
A Chest managed to kill me in like two or three rounds of combat. A paralytic poison with a DC of 16 in a dungeon where the other two enemies I'd seen were no trouble at all for a writ that IIRC rewards 500 gold?
That chest is way overtuned.
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While I agree that they can be dealt with if you have properly prepared. My point is that I got absolutely dumpstered out of left field by this thing and was not expecting it based on what I had experienced with the other enemies in the dungeon.Void wrote: Thu Dec 09, 2021 6:06 am The damage might be a bit high. The poison thing seems to be not very different from Gelatnious Cubes in the sewers, though. You really don't want to f ight those early on because they can paralyze and kill you.
Now... Paralysis can be countered with -pray, and wand of freedom of movement. If the chest is not hasted, you should be able to deal with it from distance.
Whether it's server standards or not, it's not very fun to suddenly get destroyed by a mob with no indication that it's going to happen.ltlukoziuz wrote: Thu Dec 09, 2021 1:00 pm Yeah, a few recent dungeons have "high threat mobs for a challenge/breaking the expectations of 'murder everything' which can be just walked around" (and even older, like Ancient Armour random spawn in Last King tomb). That's completely normal by server standards
There are few other places which host powerful optional enemies. If the chest is immobile as mentioned by another poster, than it would be one of them. in this case the idea is to run away as soon as you realize that you can't handle it, and this can be done by praying if you're paralyzed.Maladus wrote: Thu Dec 09, 2021 3:04 pm While I agree that they can be dealt with if you have properly prepared. My point is that I got absolutely dumpstered out of left field by this thing and was not expecting it based on what I had experienced with the other enemies in the dungeon.
This. Arelith is not a theme park.Void wrote: Thu Dec 09, 2021 3:25 pm Technically, this is supposed to be a semi-sim world, and not a carefully constructed obstacle course which is carefully matched by your level. In a full sim world, you'd be able to run into a powerful enemy in a "beginner" dungeon, and that can still happen if that other enemy is going to be a player.
I very much enjoy this as well. It makes Arelith feel like a living and breathing world when unexpected things happen, just like they would in a real magical Forgotten Realms world.Void wrote: Thu Dec 09, 2021 3:25 pm Technically, this is supposed to be a semi-sim world, and not a carefully constructed obstacle course which is carefully matched by your level. In a full sim world, you'd be able to run into a powerful enemy in a "beginner" dungeon, and that can still happen if that other enemy is going to be a player.
In the end, however, this sort of things is for devs to decide. I like the sudden powerful opponents that do not match the range of the dungeon. Keeps character on their toes.
This is offset by the creature being completely immobile (it's a weaker version of a Mimic). It's usually in the middle of the room, which means you can safely walk around it and completely ignore it.Async wrote: Fri Dec 10, 2021 1:45 am There's a difference between fun, healthy challenge and overtuned creatures. This is the latter in my opinion. It looks like the creature has two attacks per round (+17/+12) based on the screenshot above. If that's the case, combined with the damage it dishes out, it's too strong given the level of the writ.
For those that disagree, I advise revisiting the creatures of similarly-leveled areas.
IMO you'd have a point if its AB was 80, the damage per hit was a hundred it was permahasted, with permanent concealment and permanent trueseeing while also being immune to physical damage and magic and coated in acid sheath and death armor.Async wrote: Fri Dec 10, 2021 1:45 am There's a difference between fun, healthy challenge and overtuned creatures. This is the latter in my opinion. It looks like the creature has two attacks per round (+17/+12) based on the screenshot above. If that's the case, combined with the damage it dishes out, it's too strong given the level of the writ.
Thanks for pointing this out! I completely missed this when I was bodied by it myself. That makes more sense and alleviates a lot of the concern I had with the creature.MissEvelyn wrote: Fri Dec 10, 2021 4:08 am This is offset by the creature being completely immobile (it's a weaker version of a Mimic). It's usually in the middle of the room, which means you can safely walk around it and completely ignore it.
Hence the creature is completely optional, and you don't have to fight it if you don't want to.
Nobody in this thread is asking for guaranteed safety. On the contrary I enjoy the mechanical challenge of the server. Plus, isn't arguing for dungeons to be more challenging more in alignment with an MMO? Not that I mind as I'll have fun on the server either way.Void wrote: Fri Dec 10, 2021 6:16 am Like mentioned it is not a MMO, so a writ level does not guarantee that you'll be completely safe. And if it is immobile, you can just ignore it and run away once hurt.
I believe it is the opposite, as (in my opinion) a MMO would imply heavily streamlined leveling process with predictable difficulty.Async wrote: Fri Dec 10, 2021 3:19 pm Plus, isn't arguing for dungeons to be more challenging more in alignment with an MMO?
You say this as though predictable difficulty is a naughty word, but I think it's actually a desirable outcome when creating dungeons. I should be clear here, I've had some time to reflect on this since making my original post and the emotion I was feeling has subsided - I don't think my issue was with the chest itself.Void wrote: Sat Dec 11, 2021 7:10 am I believe it is the opposite, as (in my opinion) a MMO would imply heavily streamlined leveling process with predictable difficulty.
In my opinion, that's game-like thinking. A difficult enemy does not warrant a hint, and most of the time if you see a new monster, you do not know how difficult it is until you try fighting it. So when you fight something NEW you'd really want to be ready to -pray and run. That's how it always is in new areas.Maladus wrote: Sun Dec 12, 2021 2:03 pm The chest sits stationary in the middle of the room, and it's hostile to you as a player. Without any sort of hint that it's a challenging encounter, I assumed it would be on par with the other enemies. I was wrong.
That one's false. You absolutely can waltz into a monster you can't kill by accident and with no warning. Had this happen to multiple characters many times.Maladus wrote: Sun Dec 12, 2021 2:03 pm Anytime that you are in a dungeon and a boss is behind a door, you can prepare for the coming challenge.
I just flat out disagree with that first point. It's good game design to inform players of what to expect before they encounter it. In my opinion that's an objective truth. Second, I agree with you about not knowing how difficult a monster is until you fight it. However, once I've fought a few of the creatures in an area, I sort of expect the rest to be on that same level. If they aren't, I don't think asking for some visual cues isn't too much of an ask.Void wrote: Mon Dec 13, 2021 11:53 am In my opinion, that's game-like thinking. A difficult enemy does not warrant a hint, and most of the time if you see a new monster, you do not know how difficult it is until you try fighting it. So when you fight something NEW you'd really want to be ready to -pray and run. That's how it always is in new areas.
I think you misunderstood what I was saying here. In many dungeons, the final boss is behind a door giving you a chance to prepare: Cordor Crypts, Wharftown Boys, Cordor Iron Mines, Coal Mines, etc. etc. I wasn't suggesting that EVERY dungeon is this way, but many are and they give you a chance to do things in preparation for the fight to come. I'm also not suggesting that this should be the case every time because some of the most exhilarating encounters I've had on the server were when I was caught unawares and had to scramble to compensate.Void wrote: Mon Dec 13, 2021 11:53 amThat one's false. You absolutely can waltz into a monster you can't kill by accident and with no warning. Had this happen to multiple characters many times.Maladus wrote: Sun Dec 12, 2021 2:03 pm Anytime that you are in a dungeon and a boss is behind a door, you can prepare for the coming challenge.
How can personal preference of being given warnings be an objective truth? Objectively darksouls had a lot of people enjoy a different perspective than yours. There is merit to giving some kind of warning, but I dont think it fall under objective truth. Then again my standard for objective truth is extremely high (like "I think therefore I am, or a triangle as 3 corners")Maladus wrote: Mon Dec 13, 2021 1:56 pmI just flat out disagree with that first point. It's good game design to inform players of what to expect before they encounter it. In my opinion that's an objective truth. Second, I agree with you about not knowing how difficult a monster is until you fight it. However, once I've fought a few of the creatures in an area, I sort of expect the rest to be on that same level. If they aren't, I don't think asking for some visual cues isn't too much of an ask.Void wrote: Mon Dec 13, 2021 11:53 am In my opinion, that's game-like thinking. A difficult enemy does not warrant a hint, and most of the time if you see a new monster, you do not know how difficult it is until you try fighting it. So when you fight something NEW you'd really want to be ready to -pray and run. That's how it always is in new areas.
I think you misunderstood what I was saying here. In many dungeons, the final boss is behind a door giving you a chance to prepare: Cordor Crypts, Wharftown Boys, Cordor Iron Mines, Coal Mines, etc. etc. I wasn't suggesting that EVERY dungeon is this way, but many are and they give you a chance to do things in preparation for the fight to come. I'm also not suggesting that this should be the case every time because some of the most exhilarating encounters I've had on the server were when I was caught unawares and had to scramble to compensate.Void wrote: Mon Dec 13, 2021 11:53 amThat one's false. You absolutely can waltz into a monster you can't kill by accident and with no warning. Had this happen to multiple characters many times.Maladus wrote: Sun Dec 12, 2021 2:03 pm Anytime that you are in a dungeon and a boss is behind a door, you can prepare for the coming challenge.
I'm aware at the moment of multiple places where you can get jumped by an optional boss largely out of the blue, and multiple points on the map where you can be ambushed by a very difficult creature, also out of the blue, while the area appears to be mostly safe. There are also writs that can lead you to an area you can handle that also has a conveniently placed entrance to a spot where you can get shredded in a few rounds.Maladus wrote: Mon Dec 13, 2021 1:56 pm I think you misunderstood what I was saying here. In many dungeons, the final boss is behind a door giving you a chance to prepare: Cordor Crypts, Wharftown Boys, Cordor Iron Mines, Coal Mines, etc. etc. I wasn't suggesting that EVERY dungeon is this way, but many are and they give you a chance to do things in preparation for the fight to come. I'm also not suggesting that this should be the case every time because some of the most exhilarating encounters I've had on the server were when I was caught unawares and had to scramble to compensate.
Have fun and have a nice evening.Maladus wrote: Mon Dec 13, 2021 3:47 pm Fair enough, I retract my previous statement. It is not an objective truth, but I still think it can be valuable.
We are playing a game though, and going "Oops, guess you shouldn't have gone there now you're dead!" is bad game design. It makes sense from a narrative perspective, sure. But imagine if you were playing D&D and your DM, with no warning, hints or buildup drops a monster on your level 3 party that paralyzes them on hit, with enough attack bonuses to guarantee hits. Would you not stand up and ask the DM after the TPK "What the heck was that?"Void wrote: Mon Dec 13, 2021 11:53 amIn my opinion, that's game-like thinking. A difficult enemy does not warrant a hint, and most of the time if you see a new monster, you do not know how difficult it is until you try fighting it. So when you fight something NEW you'd really want to be ready to -pray and run. That's how it always is in new areas.Maladus wrote: Sun Dec 12, 2021 2:03 pm The chest sits stationary in the middle of the room, and it's hostile to you as a player. Without any sort of hint that it's a challenging encounter, I assumed it would be on par with the other enemies. I was wrong.
Did you examine the creature, by the way? The description sometimes gives hints. But only sometimes.
That one's false. You absolutely can waltz into a monster you can't kill by accident and with no warning. Had this happen to multiple characters many times.Maladus wrote: Sun Dec 12, 2021 2:03 pm Anytime that you are in a dungeon and a boss is behind a door, you can prepare for the coming challenge.
Because bad things happen, it makes sense to be prepared or bring a buddy along that can carry out your corpse when (and not if) things go wrong.
If you right click and examine the chest, you will see that the description is very much suspicious. I'm paraphrasing because I don't have the screenshot (I did in fact have one, when I ran it because I wanted to show a friend, a week back, unrelated entirely to this thread - Steam deleted it, because Steam doesn't save conversations that far back). It went something like this: "You see a chest, probably filled with delicious treasure that you can't wait to get your grabby hands on."Nitro wrote: Mon Dec 13, 2021 5:32 pm We are playing a game though, and going "Oops, guess you shouldn't have gone there now you're dead!" is bad game design. It makes sense from a narrative perspective, sure. But imagine if you were playing D&D and your DM, with no warning, hints or buildup drops a monster on your level 3 party that paralyzes them on hit, with enough attack bonuses to guarantee hits. Would you not stand up and ask the DM after the TPK "What the heck was that?"
I'm all for having places on the server be dangerous or even way out of line with the rest of the stuff in the area, but at least give it an RPG treatment. Have corpses littered around the area, NPC's in a nearby settlement that gives you a warning if you bother to talk to them, a side chamber with the journal of a dead adventurer whose party fell victim to the same thing etc. reward exploration rather than punishing exploration.
Arelith already has dozens of these things in really old areas that have been around for well over a decade, like the scorchmarks and charred remains in the bendir orc caves in front of the fireball trap.