View Full Version : Dungeons steal vitality

01-28-2012, 09:03 PM
<p>I finally tried a dungeon.  Early days yet, so I wasn't expecting too much sophistication.  All in all, dungeons I tried were OK.</p><p>HOWEVER, I was shocked, SHOCKED at the fact that spending even a little time in a player-made dungeon drained my adventure vitality from 100% to .5% so quickly.  I noted afterwards on this forum that this is a long-standing bug.</p><p>Until this bug is fixed, I won't even consider trying another player-made dungeon -- the cost is just too high.</p><p>I feel sorry for the players who spent time and effort (and SC?) creating the dungeons.  They're getting screwed.</p>

01-28-2012, 11:36 PM
<p>I don't know why you were 'shocked.' This is a pretty well documented bug:</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=513252" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=513252</a></p>

01-30-2012, 11:22 AM
<p>You still receive the same number of tokens, regardless of this "bug".</p><p>Gotta have my booster packs ! <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>

01-30-2012, 11:36 AM
<p>This has been an issue since A0D launch, so what, almost two months now? Don't look for it to be fixed any time soon.</p>

01-31-2012, 11:11 PM
<p>Regardless of the fact that has been documented (which fact I found after coming here to post), The introduction of player-made dungeons coincided with a LOT of other stuff, and some of us have jobs and family and priorities other than simply playing EQ2 all day.</p><p>And, I wasn't particularly eager to add dungeon-designing to my activities.  I WAS, however, curious about what the player-made dungeons would look like, and how creative people could be.  Thus, any dungeon exploration was placed at the tail end of other activities.</p><p>My comment is not so much directed at the bug, inconvenient and annoying as it may be, as at the fact that such bugs are likely inimical to the patronage of player-designed dungeons in particular.  Thus, <strong>players are likely getting fewer dungeon-crawlers than they would be if this bug were fixed.</strong></p><p>I know from various venues how difficult it can be to design a dungeon (from paper/pen D&D up through various "dungeon design" programs), and I want to support those players who are willing to struggle with the seemingly complex and cumbersome system that SOE has presented.  I say seemingly because I've only examined a few aspects, but I don't regard the need to "purchase" all those parts as an encouragement by SOE.</p>

02-13-2012, 08:26 PM
<p>We have a fix planned in tomorrow's hotfix to resolve the issue with vitality. Vitality will be applied when you are awarded your exp at the completion of the dungeon, so you shouldn't end up in situations where you don't get the full value of your vitality.</p>

02-16-2012, 10:57 PM
<p>Can anyone confirm that this fix corrected the problem?  I've been avoiding DM zones for a while now as I haven't wanted to burn out all my vitality.</p>

02-17-2012, 04:09 AM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>Can anyone confirm that this fix corrected the problem?  I've been avoiding DM zones for a while now as I haven't wanted to burn out all my vitality.</p></blockquote><p>I ran several earlier it is fixed works great now. It showed a different amount of xp per kill with potion and without but took they same amount of vitality. A dungeon that rewarded 55 marks was giving me enough xp for a level 20 to get an adv level and most of an AA level at a 50-50 split and was able to run 4 times. 1 hour 5 lvls 4 AA and 220 marks.</p><p>Thank you for fixing this SoE.</p>

02-17-2012, 12:44 PM
<p>Awesome news, thank you! </p>

02-20-2012, 03:34 PM
<p>Testing out the Erollisi Day avatars I ran a level 38 Defiler through a player made dungeon I had ran before and earned him about 77,000 experience and 78 marks while burning 42% of his vitality. Switching to higher level alternate characters I noticed they burned significantly less vitality and on the last few dungeons...NO vitality was burned (100% vitality when done). All the critters appeared to be worth the same experience regardless of the character's actual level but the lower levels obviously get a proportionally larger benefit from that method.</p>