spawn points near the exit seem to be automatically cleared of mobs. I noticed it first in PI, when I'd had to sneak into entrances close to high level spawns, but on the way out the same spawn points were empty.

I've always wondered what happens if you exit a map while another character is 'fixing' the nearby spawns by watching them, but I've never actually been curious enough to try it and find out.


Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
From the anonymous negative comments on the reputation I have disabled... 9_9

The thread isn't about the weakness of some characters relative to the foes we face, despite your attempt to denigrate me and change the topic. It's about the existence of maps where you can't load in before you're defeated.
Honestly?

I almost made that exact comment as a post here, though I didn't neg you for it.



 

Posted

Quote:
Originally Posted by BlueRaptor View Post
While you were loading?
I severely doubt it's possible that anything can happen to you while loading the map.
It'd happen all the time then when you exit a mission into an outdoor zone.
Or use a teleporter and get unlucky and there's enemies where it pops you out.
Oh it happens very rarely, but it has happened loading into certain Arachnos Lab maps, for example.


 

Posted

Quote:
Originally Posted by BlueRaptor View Post
Whoa.
That is hard. Never happened to me, guess my system is pretty decent after all or I got very lucky.
That should of course never ever happen. Bad devs!

But then that is the problem, not attacks near the door, is it?

edit: On the other hand, whenever I enter a mission at the same time someone I know has a slow system does, they only arrived inside when they were done loading. Often for like half of a minute. I was standing alone there until they had finished, and when I then talked to them they right upon seeing them enter they immediately replied, so were clearly there and not loading any more.
So this bug cant be happening ALL the time. Or its new.
Been happening regularly on certain maps since COV came into existence. Not new.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

In the particular mission you are discussing, there are many groups of enemies surrounding the entrance. However, they are all slightly outside of aggro range.

There is a problem with entrances like the one to that mission, though. As people enter, they appear in the same spot. The game has some automatic routines to spread out entities that are right on top of each other, but these routines have a bug where two entities can both be shifted in the same direction repeatedly, so that they slide in one direction instead of separating. With a long load and a lot of bad luck, I can see this effect leading to the player characters sliding into aggro range.

On the bright side, MM pets now zone with them - so if you are having problems of this sort, one workaround would be to play or team up with a MM. Their pets are usually capable of taking on at least a few enemies without supervision.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
In the particular mission you are discussing, there are many groups of enemies surrounding the entrance. However, they are all slightly outside of aggro range.

There is a problem with entrances like the one to that mission, though. As people enter, they appear in the same spot. The game has some automatic routines to spread out entities that are right on top of each other, but these routines have a bug where two entities can both be shifted in the same direction repeatedly, so that they slide in one direction instead of separating. With a long load and a lot of bad luck, I can see this effect leading to the player characters sliding into aggro range.

On the bright side, MM pets now zone with them - so if you are having problems of this sort, one workaround would be to play or team up with a MM. Their pets are usually capable of taking on at least a few enemies without supervision.
Or just pop a load of purples unless you load VERY slowly.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

I tried several times. The first time, I had a full complement of pets out. The second time I had PFF turned on. Both times I was dead before I had anything on my screen to look at. It's bad design.

As are the ridiculously powerful foes. This is what I refer to when I speak of foes being more powerful than we are. They typically do many times more damage and have many, many times more health. I'm not even referring only to AVs and EBs. There are many Bosses and Lts. that do far more damage than some characters. It's lazy, bad design. They can't make a foe challenging by virtue of a good scenario, balanced powers and cunning AI, so they just make a big stack of overpoweredness and call it a day.


 

Posted

Quote:
Originally Posted by BlueRaptor View Post
So this bug cant be happening ALL the time. Or its new.
It's not a bug, it's an unfortunate interaction of the way the loading mechanism works and the fact that some missions have patrols, who occasionally just happen to be near the entrance when players start arriving. There aren't mob spawn points placed too close to the entrance, I don't think, but patrols' routes sometimes take them through the vestibule. Bad design, not bad code.


 

Posted

Quote:
Originally Posted by Ultimo_ View Post
I tried several times. The first time, I had a full complement of pets out. The second time I had PFF turned on. Both times I was dead before I had anything on my screen to look at. It's bad design.

As are the ridiculously powerful foes. This is what I refer to when I speak of foes being more powerful than we are. They typically do many times more damage and have many, many times more health. I'm not even referring only to AVs and EBs. There are many Bosses and Lts. that do far more damage than some characters. It's lazy, bad design. They can't make a foe challenging by virtue of a good scenario, balanced powers and cunning AI, so they just make a big stack of overpoweredness and call it a day.
It seems you have more axes to grind than the loading issue. I won't bother to argue with your contention that the foes are ridiculously powerful except to say that their statistical superiority is, as you note, to compensate for their idiocy - which means that it doesn't reflect well on you that you can't seem to out-think them.*

Here are some potential solutions to your immediate problem.
- Lower your difficulty. It would take a *lot* of spawns of -1/x0 enemies to chew through PFF.
- Reset the mission, returning the aggroed enemies to their spawn points.
- Don't summon pets before entering, as they may be aggroing enemies before you load, and they don't seem to be able to handle it.
- Purchase a stealth temp power and activate it before entering.
- If your load is less than a minute long, use several orange or purple inspirations.

If the map were actually set up so that it is not possible to enter without automatically aggroing multiple spawns, that would be a bug or design issue. Having run that map several times, the latest quite recently, I'm pretty sure this is not the case.

* Of course I would prefer encounters with a good scenario, balanced powers, and cunning AI. The problem is that not only are those more difficult to create than you seem to think, and not only would their creation take away developer time from the many other things required to create a sellable game, but I'm not even sure you'd actually like that. If enemies weren't so dumb as to have manageable aggro, herdable pathing behavior, limited perception, and random use of their powers, and instead prowled around maps looking for enemies, called for backup, applied focused fire to support characters from ambush positions... well, it'd be an interesting game, to be sure, but a very different one, and one in which I doubt you'd feel anything close to super-powerful.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by Ultimo_ View Post
I tried several times. The first time, I had a full complement of pets out.
That may well have been a contributing factor. The Pets could well have started attacking before you zoned in.

The particular misison in question is a very small and densly populated map. Zoning in with stealth (invis is even better) running and no pets out is the best approach.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Captain_Photon View Post
It's not a bug, it's an unfortunate interaction of the way the loading mechanism works and the fact that some missions have patrols, who occasionally just happen to be near the entrance when players start arriving. There aren't mob spawn points placed too close to the entrance, I don't think, but patrols' routes sometimes take them through the vestibule. Bad design, not bad code.
I really dont think the world reacting on your character before you have finished loading is "working as intended".
That would be a really really stupid bad design.

Either way that should be fixed for good, not just clumsily worked around everywhere it can be harmful.