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Main Forums => Suggestions => Topic started by: Thomas_Not_very_wise on December 08, 2008, 09:35:33 PM

Title: No more giant square oozes
Post by: Thomas_Not_very_wise on December 08, 2008, 09:35:33 PM
remove this spawn Wholesale. It causes character deaths at transition like no other spawn I've seen before it. It's aura effect of paralyzing your ass as well as its aura damage makes it unavoidable, even with invisibility as it sits on the transition.

I suggest it replace it with another, equally terrifying spawn, but without the area paralyze effect.
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Post by: AKMatt on December 08, 2008, 09:44:25 PM
I would second this.  I've never actually died to one myself, but I have heard horror stories of transitioning into these.  They were definitely fun to face down with large groups, running into them out in the middle of an area, but they seem to just have a lot more opportunity to ruin fun.
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Post by: I can has fun? on December 08, 2008, 10:18:12 PM
I like the spawn a whole lot. Is it possible to simply script them to avoid area transitions, or to return to their spawn point when PCs leave the area?
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Post by: DangerousDan on December 08, 2008, 10:26:47 PM
Support this!
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Post by: Aldrick Tanith on December 08, 2008, 10:32:40 PM
I've encountered one on a transition before, but thankfully I managed to avoid being paralyzed.  The mob is fine, just ensure that it does not appear near or on transitions.  

I support this.
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Post by: 9lives on December 08, 2008, 11:01:03 PM
Thanks, Senator -_-
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Post by: Calculor on December 08, 2008, 11:25:11 PM
I think I could love you, Mister Lives.
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Post by: Luke Danger on December 08, 2008, 11:28:31 PM
And here I was thinking DM's were straight :P

And yes, I support this (granted, I never FACED that spawn, I can see how annoying it is)
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Post by: Requiem on December 08, 2008, 11:31:41 PM
I was also attacked by one of these on a transition and almost died to to being paralyzed as soon as my screen loads.
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Post by: Thomas_Not_very_wise on December 09, 2008, 12:00:12 AM
You can replace this spawn with...Bog Water Elementals.
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Post by: Cruzel on December 09, 2008, 09:08:48 AM
You can also script it so that whoever it is chasing, cannot get away from it  by going through transits, leaving it stuck on one.
 
I support smarter chasing AI. (With Delays to stop them from changing areas faster than you, imo)
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Post by: Egon the Monkey on December 09, 2008, 11:08:31 AM
I actually suggested (http://www.escapefromunderdark.com/forums/showthread.php?t=22156) scripting a second delay on a mob entering an area, but a certain person didn't like the idea ;).

Glad you came round to it. Frankly, the potential for people to gain a 5 second head start beyond what they had would be less of a problem than being unable to ever escape a pursuing monster by running to somewhere defended/easier to lose it bacause it always gets there first. A prime example is new players who get chased by a Nightriser in the Docks and die because they try to (IC logically) flee to the ziggurat rather than  looking for a Stygian patrol.
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Post by: Snoteye on December 09, 2008, 03:21:21 PM
Quote from: Egon the Monkey;99729I actually suggested (http://www.escapefromunderdark.com/forums/showthread.php?t=22156) scripting a second delay on a mob entering an area, but a certain person didn't like the idea ;).

I didn't respond because, believe it or not, Cruzel is right. The two options are removing the spawns or, well, sucking it up.
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Post by: MisterPAIN on December 09, 2008, 04:13:09 PM
These spawns are directly related to my ragequitting.
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Post by: Caddies on December 09, 2008, 08:23:18 PM
The most compelling testament thus far as to why we should keep them.
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Post by: Requiem on December 09, 2008, 08:24:16 PM
Quote from: MisterPAIN;99738These spawns are directly related to my ragequitting.

Then I fully support keeping the spawns.
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Post by: Cruzel on December 09, 2008, 09:34:53 PM
Quote from: "Snoteye"I didn't respond because, believe it or not, Cruzel is right.

 
Lol.
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Post by: Jayde Moon on December 09, 2008, 09:39:56 PM
I would like to point out that over the past month or so that this has been an issue, the 5 or 6 instances I have heard of this happening are all at the exact same transition, between the Western Point ans the southern bogs.
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Post by: DangerousDan on December 09, 2008, 10:58:28 PM
Quote from: Caddies;99753The most compelling testament thus far as to why we should keep them.
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Post by: Daemonic Daz on December 09, 2008, 10:59:33 PM


Word
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Post by: Tracker on December 14, 2008, 01:04:29 PM
Happened again, but this time it was a case of one of us, Jayde actually, spotting it transitioning and calling for a DM to move it so our party didn't walk straight into Death By Paralysis Aura.
 
The Oozes are defeatable if you catch them in the open and shoot them down, but if they transition, you're hosed. Can we just have them removed and replaced with Troll squads, more Mounds or just anything you can invis and run from or just be able to stealth past if they end up on a transition.
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Post by: Thomas_Not_very_wise on December 14, 2008, 03:00:31 PM
DESTROY THEM, EATS THEM, KILL THEMS ALL! THEY SHALL NO LONGER PLAGUE USSS, GET RID OF THEM!


plz...plz...plz....get rid fo them
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Post by: lovethesuit on December 14, 2008, 09:35:13 PM
Maybe just remove that paralyzing aura. I happen to really like cubes!
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Post by: Pup on December 14, 2008, 09:48:15 PM
I like them.  Just get rid of the one by the transition to the Southern Bog from the Western Point.  I have personally run into that one twice on transition (luckily I survived).