View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004121 | Valley 1 | Balance Issue | Sep 27, 2011 5:52 pm | Sep 27, 2011 7:41 pm | |
Reporter | Toll | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.501 | ||||
Fixed in Version | 0.502 | ||||
Summary | 0004121: Entry-way abuse? | ||||
Description | It's very easy to abuse entryways in its current incarnation: Find a boss room, enter. When they come close, attack and enter the entryway. Enter back, and you're invincible, and the boss is damaged. Repeat. I used this method to take down two 21-level minibosses at level 14. I can't think of a way to fix this that wouldn't make (in my mind) legitimate use impossible though (such as "OMG I have fifty things after me, let's get out of here NOW!). | ||||
Tags | No tags attached. | ||||
Internal Weight | Discussion Only | ||||
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Hmmm, not sure if this needs adjusting or not.. thoughts anyone? |
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But with 7 levels above yours... didn't that take AGES? My idea is that it fixes itself - if someone's... patient enough to take all that time to accomplish this then let them have it! |
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Well, you've got a ton of warning when you're entering a boss room -- it says it before you enter, and it has a special icon on the door, etc. My thought is that when you are in a boss room, it wouldn't let you leave. If you have warp scrolls you could warp out, but you couldn't just pop in and out. Of course, that just makes it harder to cheese -- when you have a lot of warp scrolls. The other thing we could do would be to make it so that two changes are made: 1. If you exit and re-enter a chunk before it gets dropped back to disk (about a 10 second period), you don't get chunk invincibility. This makes sense to me, because it's basically counteracting if you accidentally stepped out of the room and then came back in -- nothing has changed in terms of monster spawning or anything. 2. When you stay out for longer than 10 seconds, and the chunk goes back to disk, the bosses get fully healed. This also makes sense to me, because even if you were using a bunch of characters to warp in, inflict one large attack on the boss, die, repeat, that would be a way to cheese the boss fights in a different fashion. I've been thinking about that for a while. My general thought is that the boss fight should be all one thing that you win or don't win all in one sequence; not something you can whittle down through multiple visits to the room. |
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It took a while, yes, but it also gave me a tier five energy pulse spell! |
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Hmm. Between the two, I'd far prefer the second solution. It allows you to realise that the boss is way out of your league and hoof it out of there, while still preventing this abuse. |
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Yeah, I agree. And it stops one other exploit case, too. |
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My vote added for suggestion 2. Also, good report, Toll! |
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Various changes related to this: * The "Just entered chunk invincibility" effect is now less subtle and more interestingly colored. This makes it more obvious where your character is when you start, and more obvious when you do and do not have the invincibility happening to you. * The flame that shows after your character has died is no longer able to recieve the just-entered-chunk invincibility. * After leaving a chunk in the game, the chunk gets removed from memory after about ten seconds. This is not new -- it's when you see all the monsters that have spawned get reset, and so on. Now the following also happens: ** All bosses, vengeful ghosts, and monster spawners get returned to full health. *** This is to prevent various ways of "cheesing" high level bosses by throwing characters into the meat grinder, using warp scrolls cheaply, or otherwise. It also makes each boss fight something you have to win in a single stretch, rather than something you can whittle down over many return visits, which we prefer. *** Thanks to Toll for reporting a specific exploit that hurried us to change this. ** Any missing monsters nests that were previously destroyed are loaded back in. This is to prevent the game from getting boringly empty if you revisit areas you have already been, but while you are in an area you can still clear out the monster nests thanks to the recent changes. *** As an added twist, the locations of these nests will be completely randomly added back in. They m ight cluster with other nests, or go to completely new locations, or be kind of where they were before. This makes for a much interesting return visit if you have some reason to make a return visit (such as a boss you failed to defeat, etc). *** Thanks to several players for suggesting this. * When you enter a chunk, you no longer get any invincibility added to yourself if you were in that chunk within the last ten seconds. This prevents abuse of running into and out of chunks to regain invincibility and attack bosses from that cover, for instance. And given that within that 10 second window most likely nothing should have moved within the room you left (multiplayer aside), the invincibility really isn't needed, anyway. ** Assuming that you do make a mistake and exit a fight with a boss, you can either go back in inside the 10 second limit and pick up right whre you left off; or you can wait at least 10 second, heal up and do anything else you want to do, and then restart the boss fight with full invincibility. ** Thanks again to Toll for the exploit that also required this change. |
Date Modified | Username | Field | Change |
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Sep 27, 2011 5:52 pm | Toll | New Issue | |
Sep 27, 2011 6:01 pm | tigersfan | Internal Weight | => Discussion Only |
Sep 27, 2011 6:01 pm | tigersfan | Note Added: 0014031 | |
Sep 27, 2011 6:01 pm | tigersfan | Status | new => feedback |
Sep 27, 2011 6:24 pm | Nenad | Note Added: 0014032 | |
Sep 27, 2011 6:28 pm | Chris_McElligottPark | Note Added: 0014034 | |
Sep 27, 2011 6:28 pm | Toll | Note Added: 0014035 | |
Sep 27, 2011 6:28 pm | Toll | Status | feedback => new |
Sep 27, 2011 6:31 pm | Toll | Note Added: 0014037 | |
Sep 27, 2011 6:31 pm | Chris_McElligottPark | Note Added: 0014038 | |
Sep 27, 2011 7:15 pm | huw | Note Added: 0014049 | |
Sep 27, 2011 7:41 pm | Chris_McElligottPark | Note Added: 0014054 | |
Sep 27, 2011 7:41 pm | Chris_McElligottPark | Status | new => resolved |
Sep 27, 2011 7:41 pm | Chris_McElligottPark | Fixed in Version | => 0.502 |
Sep 27, 2011 7:41 pm | Chris_McElligottPark | Resolution | open => fixed |
Sep 27, 2011 7:41 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |