View Full Version : [BUGS] Poet's Palace Layout Issues
Cyliena
05-28-2012, 11:58 AM
<p><strong>[[Poet's Palace Layout]] - BUGS</strong>These issues are severely limiting to builders and if this layout had been tested when GU63 was <em>(like testers <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=517228" target="_blank">requested</a>)</em>, they probably could've been prevented. Just saying. Negativity aside, here are the facts. If you want me to run you through the actual problem spots I'd be happy to.1. <strong>If you die running this layout you will respawn where the default entrance is</strong>, even if you moved that default entrance elsewhere.</p><p>2. <strong>No NPCs</strong> placed on first stairwell down from the default entrance room (between -37, 314, -115 and -69, -298, -85 and including the landing between) are affected by any effect objects.</p><p>3. Any effect objects placed on ground level in the second room (located at -79, 297, -55, also includes the small step-down landing) <strong>do NOT affect</strong> any NPCs.</p><p>4. Effect objects placed on the higher ledge in the second room <strong>only affect</strong> NPCs placed on the ledge.</p><p>5. All effect objects placed in the three western rooms (west center of map) <strong>functioned correctly</strong> (but there were no ledges to confuse it in these rooms).</p><p>6. Any effect objects placed on the ground level as well as on the upper bridge in the grass room <strong>did NOT affect</strong> any NPCs.</p><p>7. <strong>No NPCs</strong> placed on the stairwell between the second room and the grass room (located from -69, 298, -24 through -38, 306, -23 and including the landing between) are affected by any effect objects.</p><p>8. Just like the second room, any effect objects placed on the higher ledge in the grass room <strong>only affect NPCs placed on the ledge</strong>.</p><p>9. Effect objects placed in the hallway at -66, 327, 58 <strong>do NOT affect</strong> anything.</p><p>10. An effect object placed on the landing at -85, 321, 65 did the following:... it <strong>did NOT affect</strong> any bridge NPCs nor the NPC I had in the hallway at -63, 327, 56 (tried moving this guy around that hallway and no dice anywhere). It <strong>stopped affecting</strong> the stairs up to the upper landing beginning at -79, -324, 63; the dead area fully continues to -55, 327, 50 on the upper landing and over the entirety of the bridge.... it <strong>DID affect</strong> the NPC I had placed on the same landing as the effect object anywhere I moved it.... it <strong>DID affect</strong> an NPC I moved around between -88, 321, 60 and -75, 314, 58. As soon as I moved that NPC to -75, 314, 58, it stopped affecting it. I believe this spot may be directly underneath the dead effect hallway above this area.... same room, another NPC on the far side <strong>was affected</strong> by the object between -71, 314, 64 and straight SW to the wall. The <strong>E-SE wall was a dead area</strong> in this room (falls underneath the "dead area", above).... same room, same NPC as just mentioned, <strong>the "dead area" between the SW wall and him begins</strong> at -72, 314, 64. It seems that <strong>the dead area here is between</strong> -75, 314, 58 and -72, 314, 64.... it <strong>did NOT affect</strong> any NPCs in the hallway back out to the grassy area until you hit the doorway, then it got weird. An NPC I had at 55, 314, 50 <strong>was NOT affected</strong>. Any NPC between -55, 314, 51 and -54, 314, 52 <strong>ARE affected</strong>.</p><p>11. There's <strong>an invisible object on the stairs</strong> just west of -34, 305, -54. With 40% run speed I blast over it, but as soon as I turn on walk (or if you run one of these dungeons with an avatar) you notice it. This makes the stairs difficult to traverse.</p><p>12. NPC flavor text <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=518736#5760012" target="_blank">has been reported</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=518774#5760001" target="_blank">by some others</a> as <strong>NOT working</strong> at all in this layout. I've only set it on a few mobs so far but I have yet to see it trigger in my test runs as well. (edit: confirmed from me as well, I finally set many mobs with flavor text and absolutely none of it ever displayed)</p><p>13. <cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>There is actually a broken spot in the left part of the dungeon too, in the circular hole to the westernmost part of the westernmost room where the effect objects doesn't work either.My entire dungeon is basically going to be ruined if they don't fix this...</p><p>(edit: loc is at <span >52, 305, -55)</span></p></blockquote><p>14. While playing a fighter avatar, AoEing on the bottom level of the building in the grassy area will pull the second and third levels down to you. Prehaps fighter AoE radius is the issue, or maybe verticle detection for AoEs in this layout needs improved.</p><p>In case there's any confusion as to the scope of this, here's my estimation of how much is considered to be a "dead zone" to effect objects being functional. There's no seperate map of the upper level in the southern room, but the higher indoor hallway that's bugged as well as the bridge do span completely over the red area in the map.</p><p><img src="http://eq2.zam.com/Im/Image/218831.png" /></p><p>This one isn't Poet's Palace related, but the power costs on 3 out of the 4 Erollisian Mage avatar abilities are completely out of wack, consuming 60-80% of your total power. It was not like this originally and the change is terrible. I haven't checked the other three Erollisi Day ones but I have a sinking feeling that someone tinkered badly with them. The mage one is definitely undesirable now. <strong>EDIT</strong>: <em><strong>All of the Erollisi Day activators have this issue. Comparing my avatars, it appears that the E-Day ones had their power costs changed to match the newer-styled avatars that build power. However, these avatars do NOT build power, so please fix their ability power costs so they're usable again!</strong></em></p><p>Also not Poet's Palace related, but there's a <strong>severe issue</strong> with several older layouts where <strong><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=517839" target="_blank">avatars respawn into darkness</a>, making it impossible to complete the dungeon</strong>. Please fix it ASAP as it discourages people from running dungeons!</p>
Cyliena
05-28-2012, 12:46 PM
<p>Added a map to the OP... it honestly looks like half or a bit more than half of the dungeon does not get affected by effect objects. Really hoping this can be fixed before the PP contest deadline.</p>
msgnomer
05-28-2012, 01:56 PM
<p>Interesting - the dungeon respawn issue was taken off the list of top known issues. Guess I'll have to go test and see if it was fixed or not. I don't remember anything in patch notes.</p>
Cyliena
05-28-2012, 02:20 PM
<p><cite>msgnomer wrote:</cite></p><blockquote><p>Interesting - the dungeon respawn issue was taken off the list of top known issues. Guess I'll have to go test and see if it was fixed or not. I don't remember anything in patch notes.</p></blockquote><p>Me neither. I tested the respawn on Friday and it definitely took me to where the default entrance was, so I resigned myself to moving the entrance back there (I was trying to reverse the entrance/exit).</p>
Ahlana
05-28-2012, 03:44 PM
<p>It also seems Magic Mouth items and Flavor Text are not working (at least for me)</p>
Pixiewrath
05-29-2012, 10:04 AM
<p>There is actually a broken spot in the left part of the dungeon too, in the circular hole to the westernmost part of the westernmost room where the effect objects doesn't work either.My entire dungeon is basically going to be ruined if they don't fix this...</p>
msgnomer
05-29-2012, 12:00 PM
<p>This dungeon is broken in so many ways. One bright point is that I actually like the idea of effects objects only affecting the uppler level in that second room. That's a huge area to apply the same affect to everything. </p><p>However, I'd give that advantage up to have the rest of the issues with this dungoen fixed. For that matter, I'd most appreciate having the rest of the dungeons fixed too. They worked better when the feature was first released. Around the time of GU63 stuff really started breaking.</p><p>It feels like Dungeon Maker has no support. Were the problems introduced around GU63 so severe that DM will either be permanently broken or scrapped? I really don't want to invest more time in a feature that will be left to rot or limp along broken. I had imagined that the released version was just the beginning of a feature set, not the best it was going to ever be.</p><p>I'm one discouraged DM fan at the moment.</p>
Pixiewrath
05-29-2012, 12:33 PM
<p>They could fix this by removing that stupid box placement system and add the stats to each mob individually.Add a "stats" button and let us apply tier up/down and other effect objects individually to each mob instead of what we have now. The box system is horrible. Sure, it might be quicker on groups of mobs, but it's very limiting.Especially since we have the 4-5 limit to each effect object.We should have those unlimited and available in a menu instead. Then the dungeon doesn't have to track each fraction of a dungeon and what mobs are within that area and stuff.Keeping control in detail worked in Hammer. It would work in this too.And it would discourage people from creating token runs as it would be a very boring and long process as well to tailor 100 mobs in each room.That being said, one should be able to copy stats from a mob and apply to another one to no have to do it over and over again when making dungeons.This "box effect" idea was bad already from the start. It's creating bugs and hinders creativity.</p>
Lempo
05-29-2012, 02:15 PM
<p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote>This "box effect" <strong>idea was bad already from the start</strong>. It's creating bugs and hinders creativity.</blockquote><p>Yes, yes it was.</p>
Pixiewrath
05-29-2012, 05:59 PM
<p>Test-ran my dungeon now and I can confirm these things.Effect objects don't work at all in the southern and eastern rooms and corridors between them.Also won't work in the circular hole in the westernmost part of the map.Dying takes you to the default entrance instead of dungeon maker entrance portal.Dialogues doesn't work at all. 0 % of mine triggered.How can we compete in this when it's not doable?</p>
Cyliena
05-29-2012, 06:12 PM
<p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>Also won't work in the circular hole in the westernmost part of the map.</p></blockquote><p>Do you have a /loc for where it isn't working there?</p><p>I'm editing and adding to the OP as more issues are discovered.</p>
Aerinn
05-29-2012, 08:26 PM
<p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>They could fix this by removing that stupid box placement system and add the stats to each mob individually.</p></blockquote><p>I often wondered why, from day 1, that they didn't use a "property" system much like you suggest. It'd be a lot more familiar to most, and they could add/remove properties pretty easily based on what people have purchased, quantity already in zone, etc. Copying mobs would even be easier, since the properties would be copied, and you'd know EXACTLY what mobs are linked or affected by the boxes (e.g. if you want an encounter with 1 ^^^ and 4 vvv, it'd be easy and exact).</p><p>Grouping could be as simple as 'tagging' mobs together. Tagging should be familiar to most people these days (I'd hope). i.e. All mobs tagged as "group 1" will be an encounter, "group 2" is a different encounter, etc. You could do some interesting grouping like in the labs (SF) where 3 encounters are inter-mingled...resulting in pulling everything if you just run in zinging arrows around.</p><p>My $0.02</p><p><strong>Q: I've often wondered...is there any place where dev's and players can discuss suggestions for things like this...or is it just in threads like here where it's sure to be buried, overlooked, ignored or forgotten?</strong></p>
Lyndro-EQ2
05-30-2012, 01:19 PM
<p>Hey folks, sorry about the Poet's bugs. We got most the ones listed above, along with a few others, resolved (We'll keep poking at the rest). They weren't wrapped up in time for the hotfix, but they should be in for the next.</p><p>The suggestion to let you tune individual monsters is an interesting one, it would require pretty large changes to some of the root systems of dungeon maker, and changes like that would break all of the existing published dungeons. There are lots of reasons why decisions like that get made initially, some of them are technical, some of them are touchy-feely "game design" decisions.</p>
Cyliena
05-30-2012, 01:33 PM
<p><cite>Lyndro-EQ2 wrote:</cite></p><blockquote><p>Hey folks, sorry about the Poet's bugs. We got all the ones listed above, along with a few others, resolved. They weren't wrapped up in time for the hotfix, but they should be in for the next.</p></blockquote><p>Thanks. I hope you guys also had the time to <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=517839" target="_blank">resolve the issues regarding</a> respawning at default entrance location and/or in complete darkness that's affecting other layouts?</p>
thepriz
05-30-2012, 03:32 PM
<p>Thanks Lyndro-EQ2 for the update. I look forward to adventuring through the player made dungeons again. I really hope you all expand the functionality of Dungeon Maker. I think it is a good start. I know that it may be some work to do the suggested tunning of Individual Monsters but it would be a better way of doing it I think. We definitely need a way to create a group encounter especially when you are able to adventure through the dungeons with your own character. Many Combat Arts/Spells are tied to group encounters and if they only hit a single mob each time will severly limit our abilities.</p><p>Again, I really would like to see more tools to make cooler dungeons.</p><p>Thanks,</p><p>Deran Castillian</p><p>Everfrost Server</p><p><cite>Lyndro-EQ2 wrote:</cite></p><blockquote><p>Hey folks, sorry about the Poet's bugs. We got most the ones listed above, along with a few others, resolved (We'll keep poking at the rest). They weren't wrapped up in time for the hotfix, but they should be in for the next.</p><p>The suggestion to let you tune individual monsters is an interesting one, it would require pretty large changes to some of the root systems of dungeon maker, and changes like that would break all of the existing published dungeons. There are lots of reasons why decisions like that get made initially, some of them are technical, some of them are touchy-feely "game design" decisions.</p></blockquote>
Pixiewrath
05-30-2012, 06:15 PM
<p><cite>Lyndro-EQ2 wrote:</cite></p><blockquote>The suggestion to let you tune individual monsters is an interesting one, it would require pretty large changes to some of the root systems of dungeon maker, and changes like that would break all of the existing published dungeons. There are lots of reasons why decisions like that get made initially, some of them are technical, some of them are touchy-feely "game design" decisions.</blockquote><p>I personally wouldn't mind re-designing each mob in my dungeons. If this was implemented (and without limits to which mob can use what effect) I could actually turn boss mobs into boss mobs (Tier up them). Now I can only do this on 4 of them and only in rooms where effect objects aren't bugged.Assigning this individually would let the devs care about other things than spotting bugged spots where effect objects don't work.As long as the <strong>dungeon ratings aren't lost, and the <span style="text-decoration: underline;">flavor texts aren't removed</span></strong>, I wouldn't mind re-attuning the stats on each mob. It would open up an entire new world to me.Another thing that would be neat is if we could put up invisible objects that block mobs' view. Like normal walls. And fixing it so that stationary mobs stay on top of furniture. Now it only works somewhat if they are walking, not stationary. And the ability to tilt objects...That was a side note.I would be glad to assign each stat individually anyway. Even if it meant redoing some stats on mobs in older dungeons.I assume the box system was put into place to allow non-experienced people to do stuff without flipping through menues, but honestly, it causes more pain than it does advantages, and the people that aren't interested in learning the dungeon maker tool won't use the box system in a good way anyway.Either one learns how to use a tool, or not. The more flexible the better.</p>
Pixiewrath
05-30-2012, 06:34 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>Also won't work in the circular hole in the westernmost part of the map.</p></blockquote><p>Do you have a /loc for where it isn't working there?</p><p>I'm editing and adding to the OP as more issues are discovered.</p></blockquote><p>52, 305, -55</p>
SOE-Brasse
05-30-2012, 07:06 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Lyndro-EQ2 wrote:</cite></p><blockquote><p>Hey folks, sorry about the Poet's bugs. We got all the ones listed above, along with a few others, resolved. They weren't wrapped up in time for the hotfix, but they should be in for the next.</p></blockquote><p>Thanks. I hope you guys also had the time to <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=517839" target="_blank">resolve the issues regarding</a> respawning at default entrance location and/or in complete darkness that's affecting other layouts?</p></blockquote><p>As Lyndro notes, "(We'll keep poking at the rest). They weren't wrapped up in time for the hotfix, but they should be in for the next."</p><p>We are going to extend the challenge to June 10th as well. =)</p><p>Thank you again for the terrific info!</p><p>;-)#</p>
msgnomer
05-30-2012, 07:52 PM
<p><cite>SOE-Brasse wrote:</cite></p><blockquote><p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Lyndro-EQ2 wrote:</cite></p><blockquote><p>Hey folks, sorry about the Poet's bugs. We got all the ones listed above, along with a few others, resolved. They weren't wrapped up in time for the hotfix, but they should be in for the next.</p></blockquote><p>Thanks. I hope you guys also had the time to <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=517839" target="_blank">resolve the issues regarding</a> respawning at default entrance location and/or in complete darkness that's affecting other layouts?</p></blockquote><p>As Lyndro notes, "(We'll keep poking at the rest). They weren't wrapped up in time for the hotfix, but they should be in for the next."</p><p>We are going to extend the challenge to June 10th as well. =)</p><p>Thank you again for the terrific info!</p><p><img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />#</p></blockquote><p>IT's a little circuitous, but it sounds like it might refer to the older dungeon maker bugs....I hope so!</p>
Cyliena
05-30-2012, 08:04 PM
<p><cite>msgnomer wrote:</cite></p><blockquote><p><cite>SOE-Brasse wrote:</cite></p><blockquote><p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Lyndro-EQ2 wrote:</cite></p><blockquote><p>Hey folks, sorry about the Poet's bugs. We got all the ones listed above, along with a few others, resolved. They weren't wrapped up in time for the hotfix, but they should be in for the next.</p></blockquote><p>Thanks. I hope you guys also had the time to <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=517839" target="_blank">resolve the issues regarding</a> respawning at default entrance location and/or in complete darkness that's affecting other layouts?</p></blockquote><p>As Lyndro notes, "(We'll keep poking at the rest). They weren't wrapped up in time for the hotfix, but they should be in for the next."</p><p>We are going to extend the challenge to June 10th as well. =)</p><p>Thank you again for the terrific info!</p><p><img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" />#</p></blockquote><p>IT's a little circuitous, but it sounds like it might refer to the older dungeon maker bugs....I hope so!</p></blockquote><p>Yeah.. I assumed Lyndro meant PP layout bugs they hadn't fixed yet, but maybe it is referring to older layout bugs as well. Hopefully so. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Katttara
05-31-2012, 09:23 AM
<p>This is not "technically" a bug...but its a huge handicap in decorating these dungeons. PLEASE, please...remove those floaty things (look like hopping hot air balloons)...or make them placeable/removable? They truly limit what you can do in the spaces and I find them very irritating personally. The circular rooms are hard enough to work with, could we do anything about them pretty please?</p><p>Thanks for everything!</p><p>Cheers!</p><p>Also...can you put that "pool" back that you took away from the original design (in upstairs area) you took this dungeon from? I LOVED that and had great ideas for it! Others who do not want, can cover it with rug, tile etc. Pretty please again? That pool was SO nice!</p>
Pixiewrath
05-31-2012, 01:05 PM
<p>I would like the pool as well, but I suspect it was removed due to swimming with avatars = looking weird, and mob AI in water.I do agree on the baloons though. The game already has them as placeable objects so I have no idea why the ones that are there already aren't such ones...</p>
msgnomer
05-31-2012, 01:49 PM
<p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>I would like the pool as well, but I suspect it was removed due to swimming with avatars = looking weird, and mob AI in water.I do agree on the baloons though. The game already has them as placeable objects so I have no idea why the ones that are there already aren't such ones...</p></blockquote><p>I'd prefer them as placeable objects as well. I wonder whether there is some unusual issue with them. The first Maj'dul themed prestige house had one in each room too. </p>
Merker
05-31-2012, 04:21 PM
<p>Not sure if this bug is isolated to Poet's Palace or is problematic across all dungeon's, but I have noticed that if I raise flooring by using tiles, NPCs placed on the newly created flooring will fall through the tiles once published. I even tried placing a table underneath the tiles but they continued to fall through. Design objects do not appear to be affected just NPCs.</p>
Cyliena
05-31-2012, 04:59 PM
<p><cite>Merker wrote:</cite></p><blockquote><p>Not sure if this bug is isolated to Poet's Palace or is problematic across all dungeon's, but I have noticed that if I raise flooring by using tiles, NPCs placed on the newly created flooring will fall through the tiles once published. I even tried placing a table underneath the tiles but they continued to fall through. Design objects do not appear to be affected just NPCs.</p></blockquote><p>It's because NPCs ignore house item collision in dungeons, same goes if you tried to make walls with dividers or tiles, they'd just aggro right through them.</p><p>I haven't gotten a chance to check on what was fixed yet with today's patch but should get to it this evening.</p>
Pixiewrath
05-31-2012, 09:02 PM
<p><p><cite><p><cite>Merker wrote:</cite></p><blockquote><p>Not sure if this bug is isolated to Poet's Palace or is problematic across all dungeon's, but I have noticed that if I raise flooring by using tiles, NPCs placed on the newly created flooring will fall through the tiles once published. I even tried placing a table underneath the tiles but they continued to fall through. Design objects do not appear to be affected just NPCs.</p></blockquote><p>This can be avoided by putting them on patrol. They sometimes does dip down though so it isn't a 100% proof way, but most of their path is up on the furniture. Stationary they always fall through.</p><p>Cyliena wrote:</p></cite></p></p><blockquote><p><cite>Merker wrote:</cite></p><blockquote><p>Not sure if this bug is isolated to Poet's Palace or is problematic across all dungeon's, but I have noticed that if I raise flooring by using tiles, NPCs placed on the newly created flooring will fall through the tiles once published. I even tried placing a table underneath the tiles but they continued to fall through. Design objects do not appear to be affected just NPCs.</p></blockquote><p>It's because NPCs ignore house item collision in dungeons, same goes if you tried to make walls with dividers or tiles, they'd just aggro right through them.</p><p>I haven't gotten a chance to check on what was fixed yet with today's patch but should get to it this evening.</p></blockquote><p>They have fixed the effect objects in most places. There are still a handful really small spots where they don't work but the entire southern and eastern rooms are fixed (aside from the top of the stairs in the eastern one).Didn't die yet but patch notes said that entrance bug is fixed as well.<strong><span style="text-decoration: underline;">The flavor text is NOT fixed</span></strong> yet. None of my mobs said anything today either.</p>
<p>I posted this original bug issue over on the Poet's Palace challenge post, but here goes:</p><p><p>I have spent days working on this dungeon. I created a whole upper level floor for one room out of tiles, and no matter how high I make this floor, the mobs aggro to the floor below or aggro from the floor below. It doesn't matter how high they are placed in the air. They still aggro. I don't know what to do because I will have to rip up my whole idea and start over if the aggro range isn't fixed or if at least you start selling an aggro range reducer effect item. I want them all to stay on their respective floors and not have vertical aggro issues. It kind of ruins the whole design if you come to visit and the whole room decides to come down and visit you. Then when you reach the upper level none of it will make any sense because it will be unpopulated. Please tell me what I can do to fix this. I need to do something fast.</p><p>Also, I am not AOEing anything. I am just running to the area where the mobs on both floors would be standing and they come down from my false floor to visit me. I just wanted to make sure it wasn't my casting spells that did it. I am just running over to their spot.</p><p>On a side note, if I place a mob anywhere on an object I put high into the air (namely false 2nd floor) the mobs drop through the floor unless I set them on patrol. They kinda look silly all pacing back and forth but it was my only option. I want them static and not falling out of the floor.</p></p>
Pixiewrath
06-02-2012, 05:06 PM
<p>I do not think this will be solved anytime soon as furniture isn't considered real terrain. The same goes for walls and so on too. Mobs see right through them. It is annoying, and I hope that SoE at least releases some separate items (dividers and tiles) that are invisible while not in edit mode that are made to block mob's view...</p>
Raferty
06-03-2012, 05:13 PM
<p>Okay I got one better. The tunnel from about -58, 314, 54 to -67, 314, 58 is bugged so that any object, tile or otherwise disappears when going through it. Mobs magically appear on the other side when walking, my walls have been no show, the flooring disappears if you turn the angle. The cut off of rendering from room to room is bad enough, but this space is generated like a giant cut off, and it's horrible.</p>
msgnomer
06-04-2012, 12:00 AM
<p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>I do not think this will be solved anytime soon as furniture isn't considered real terrain. The same goes for walls and so on too. Mobs see right through them. It is annoying, and I hope that SoE at least releases some separate items (dividers and tiles) that are invisible while not in edit mode that are made to block mob's view...</p></blockquote><p>This would be great. It would also eliminate one of the arguments against releasing an outdoor type dungeon.</p><p>However, they seem to want to release "foolproof" tools, and invisible barrier tiles used without adding in visible stuff would result in bazaar mob behavior in dungeons. Still, I like it. I'd love to design a dungeon where sneaking was a key element in survival.</p><p>But am I one to talk about foolproof. Maybe not. I should know better but I had a whole scenario designed that included building over the open hole on the send level of the grassy area. Doh. Took me a lot longer to build it than to discover I aggroed everything on the first floor by standing on a platform over the hole, lol.</p>
Cyliena
06-04-2012, 09:30 AM
<p><cite>Raferty wrote:</cite></p><blockquote><p>Okay I got one better. The tunnel from about -58, 314, 54 to -67, 314, 58 is bugged so that any object, tile or otherwise disappears when going through it. Mobs magically appear on the other side when walking, my walls have been no show, the flooring disappears if you turn the angle. The cut off of rendering from room to room is bad enough, but this space is generated like a giant cut off, and it's horrible.</p></blockquote><p>Make sure you add that <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=518860" target="_blank">to this thread as well</a>, have been trying to put the post-patch issues there. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p><cite>msgnomer wrote:</cite></p><blockquote><p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>I do not think this will be solved anytime soon as furniture isn't considered real terrain. The same goes for walls and so on too. Mobs see right through them. It is annoying, and I hope that SoE at least releases some separate items (dividers and tiles) that are invisible while not in edit mode that are made to block mob's view...</p></blockquote><p>This would be great. It would also eliminate one of the arguments against releasing an outdoor type dungeon.</p><p>However, they seem to want to release "foolproof" tools, and invisible barrier tiles used without adding in visible stuff would result in bazaar mob behavior in dungeons. Still, I like it. I'd love to design a dungeon where sneaking was a key element in survival.</p><p>But am I one to talk about foolproof. Maybe not. I should know better but I had a whole scenario designed that included building over the open hole on the send level of the grassy area. Doh. Took me a lot longer to build it than to discover I aggroed everything on the first floor by standing on a platform over the hole, lol.</p></blockquote><p>I agree, this is a good idea. I sincerely doubt we'll ever see it though, they seem pretty bent on us having no dictation over mob collision.</p>
Pixiewrath
06-04-2012, 02:34 PM
<p>I don't think it's intentional. When housekeeping was implemented they only needed to take player collision into consideration since mobs weren't part of it. Thus they do not affect mob pathing very much and their view range.For this reason I think separate dividers/tiles would be easier to implement.I do wish we could turn off the effect boxes and any eventual mob sight walls in the editor and hide them. When making movies and taking screenies, these are very much in the way...Or at least they could go away while you have the F10 hud removed...</p>
Azzab
06-04-2012, 09:26 PM
<p>I was enticed into trying Dungeon Maker because SOE was running that Poet's Palace competition. I like decorating, so I thought decorating + mobs might be fun, plus the zone is pretty nice looking.</p><p>What a mistake! After spending quite a few hours on it, getting frustrated on many points I thought I was doing something wrong. But it turns out Dungeon Maker is just a bug filled half-a55ed piece of crap. The icing on the cake was working on a whole bunch of scripts to tell a story, then none of the mobs say anything. </p><p>It makes me LOL that they introduce a competition to get people into using this feature and choose the most buggy, crappy dungeon possible, then advertise it! Didn't they even test it once?</p><p>You guys, I commend you. Your patience is amazing. You are the reason why SOE can continue to stumble from one excruciating wreck to another but still retain clients. I honestly don't know how you can do it. </p><p>For me, I am never touching this train wreck again. Good riddance Dungeon Maker.</p>
Pixiewrath
06-07-2012, 04:03 PM
<p>Barely three days left... still no flavor text... <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
msgnomer
06-08-2012, 12:57 AM
<p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>Barely three days left... still no flavor text... <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>I can confirm this. I have many spawners with several text options each, and none of it activated when I ran through my dungeon this afternoon. So sad. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p><p>Hoping this gets reparied in time. Other dungeon layouts seem to trigger flavor text a percentage of the time.</p>
Ahlana
06-08-2012, 01:40 PM
<p><cite>msgnomer wrote:</cite></p><blockquote><p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p>Barely three days left... still no flavor text... <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>I can confirm this. I have many spawners with several text options each, and none of it activated when I ran through my dungeon this afternoon. So sad. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p><p>Hoping this gets reparied in time. Other dungeon layouts seem to trigger flavor text a percentage of the time.</p></blockquote><p>It doesn't affect dungeons that were published before the bug showed up. But any new dungeons made are missing the flavor text. This is awesome that the contest has to be done by the 10th and they never fixed it. Highly doubting a fix will be in over the weekend.</p>
Merker
06-11-2012, 02:03 AM
<p>I have been playing through a few wonderfully crafted dungeons but in one, which used tiles to create raised floors caused me some concern. This was not, in any part, the fault of the designer but the time it takes for player added objects to load. Well, I ended up falling through the floor because some tiles hadn't loaded yet and they loaded over top of my avatar's head. after that, I was stuck under the flooring created by the designer with no way out. There is not a reset button or even a way to leave the dungeon. I actually had to restart EQ2 to get out of it.</p>
Pixiewrath
06-11-2012, 06:17 AM
<p><cite>Merker wrote:</cite></p><blockquote><p>I have been playing through a few wonderfully crafted dungeons but in one, which used tiles to create raised floors caused me some concern. This was not, in any part, the fault of the designer but the time it takes for player added objects to load. Well, I ended up falling through the floor because some tiles hadn't loaded yet and they loaded over top of my avatar's head. after that, I was stuck under the flooring created by the designer with no way out. There is not a reset button or even a way to leave the dungeon. I actually had to restart EQ2 to get out of it.</p></blockquote><p>You can also type /house and leave the house...</p>
Vashte
06-13-2012, 01:14 PM
<p>Sadness. Todays patch didn't fix the flavor text. Ran through my Poets dungeon and still not a peep.</p><p><img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p>
msgnomer
06-13-2012, 03:20 PM
<p><cite>Vashte@Kithicor wrote:</cite></p><blockquote><p>Sadness. Todays patch didn't fix the flavor text. Ran through my Poets dungeon and still not a peep.</p><p><img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>Thanks for checking. The bonus side-effect of this is that I'm going through the other layouts and seeking out good dungeons that somehow sunk before making it to the hall of fame. Right now giving them just one set of likes moves them to the front page of the layouts and another shot at being noticed. </p><p>Aside from needing a break from the Poet's dungeon, I'd just as soon wait until this is fixed before running people's Poet's dungeon. I want to experience them with the text. I'm even curious to experience my own dungeon with all the text I added. Knowing the text only triggers a percentage of the time, I added enough to all the mobs to still get some coming through. Won't I be in a pickle if it gets changed to all text triggering each time. It would be super annoying, but I'm counting on that aspect not changing. It works well as it is.</p><p>Speaking of percentage of text activation though - I think it works fine as is with normal mobs, but I'd like to see bosses able to always say certain text. The same for elites, or maybe just boost the percentage for them. It would make sense for the bosses and elites to always have something to say since they are special. This is generally true in SOE made dungeons.</p><p>EDIT - ah well, I didn't stay away from all the nice new poet's dungeons after all. After doing some quests I'd never done in and around Maj'Dul, I couldn't resist a few. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Pixiewrath
06-14-2012, 06:47 AM
<p>I'd rather have flavor text triggering 100% of the times, but only once each in a battle so they won't repeat tons...</p>
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