Dear Devs: Which one of you decided...


Arcanaville

 

Posted

that Monster Island was a good place for a mission door?

It's one thing to have to run across Peregrine Island to stop the CoT from controlling the Powers. It's quite another thing to have your mission door guarded by a Quarry and a Thorn...



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Posted

I totally sympathize with your problems however, having never seen this before (and never having had it happen to me), I had to laugh when I read it.

"Oh, you have got to be [ahem]-ing kidding me..."


 

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The CoT like their privacy. They figured a giant living crystal and a giant living plant standing outside their base was the perfect defense.



They forgot the implications for when they wanted to leave, though...


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Posted

Quote:
Originally Posted by SpaceNut View Post
that Monster Island was a good place for a mission door?
Probably the same dev that didn't think through carefully the logical consequences of putting a decorative door at the back of the natural store in steel canyon.


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Posted

The save dev that made it possible to be in one corner of Indy Port and get a mission in the opposite corner?

In all seriousness, it seems that there's a pool of doors that can be used for any mission, at random, in each zone. It's possible that some of them could use removing from that pool.


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Posted

Probably the same dev who decided that right beside Imperial City's trainer is a good spot to place a present.


 

Posted

Quote:
Originally Posted by Signpost View Post
Probably the same dev who decided that right beside Imperial City's trainer is a good spot to place a present.
A thousand times over.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Probably the same dev that didn't think through carefully the logical consequences of putting a decorative door at the back of the natural store in steel canyon.
The "Shop" next door also leads to the Natural store unless they fixed it.


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Posted

Quote:
Originally Posted by Patteroast View Post
The save dev that made it possible to be in one corner of Indy Port and get a mission in the opposite corner?
You just do what any smart commuter would: Hop on the train to Brickstown, exit back into IP, and whalah: You're significantly closer in a faction of the time. Or, if it's the other way around, exit to Bricks, take the train back to IP, and boom: You're a few hundred yards away from Statesman.


 

Posted

Quote:
Originally Posted by Patteroast View Post
The save dev that made it possible to be in one corner of Indy Port and get a mission in the opposite corner?

In all seriousness, it seems that there's a pool of doors that can be used for any mission, at random, in each zone. It's possible that some of them could use removing from that pool.
I don't see why the door mentioned in the OP should need removal. You go in, run past the giant monsters, and click the door


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Posted

Doors aren't supposed to be spawning there. War Witch, before she was Lead Dev, and IIRC, even before Positron held that position, attempted to remove all doors on both MI and the PI version, though a few missed the pass that was patched to Live. She made another pass, and all seemed well for awhile.

Now, they're back again. Get in touch with one of the Arbiters here about it, and they'll direct you to the person currently in charge of fixing it, or will pass it on to that person.




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Posted

The same Dev that decided a contact should give no missions in their own zone, but rather put the doors completely across town?



 

Posted

Quote:
Originally Posted by Blood_Beret View Post
The "Shop" next door also leads to the Natural store unless they fixed it.
But the door at the back of the Natural store has an especially nasty gotcha associated with it.


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Posted

Quote:
Originally Posted by SpaceNut View Post
that Monster Island was a good place for a mission door?

It's one thing to have to run across Peregrine Island to stop the CoT from controlling the Powers. It's quite another thing to have your mission door guarded by a Quarry and a Thorn...
Thorn Caster: Shut the door! SHUT THE DOOR!
Thorn Wielder: But why?
*Cue "King Kong" moment as big rocky hand shoots through the door, grabs the Thorn Wielder, and drags them, screaming, outside to a horrific end.*
Thorn Caster: THAT'S why you dummy! *SLAM!*



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Posted

Or probably the same one who keeps sending me to paper missions inside the Architect building. But I thought it wasn't real?


Quote:
Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by Samuel_Tow View Post
Or probably the same one who keeps sending me to paper missions inside the Architect building. But I thought it wasn't real?
One of the NPC Architect patrons mentions the rumor that it isn't a simulation at all but a doorway to dimensions of infinite possibilities.


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Posted

Quote:
Originally Posted by BrandX View Post
I don't see why the door mentioned in the OP should need removal. You go in, run past the giant monsters, and click the door
That makes total since.... and you might even make it... But when you exit the mission you can go straight to the Hosiptal, Saves you lots of travel time.



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Posted

Quote:
Originally Posted by Arcanaville View Post
But the door at the back of the Natural store has an especially nasty gotcha associated with it.
Stop taunting us. Say what it is ...


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Posted

Are you talking about the little invisible wall surrounding the door in the back of the store? You can get through it rather easily with fly by turning it on and off really fast while running into the barrier. (Toggling from fly to hover and back works even better.) It is rather odd and entirely buggy, and it's been that way since I remember.


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Posted

Quote:
Originally Posted by Patteroast View Post
Are you talking about the little invisible wall surrounding the door in the back of the store? You can get through it rather easily with fly by turning it on and off really fast while running into the barrier. (Toggling from fly to hover and back works even better.) It is rather odd and entirely buggy, and it's been that way since I remember.
That doesn't always work for me.

And the problem with that door has to do with logout logic. If you happen to be standing at or near the Natural store NPC at the back and decide to log out, on login the game will do what it always does: if you are near a door when you logged out, it will instead of logging you back in at that spot it will perform an animation that has you exiting the nearest door. The problem is that in this specific case, that will place you coming out of that back door and entering the store behind the counter. The counter, as Patteroast mentions, has an invisible force field around it. A new player that does this, which isn't a completely unlikely thing to do, will find themselves stuck in a box they cannot get out of without something like a zone teleporter (Ouro, Pocket D, mission teleporter, market porter, etc). Or, there are supposedly tricks you can use to jump out of it, like Patteroast mentions, but they do not seem to consistently work for me. And because I sell at that store a lot, I still find myself occasionally slipping up and logging out at that spot and then having to port out of it the next time I log in.


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Posted

Quote:
Originally Posted by Arcanaville View Post
That doesn't always work for me.

And the problem with that door has to do with logout logic. If you happen to be standing at or near the Natural store NPC at the back and decide to log out, on login the game will do what it always does: if you are near a door when you logged out, it will instead of logging you back in at that spot it will perform an animation that has you exiting the nearest door. The problem is that in this specific case, that will place you coming out of that back door and entering the store behind the counter. The counter, as Patteroast mentions, has an invisible force field around it. A new player that does this, which isn't a completely unlikely thing to do, will find themselves stuck in a box they cannot get out of without something like a zone teleporter (Ouro, Pocket D, mission teleporter, market porter, etc). Or, there are supposedly tricks you can use to jump out of it, like Patteroast mentions, but they do not seem to consistently work for me. And because I sell at that store a lot, I still find myself occasionally slipping up and logging out at that spot and then having to port out of it the next time I log in.
Use the /stuck command; that's what I use. It shunts me onto the otherside of the barrier each time.


 

Posted

Quote:
Originally Posted by Major Deej View Post
Use the /stuck command; that's what I use. It shunts me onto the otherside of the barrier each time.
That also doesn't always work for me.


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I went into the store in question earlier to check this out, and ... I encountered no invisible wall?

Did this maybe get silently changed at some point?


Quote:
Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by Void_Huntress View Post
I went into the store in question earlier to check this out, and ... I encountered no invisible wall?

Did this maybe get silently changed at some point?

Did you stand next to the vendor at the back of the store that is next to the counter, log out, and then log back in? You should see yourself not back where you logged out, but entering the door at the back of the store, which puts you behind the counter.

I just tested this on test, and /stuck did in fact knock me out of there. In fact, it didn't just put me on the other side of the barrier, it warped me to the far side of the store near the entrance. I don't recall that working for me the last time I tried /stuck, but that was a long time ago: whenever I found myself back there more recently (as in: the last few years), I would just teleport out. Maybe /stuck started working after I had given up on it.


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