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Author Topic: A look at unsafe places  (Read 2567 times)

tom

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Re: A look at unsafe places
« Reply #25 on: August 10, 2023, 07:40:52 PM »
There is a player that repeatedly dungeon logs the area before krofburg to do deliveries to drain.

There's also a player that ninjaloots and logs out in the dungeon... To make it easier to get back to town and sell... (Or complete the delivery, if you would).

... Can you imagine...

You waste time dlogging vs running back after ninjalooting unless you're really really bad at weight management (at least in my experience with the dungeons I regularly ninjaloot), but this thread is not about that. This thread is about quirky areas that are either considered dungeon loggable despite there being no clear danger/benefit to staying in that area and areas where there are clear dangers (that might even be worth farming even a little bit) that aren't dungeon loggable. For example, that wild battleground area is not dungeon logable but its right outside entrances to a few dungeons and I guess if you wanted to farm spider silk you can because it doesn't shunt you out to your last safe location, meanwhile the area just outside krofburg is considered a dungeon logging area despite there being little danger and not a lot that I know of in that area that is worth actually farming (if there is something worthwhile there you can just avoid the script by going into town before logging off so you can farm whatever is there)

umtic

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Re: A look at unsafe places
« Reply #26 on: August 11, 2023, 05:10:46 AM »
There is a player that repeatedly dungeon logs the area before krofburg to do deliveries to drain.

There's also a player that ninjaloots and logs out in the dungeon... To make it easier to get back to town and sell... (Or complete the delivery, if you would).

... Can you imagine...

You waste time dlogging vs running back after ninjalooting unless you're really really bad at weight management (at least in my experience with the dungeons I regularly ninjaloot), but this thread is not about that. This thread is about quirky areas that are either considered dungeon loggable despite there being no clear danger/benefit to staying in that area and areas where there are clear dangers (that might even be worth farming even a little bit) that aren't dungeon loggable. For example, that wild battleground area is not dungeon logable but its right outside entrances to a few dungeons and I guess if you wanted to farm spider silk you can because it doesn't shunt you out to your last safe location, meanwhile the area just outside krofburg is considered a dungeon logging area despite there being little danger and not a lot that I know of in that area that is worth actually farming (if there is something worthwhile there you can just avoid the script by going into town before logging off so you can farm whatever is there)

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myrddraal

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Re: A look at unsafe places
« Reply #27 on: August 11, 2023, 09:02:05 AM »
There is a player that repeatedly dungeon logs the area before krofburg to do deliveries to drain.

There's also a player that ninjaloots and logs out in the dungeon... To make it easier to get back to town and sell... (Or complete the delivery, if you would).

... Can you imagine...

You waste time dlogging vs running back after ninjalooting unless you're really really bad at weight management (at least in my experience with the dungeons I regularly ninjaloot), but this thread is not about that. This thread is about quirky areas that are either considered dungeon loggable despite there being no clear danger/benefit to staying in that area and areas where there are clear dangers (that might even be worth farming even a little bit) that aren't dungeon loggable. For example, that wild battleground area is not dungeon logable but its right outside entrances to a few dungeons and I guess if you wanted to farm spider silk you can because it doesn't shunt you out to your last safe location, meanwhile the area just outside krofburg is considered a dungeon logging area despite there being little danger and not a lot that I know of in that area that is worth actually farming (if there is something worthwhile there you can just avoid the script by going into town before logging off so you can farm whatever is there)

“Worth farming” is relative.  A level 2 cheesing siupply runs will objectively see the best gold / time ratio if they’re effectively allowed to take an extra delivery because they can cheese their way across the map, completely ignoring the dangers of the setting, and potentially with the 700 pound silver shipment from the merriment to the drain with which they are DEFINITELY cheating the weight mechanics and encumbrance system of the game.
« Last Edit: August 11, 2023, 09:04:19 AM by myrddraal »

tom

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Re: A look at unsafe places
« Reply #28 on: August 11, 2023, 10:34:30 AM »
There is a player that repeatedly dungeon logs the area before krofburg to do deliveries to drain.

There's also a player that ninjaloots and logs out in the dungeon... To make it easier to get back to town and sell... (Or complete the delivery, if you would).

... Can you imagine...

You waste time dlogging vs running back after ninjalooting unless you're really really bad at weight management (at least in my experience with the dungeons I regularly ninjaloot), but this thread is not about that. This thread is about quirky areas that are either considered dungeon loggable despite there being no clear danger/benefit to staying in that area and areas where there are clear dangers (that might even be worth farming even a little bit) that aren't dungeon loggable. For example, that wild battleground area is not dungeon logable but its right outside entrances to a few dungeons and I guess if you wanted to farm spider silk you can because it doesn't shunt you out to your last safe location, meanwhile the area just outside krofburg is considered a dungeon logging area despite there being little danger and not a lot that I know of in that area that is worth actually farming (if there is something worthwhile there you can just avoid the script by going into town before logging off so you can farm whatever is there)

“Worth farming” is relative.  A level 2 cheesing siupply runs will objectively see the best gold / time ratio if they’re effectively allowed to take an extra delivery because they can cheese their way across the map, completely ignoring the dangers of the setting, and potentially with the 700 pound silver shipment from the merriment to the drain with which they are DEFINITELY cheating the weight mechanics and encumbrance system of the game.

No, thats my point. I don't know whats in front of krofburg that justifies making it a dungeon log location that allows this sort of cheating, when you can just walk into krofburg proper before logging out or rest in the inn in Krofburg to avoid being put too far away from whatever is worth farming in front of krofburg to cause it to be a dungeon log location in the first place.

malthuul

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Re: A look at unsafe places
« Reply #29 on: August 11, 2023, 01:20:57 PM »
If delivery items were forced to drop from inventory upon logout, it would probably solve the problem.

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Re: A look at unsafe places
« Reply #30 on: August 11, 2023, 01:27:53 PM »
Ugh.  That makes crashes punitive.


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Skelni

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Re: A look at unsafe places
« Reply #31 on: August 11, 2023, 01:32:30 PM »
I'm just going ahead and saying this is really a non-issue, but a bit off topic as well?

Some of these zones should clearly be changed to as to not function as logout zones that push you to your last safe location.

But also, I just think the focus on people who are just cheesing and cheating for, what, supply runs? Just feels so low priority that I wouldn't be bothered. There's a hundred faster better ways of making money, it seems so superficial in the grand scale of things. If you know a player who's doing it, report them. But let's not use this thread as a platform to push through a change no one asked about or for. Just review the zones.

umtic

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Re: A look at unsafe places
« Reply #32 on: August 11, 2023, 03:24:36 PM »
I'm just going ahead and saying this is really a non-issue, but a bit off topic as well?

Some of these zones should clearly be changed to as to not function as logout zones that push you to your last safe location.

But also, I just think the focus on people who are just cheesing and cheating for, what, supply runs? Just feels so low priority that I wouldn't be bothered. There's a hundred faster better ways of making money, it seems so superficial in the grand scale of things. If you know a player who's doing it, report them. But let's not use this thread as a platform to push through a change no one asked about or for. Just review the zones.
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MAB77

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Re: A look at unsafe places
« Reply #33 on: August 11, 2023, 03:37:42 PM »
If delivery items were forced to drop from inventory upon logout, it would probably solve the problem.

Ugh.  That makes crashes punitive.

It could be made upon the Dungeon Logging script firing. Someone crashing and reconnecting right away would thus not be impacted.

Some of the areas where said script fires might be reviewed to check if pertinent, but usually there was a good reason to place it there.


Addendum: We are not heading in this direction, but getting caught exploiting the system may earn you a ban. So just don't please.
« Last Edit: August 11, 2023, 05:29:22 PM by MAB77 »
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umtic

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Re: A look at unsafe places
« Reply #34 on: August 11, 2023, 07:43:11 PM »
The post took a turn that goes very much out of subject, so I suggest to close or delete it (can I delete I thread I started?)

MAB, and all devs eventually reading this, if you could take another look at some of the areas/zones, it would be appreciated. Suggested areas to start with:
- the one before Krofsbourg
- the one just before that one, with the crag cats (which doesn't port you)
- the battlefield in Barataki.

Perhaps also the bridge near the entrance to the Ent forest between Vallaki and the Village of Barovia.

Anyway, it's just a suggestion.

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« Last Edit: August 11, 2023, 07:50:56 PM by umtic »
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hn3SoNaReS

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Re: A look at unsafe places
« Reply #35 on: August 12, 2023, 12:01:08 PM »
What are you all talking about? This topic is making my brain hurt. Is there a list of these features somewhere?

Maiyannah

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Re: A look at unsafe places
« Reply #36 on: August 12, 2023, 08:00:53 PM »
The original topic of the post from my understanding was examining places where you could dungeon log that aren't actually dungeons.

Several of them are used to exploit the system and have been for some time.  Rather than continually report the same issue over and over and over into a black box and see no results as the exploitation will continue regardless, it would be better to fix this mechanically.

The one in front of Krofburg is particularly egregious.
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Re: A look at unsafe places
« Reply #37 on: August 13, 2023, 10:58:37 PM »
Could people list the actual problematic areas? If there are known areas people exploit, the easiest thing is to share them with the team so we can fix them. It's rather easy to fix too, but we have some 1500+ areas.

Skelni

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Re: A look at unsafe places
« Reply #38 on: August 13, 2023, 11:21:53 PM »
Could people list the actual problematic areas? If there are known areas people exploit, the easiest thing is to share them with the team so we can fix them. It's rather easy to fix too, but we have some 1500+ areas.

It's not really exploited I don't think, nor really serves exploitation, but:

Barovia - Mt. Baratak - Forest

It's counted as a dangerous area (so no building as well with carpentry kit?) and will boot you to a safe location. But as far as I can tell it's not really a dungeon, it's just a connection to the start of the mountain. So it seems odd it would count as such.

EarlofEtheria

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Re: A look at unsafe places
« Reply #39 on: August 15, 2023, 07:16:34 PM »
Could people list the actual problematic areas? If there are known areas people exploit, the easiest thing is to share them with the team so we can fix them. It's rather easy to fix too, but we have some 1500+ areas.

I've seen Perfidus farmed for extended periods, meteorites placed in a basket collected with a dungeon log to get it all back. I know it's a dangerous zone worthy of a dungeon log, but it should probably leave the player on the exterior transition than all the way back to the camp if they are encumbered.