Server Transitions into Hostile Zones

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Kuma
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Server Transitions into Hostile Zones

Post by Kuma »

Could this be looked at more broadly? Server transitions are essentially wholly OOC but their IC and IG ramifications cannot be underestimated. Double use of consumables, having to re-buff, getting spawns dropped on you from a loadscreen basically naked, having to remount your horse to get the movespeed - all of these utterly suck.

I don't have an easy solution, beyond affording buffer zones back and forth that are more or less non-hostile for this purpose, but this is even more OOC a concession.

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ReverentBlade
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Re: Server Transitions into Hostile Zones

Post by ReverentBlade »

I've long thought these transitions should have airlock-type zones. Just a few meters of tunnel or something before the populated zones.
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Re: Server Transitions into Hostile Zones

Post by xanrael »

On a similar note, it would be nice if when you loaded in for the first time on a reset (Arelith Loading -> zone) if you had G.Sanct like you do on a server transition. So if the server crashes and you load back in 3 zones deep you have at least a few seconds before being pounced on.
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Irongron
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Re: Server Transitions into Hostile Zones

Post by Irongron »

Scripts prevent spawns at transitions, and players enter under sanctuary effects. Extending both of these would like help here.
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Kuma
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Re: Server Transitions into Hostile Zones

Post by Kuma »

Irongron wrote: Wed Mar 17, 2021 11:34 am Scripts prevent spawns at transitions, and players enter under sanctuary effects. Extending both of these would like help here.
Full disclosure this one was caused by my other thread about the Bridge of Thieves- all of the new Half-Orc [x] (Trapper, Scoundrel, etc) spawns have much longer LoS than is default, which is probably causing unintended behaviour, if there are already scripts in place.

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Re: Server Transitions into Hostile Zones

Post by Irongron »

Kuma wrote: Wed Mar 17, 2021 11:37 am
Irongron wrote: Wed Mar 17, 2021 11:34 am Scripts prevent spawns at transitions, and players enter under sanctuary effects. Extending both of these would like help here.
Full disclosure this one was caused by my other thread about the Bridge of Thieves- all of the new Half-Orc [x] (Trapper, Scoundrel, etc) spawns have much longer LoS than is default, which is probably causing unintended behaviour, if there are already scripts in place.
Yeah. I not only read that, but had the misfortune of having my PC ride across that transition a couple of days ago.

Needless to say it wasnt a pleasant experience. I made that mob before Guld opened, and I need to tone it down.
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Re: Server Transitions into Hostile Zones

Post by Bunnysmack »

An army of archers, on a bridge, with front line support and expanded LOS....

Shudders...

Once more, the bane of dnd PCs everywhere: A large amount of archers with no cover to use against them!
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Re: Server Transitions into Hostile Zones

Post by Cybren »

*casts wind wall* 8-)
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Re: Server Transitions into Hostile Zones

Post by Skibbles »

I'm not sure it works 100% of the time that monsters don't spawn on the other side, but maybe certain types of spawns have trouble.

The other day I went from the Cloaker Spiral to the Cloaker Temple in Shadow Cordor, which was a server transition, and was immediately set on by the boss Cloaker and his buddies in there. Maybe I failed to notice the sanctuary effect, but they spawned in melee contact and I couldn't move anyway.

However, if I recall, this zone has a special spawn mechanic that doesn't always trigger. I remember a few months ago trying to get the dang thing to spawn for its key, for the writ, and it took several times of waiting outside for 10 minutes, going in, waiting outside again etc.

Maybe there's different spawn areas that could be a culprit? I don't know.

(PS - whatever happened to that thing in testing that showed weapon buffs like blade thirst, GMW, bless weapon, on like a timer? The one thing that drives me nuts on transition is how it super messes up weapon buffs and if you recast them on the next server it doesn't reapply or extend the duration - so you both waste the spell and it runs out at a very inopportune time)
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Re: Server Transitions into Hostile Zones

Post by DM Rex »

In fact the script works so that things on/near transition do despawn on character entry.

However, this does not account for one thing I suspect is going on, characters fleeing through transitions and dragging spawns behind. I suspect this can be the behavior that leaves spawns on those 'transition ambush points'. So that may be an unintended byproduct of someone noping out of an area.
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Re: Server Transitions into Hostile Zones

Post by Bunnysmack »

Usually spawns having an enormous mob on top of a destination portal is the thing that's given me the most trouble. Doubt that is so easily fixed, however.
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