Luminara Posted October 3 Posted October 3 This is two spawns, clumped together in this intersection. Two spawns again, separated only by the pillar in the middle of the intersection. Again, two spawns. That was at an intersection like this, the T branching type. I can post plenty of screenshots, but these make the point suitably. Every Oranbega is like this, and it's not just the intersections. In the tunnels, if you see one spawn, the other is 20' away, every time, then a loooooooooooooooong stretch that's completely empty, and then two spawns packed back to back again.. In smaller rooms, there will often be two spawns so close together that they look like a single spawn, like that first screenshot. There's no spacing between spawns until you hit the larger rooms. What this means is whatever your difficulty setting, it's effectively doubled, because spawns are so close together that you're forced to fight two at once. I like fighting the CoT now that they're not the same Guides, Behemoths and Death Mages in every spawn, but they do get to be a bit overwhelming when they're doubled up, and the empty tunnels between the double spawns aren't very exciting. This isn't happening with any other enemy group, or with CoT on any other type of map that I've run, so it has to be a spawndef bug or waypoint bug with Oranbega maps. Poke them. And while I'm on the topic of CoT spawns, the "ALL GHOSTS, ALL THE TIME!" spawns defeat the purpose of the CoT redesign. They're not challenging, they're not interesting, they're not even a speedbump. There aren't even any ghost bosses, so they're just boring. If these spawns aren't a bug, it's bad design and needs to be refined. The "ALL GALAXIES, PLUS A SINGLE TOKEN REPRESENTATIVE OF THE REST OF THE COUNCIL!" Council spawns make no sense, either. That one odd man out that's always with them indicates that they're supposed to be a mixed spawn, but they're not. The random dude/wolf is always a minion, so it's not a leader or overseer keeping them in line. That spawndef should be looked into, too. 2 2 Get busy living... or get busy dying. That's goddamn right.
JKCarrier Posted October 3 Posted October 3 34 minutes ago, Luminara said: Every Oranbega is like this, and it's not just the intersections. Agreed, that's pretty aggravating. Is this a new thing? I swear, I don't remember it being such an issue until recently. Quote "ALL GHOSTS, ALL THE TIME!" "ALL GALAXIES, PLUS A SINGLE TOKEN REPRESENTATIVE OF THE REST OF THE COUNCIL!" I can't say that I've noticed this, but I'm usually running at x1, so it's probably less obvious... --- 64453 - This Was Your Life? - An AE arc that lets you relive your hero's greatest triumphs! (Er, there may still be some bugs in the system...)
Rudra Posted October 3 Posted October 3 (edited) 15 minutes ago, JKCarrier said: Is this a new thing? I swear, I don't remember it being such an issue until recently. No, it isn't. It has been a thing for as long as I can remember playing the game. Oranbega map T-intersections often have different spawns on opposite sides of the half-column. Just like that one tiny room with the raised platform area that is basically a T-intersection room routinely has 3 different spawns in very close proximity to each other, but their line of sight is broken by the raised platform area. Edited October 3 by Rudra Edited to correct mispelled "like". 3
Kaika Posted October 3 Posted October 3 (edited) 100% disagree, games easy enough, let it bare it's fangs the few times it does, if it's a problem you can always corner pull. We shouldn't nerf the game simply because people no longer feel the need to ever develop a game sense to check if charging blindly forward is a good idea or not. There are plenty of tools and strategies available to handle this situation and if players don't utilize them, thats on them. On the note of full ghost spawn, no they are cool, always have been, I do agree though, CoT should get a ghost boss. Edited October 3 by Kaika 3 2 Kaika DB/INVUN Stalker Unluck AR/Nin Blaster Riot Siren Bio/Dark Tank Ria Greenheart Axe/Sheild scrapper Ghostflare Changeling Peacebringer Fio Rune FIre/Rad Stalker
lemming Posted October 3 Posted October 3 Most of those are dealt with by pulling. And pretty sure, it's always been like that. 1 1
Owl Girl Posted October 3 Posted October 3 i actually really enjoy Oranbega maps, not only for the neat visual atmosphere but also because all of the hallways are just crowded killing fields full of enemies. it should be more difficult than your standard office missions, since You are deep (literally) in enemy territory. if anything, i would really appreciate more of those portals that summon a hundred demons as soon as somebody comes close especially if they are hidden just out of line of sight but still within triggering radius of ordinary travel paths. the giant ghost spawns are a lil' annoying to fight if You get caught in the -to hit zone, but they look so much cooler than the guys in funny hats and bathrobes so maybe if we just included some bosses in them or increased the number of spectral demon lords or whatever? g_d's lil' monster ❤️
Uun Posted October 3 Posted October 3 It's not unique to CoT. In the 2nd mission of Praetor Duncan's arc, you fight Talons in Oranbega. The spawns are also very close together. That said, I don't think it needs to be changed. I enjoy the challenge. 1 Uuniverse
Snarky Posted October 3 Posted October 3 I firmly disagree. We all know the difficulty of Oranbega. Tight corridors, strange layouts, and tough mobs which are oftentimes stacked. Welcome to Redside. The Redside maps and mobs were different and changed the game. Someone anonymous Redsider came up with ROFLSTOMP and we made it OURS. When your team (and it takes a team) looks down a two hundred yard corridor packed with +4 CoT and starts lunging forward and drooling you know you have arrived. No. Do not toddler proof CoT and Oranbega maps. Cinch up those training pants and head out soldier!
Indystruck Posted October 3 Posted October 3 For advice on how to deal with this, see OP's signature. 3 @Twi - Phobia on Everlasting
Chris24601 Posted October 3 Posted October 3 Honestly, the valid part of this suggestion is the second one. I’ve noticed a lot my missions lately are basically “duping” spawns… ex. an entire floor of nothing but Nemesis snipers with a Lancer minion. A room where every spawn is a Galaxy, warwolf, and marksman. I think there could well be a glitch in how mobs are selected that’s slipped in somewhere in the spaghetti code and it might be worth at least giving a cursory look at it or the RNG it calls upon. It could be that I’m just in the middle of a very repetitive section of the random seed (it can and does happen) and it’ll go away eventually once the RNG checks roll past that section. But if it’s not, it’s something I would appreciate being looked at. 1
JKCarrier Posted October 3 Posted October 3 Admittedly, it's more of a minor annoyance than a major concern. Still, the difficulty settings ought to do what they say, no? If you want double-size spawns, you have that option, and more power to you. If not, the maps shouldn't take it upon themselves to double up the enemies for you. Otherwise, what's the point of having difficulty settings in the first place? --- 64453 - This Was Your Life? - An AE arc that lets you relive your hero's greatest triumphs! (Er, there may still be some bugs in the system...)
Rudra Posted October 3 Posted October 3 16 minutes ago, JKCarrier said: Admittedly, it's more of a minor annoyance than a major concern. Still, the difficulty settings ought to do what they say, no? If you want double-size spawns, you have that option, and more power to you. If not, the maps shouldn't take it upon themselves to double up the enemies for you. Otherwise, what's the point of having difficulty settings in the first place? Except you aren't getting double size spawns. You're getting 2 different spawns. And if you have range attacks, you can tag one of the spawns and fight them well away from the other. And if you don't, then you work your way to one of the sides rather than the bisecting hall and either fight along the wall where the other spawn can't see you or you smack something in the near spawn and then retreat back down the hall to finish obliterating them. The part of the OP I agree with is that some of the Oranbega maps have long stretches of nothing before and after the T-intersections, and those being not empty would be appreciated. 1
mistagoat Posted October 3 Posted October 3 The free Black Wand from the START vendor has been wonderful for pulling when I'm on a low level melee toon! 1 SCRAPPER: Sir Kit Breaker-Elec/Shield *DumDum Pounder-WM/Shield *Snoglobe-Claws/Ice *Ice Flow Joe-Axe/Ice *TANK: Gamma Goon-Rad/Rad *Bernjamin Tanklin-fire/claws *Skullgrin Von Killjoy-Invul/SS *Frozen Snowshoo-Ice/Ice Quarry Goon-Stone/SS *BRUTE: Megahertz Donut-EM/Shield *Ohm Ahgerd Stone/Elec *Shadow Goon-Dark/Dark *Devilaint Le'Z-Rad/Fire *STALKER: Double OHM 7-EM/EA *Sir Kit Interupt-Elec/Shield *TROLLER: Chilly Lilly-Ice/Rad *Chlorophyllis Vance-Plant/Storm *Mechamoo-Elec/Cold *Johnny Burnsalot-Fire/Kin *Countess Gone-Ill/Dark *Lady Gone-Dark/Dark *Calpernia Tomik-Ill/Rad *Porkchop Scallywag-Fire/Nat *Gone Daddy-Plant/Dark *Merrie Melody-Symp/Dark *Toot Sweet-Fire/Dark *Lord Gone-Grav/Dark *Misty Burnsalot-Fire/Storm *Maddie Burnsalot-Fire/Rad *DOM: Scorched Eartha-Earth/Fire *Gazebo Malarkey-Dark/Psi *Clawsin Bloom-Plant/Savage *Diatomaceous Earl-Plant/Thorn *Permafrostasha-Plant/Ice *Corn Cob Earth/Earth *MM: Stupid Robot-Bot/Elec *Dark Leader-Demons/Dark *Silas Greenback-Thugs/Time *FENDER: *Dr. Gone-Dark/Dark *BAG3L-FF/Sonic *BLASTER: PinPointress-Arch/TA *Shimmy Burnsalot-Fire/TA *Lil Beefy-Ice/Fire *H0TT-fire/fire *CORRUPTOR: Shady Burnsalot-Fire/Dark *Kinetic Koala-Ice/Kin *Atmospheric Hazel-Water/Storm *Hami Dum-Seismic/Nature *MiHami Heat-Fire/Nature *SOA *Big Gravy-Crabbermind *Sentinel: NP Seymour-Elec/Regen
JKCarrier Posted October 3 Posted October 3 40 minutes ago, Rudra said: The part of the OP I agree with is that some of the Oranbega maps have long stretches of nothing before and after the T-intersections, and those being not empty would be appreciated. One is a symptom of the other. If they spread the spawn points out a bit, that would solve both the "long, empty stretches" issue and the "clumping at intersections" issue. Now, I have no idea how difficult this would be ("Standard Code Rant applies", as they used to say back on live). If it would be some huge undertaking, then no, probably not worth the devs' time. But if it's just a matter of going into some spreadsheet and moving some values around, then it'd be a nice little Quality of Life adjustment. --- 64453 - This Was Your Life? - An AE arc that lets you relive your hero's greatest triumphs! (Er, there may still be some bugs in the system...)
Rudra Posted October 3 Posted October 3 8 minutes ago, JKCarrier said: One is a symptom of the other. If they spread the spawn points out a bit, that would solve both the "long, empty stretches" issue and the "clumping at intersections" issue. Not really. If we were to take the two spawns from all of the T-intersections of the Oranbega maps where you routinely find two spawns and disperse them elsewhere, there would still be long stretches of hallway with nothing in it. I won't say most, but there are multiple Oranbega maps that are just mostly empty. (And then there are others that are jam-packed and you are fighting every 5 feet or so. So it isn't the T-intersection spawns, it is the respective map's number of spawn points.)
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