The entrance to the low level Bramble Woods has been moved to the surface server. This means that you currently cannot pre-buff with potions prior to entering / you lose the buffs.
Given that this is a low level area, I do hope spawn locations of enemies has been moved a little away from the server transition. Perhaps there is even scope to add a Ranger NPC either side of the transition that offers advice on the dangers of the woodlands ahead / acts as an occasional guard if spawns draw close.
Bramble Woods Entrance - Cross-Server Transition
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Re: Bramble Woods Entrance - Cross-Server Transition
I do like the idea of adding a ranger on the Bramble side, it would reflect the role-play over many years with the bramble watch, and protect the transition (we could also have her offer limited buffs)
On the broader topic raised though. Yes; server transtions into dangerous areas are deeply problematic, all the more so with the current crashing bug. I recall what it used to be like entering the duergar fortress, but there are plenty of other examples.
Ideally these transitions are better when placed between 'safe' areas, or at very least on one side. It is also better just to have less of them, so that players don't find themselves crossing too often, especiallly if they are mid-adventure.
The new transitions from Farmlands and Outskirts are not mid adventure, but the third is (Sewers to Mines).
With the change we have a total of 3 (5 if we include the 2 that were unchanged, 8 if we include ships/smuggler's/caravans, yet more if we consider the planes). Anyway, now lets look at what these 3 have replaced.
Cave in the Mound to Bramble
Trader's Route to Mayfields
Darrowdeep Wood to Darrowdeep Wood
Darrowdeep Castle Interior to Darrowdeep Castle Interior North
Gambler's Buff Enclave to Underpassages
Gambler's Bluff Cavernout Hideout to Foothills
Gambler's Bluff Pallisade to Foothills
Iron Mines to Underpassages
By my reckoning with this change we have reduced the amount of these transitions by 5, and also allowed (if I get round to doing it) extending the caravan network right down to the city)
I think the worst problem we have since the EE migration is this massively annoying crash between servers, and that's going to be frustrating wherever we put them. I can only advise that as many of our players as possible report this Beamdog.
On the broader topic raised though. Yes; server transtions into dangerous areas are deeply problematic, all the more so with the current crashing bug. I recall what it used to be like entering the duergar fortress, but there are plenty of other examples.
Ideally these transitions are better when placed between 'safe' areas, or at very least on one side. It is also better just to have less of them, so that players don't find themselves crossing too often, especiallly if they are mid-adventure.
The new transitions from Farmlands and Outskirts are not mid adventure, but the third is (Sewers to Mines).
With the change we have a total of 3 (5 if we include the 2 that were unchanged, 8 if we include ships/smuggler's/caravans, yet more if we consider the planes). Anyway, now lets look at what these 3 have replaced.
Cave in the Mound to Bramble
Trader's Route to Mayfields
Darrowdeep Wood to Darrowdeep Wood
Darrowdeep Castle Interior to Darrowdeep Castle Interior North
Gambler's Buff Enclave to Underpassages
Gambler's Bluff Cavernout Hideout to Foothills
Gambler's Bluff Pallisade to Foothills
Iron Mines to Underpassages
By my reckoning with this change we have reduced the amount of these transitions by 5, and also allowed (if I get round to doing it) extending the caravan network right down to the city)
I think the worst problem we have since the EE migration is this massively annoying crash between servers, and that's going to be frustrating wherever we put them. I can only advise that as many of our players as possible report this Beamdog.
Re: Bramble Woods Entrance - Cross-Server Transition
We have code in place so that when you log in, no transitions are placed within combat range (a "safe zone" gets placed out).
Now, it's entirely possible that this isn't working. But are people seeing an actual problem with logging in unbuffed and getting attacked, or is it just a theoretical concern? If just theory, then it's possible that the code is working and we're worrying about nothing
The guENCreateSafeZone method places a "dummy" encounter on top of the PC, meaning that other encounters will not spawn nearby.
GS_ENABLED should be -1 if a PC was jumped from the "GS PWE Loading" area directly to the location in question. (It will be 0 at initial login, -1 after being jumped to the correct location and 1 after the first "real" area transition).
This could fail if a PC moved forward and back between servers, however. If a PC logs back in to a server they've previously been logged in to (i.e. crosses there and back), then gs_m_enter sets GS_ENABLED to -1. If they've come back to a different area and get ported across, then GS_ENABLED will get set to 1.
TL;DR - I think there is a case where if you cross from Server A to Server B, and then back from B to A at a different point, you could end up not having a safe zone. If that's the case, it should be fixable with a bit of thought.
-Mith
Now, it's entirely possible that this isn't working. But are people seeing an actual problem with logging in unbuffed and getting attacked, or is it just a theoretical concern? If just theory, then it's possible that the code is working and we're worrying about nothing

Code: Select all
void _gsENSetUpArea(object oPC)
{
if (GetLocalInt(oPC, "GS_ENABLED") == -1)
{
// If a player has only just [re]connected to the server, then prevent
// an ambush right on top of them.
object oWaypoint = guENCreateSafeZone(GetLocation(oPC));
gsENSetUpArea();
DestroyObject(oWaypoint);
} else {
gsENSetUpArea();
}
}
GS_ENABLED should be -1 if a PC was jumped from the "GS PWE Loading" area directly to the location in question. (It will be 0 at initial login, -1 after being jumped to the correct location and 1 after the first "real" area transition).
This could fail if a PC moved forward and back between servers, however. If a PC logs back in to a server they've previously been logged in to (i.e. crosses there and back), then gs_m_enter sets GS_ENABLED to -1. If they've come back to a different area and get ported across, then GS_ENABLED will get set to 1.
TL;DR - I think there is a case where if you cross from Server A to Server B, and then back from B to A at a different point, you could end up not having a safe zone. If that's the case, it should be fixable with a bit of thought.
-Mith
xkcd.com is best viewed with Netscape Navigator 4.0 or below on a Pentium 3±1 emulated in Javascript on an Apple IIGS at a screen resolution of 1024x1.For security reasons, please leave caps lock on while browsing.
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Re: Bramble Woods Entrance - Cross-Server Transition
I have also been attacked by monsters coming in from the Ruins of The First Dwarves going to the Ice Road in the Underdark near the Duergae Fortress~ as the orogs (blackguards etc) spawn close to the transition on both sides.Mithreas wrote: Fri Apr 27, 2018 11:18 am
TL;DR - I think there is a case where if you cross from Server A to Server B, and then back from B to A at a different point, you could end up not having a safe zone. If that's the case, it should be fixable with a bit of thought.
-Mith
"DINGO-DUNGO-Geeah-Ah-Ha!" -- I've been at half-health a few times before I get control of my character; although it hasn't been recently.
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Re: Bramble Woods Entrance - Cross-Server Transition
Mithreas - my own concern as OP was theoretical. I haven't seen any instances yet. It just made me go 'uhoh' and hope it was taken into consideration.
As a sidenote - does this mean we will no longer see monsters trailed from Bramble woods to Cordor farmlands? Spawns cannot cross server transitions right?
As a sidenote - does this mean we will no longer see monsters trailed from Bramble woods to Cordor farmlands? Spawns cannot cross server transitions right?

Re: Bramble Woods Entrance - Cross-Server Transition
Speaking as a current Bramble Watch Ranger-Player, who frequents this area really really really often...
Regarding the Bramble Woods South to Cordor Farmlands transition...
The spawn location for enemies is far enough away from the transition that if you are the 'first' person through (and low level) and the spawn script triggers, they are far enough away that you aren't "jumped" by low level goblins, and wild boar.
This isn't the case if a higher level PC passed by and didn't 'clean up' the gobbos, or high level who entered from the trade road and didn't exit into the farmlands... in that case, a low level lone PC could appear in the Southern Wood un-buffed and facing down 6+ enemies, including multiple gobbo-shamans who's WANDER script might take them over to the SHRUB, placing them RIGHT ON TOP of the entering lowbie. (Yikes!)
A much more terrible transition for lowbies is the Bramble Woods South into Bramble Woods North. -the spawn location for THIS area 'is' very much in a place that can cause lowbies to get "jumped" by hobgobs and worgs... but in that transition, you should already have had time to buff up.
Suggested 1:
Placing a potential Bramble Watch Ranger NPC "look out" might be great to spawn 'on entrance' of a character that is low enough level to potentially really be in trouble. The NPC could be on the ground with melee-weapon (Cuz Rangers do fight melee) -or- a an archer on that one hilltop that is inaccessible to PC's to the left when you enter -or a random chance of either/both.
Suggestion 2:
-if this is going to be the case, it would be great to have an NPC Bramble Ranger stationed on top of the lookout tower, much the same way there are NPC's on the lookout towers at the Eastern Outskirts (Don't recall the area name) -you know, the area that used to be the ruined farm that is turned into player-housing now? they shoot the wolverines and such that wander too close. -that makes sense to me to have a Ranger-NPC, seeing the historical role of the Rangers of the Bramble Woods...
Suggestion 3:
Northern Bramble Wood... Like the Wandering road-Knight, could randomly appear and sell you healing kits.
*Raise your hand if anyone's low-level character has ever literally been saved from death by an actual PC Ranger stepping out of the shadows in the Bramble Woods, and then sent you on your way with supplies to keep you alive while in those woods!!!
Regarding the Bramble Woods South to Cordor Farmlands transition...
The spawn location for enemies is far enough away from the transition that if you are the 'first' person through (and low level) and the spawn script triggers, they are far enough away that you aren't "jumped" by low level goblins, and wild boar.
This isn't the case if a higher level PC passed by and didn't 'clean up' the gobbos, or high level who entered from the trade road and didn't exit into the farmlands... in that case, a low level lone PC could appear in the Southern Wood un-buffed and facing down 6+ enemies, including multiple gobbo-shamans who's WANDER script might take them over to the SHRUB, placing them RIGHT ON TOP of the entering lowbie. (Yikes!)
A much more terrible transition for lowbies is the Bramble Woods South into Bramble Woods North. -the spawn location for THIS area 'is' very much in a place that can cause lowbies to get "jumped" by hobgobs and worgs... but in that transition, you should already have had time to buff up.
Suggested 1:
Placing a potential Bramble Watch Ranger NPC "look out" might be great to spawn 'on entrance' of a character that is low enough level to potentially really be in trouble. The NPC could be on the ground with melee-weapon (Cuz Rangers do fight melee) -or- a an archer on that one hilltop that is inaccessible to PC's to the left when you enter -or a random chance of either/both.
Suggestion 2:
-if this is going to be the case, it would be great to have an NPC Bramble Ranger stationed on top of the lookout tower, much the same way there are NPC's on the lookout towers at the Eastern Outskirts (Don't recall the area name) -you know, the area that used to be the ruined farm that is turned into player-housing now? they shoot the wolverines and such that wander too close. -that makes sense to me to have a Ranger-NPC, seeing the historical role of the Rangers of the Bramble Woods...
Suggestion 3:
Northern Bramble Wood... Like the Wandering road-Knight, could randomly appear and sell you healing kits.
*Raise your hand if anyone's low-level character has ever literally been saved from death by an actual PC Ranger stepping out of the shadows in the Bramble Woods, and then sent you on your way with supplies to keep you alive while in those woods!!!

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