This monster (gelatinous cube appearance type) perceives invisible characters no matter where they are or how far away they are. They will instantly track you and follow you wherever you go. Sometimes you do not always know that this is the case.
The end result is that a player cannot pass through its territory invisibly without leaving a really nasty surprise for other players at the transition. The area where it is found is so jam-packed with other baddies that any PC that needs to resort to invisibility in the first place has little chance of being able to kill the thing without committing suicide.
Can a trigger be placed at the transitions to walk them back to their spawn points?
Just get rid of them altogether, IMO
Get rid of Giant Transition Cubes of Death PLease.
Cubes are a very real threat and too cool to remove entirely! Why not just give them a timer? If they go a certain number of minutes without encountering a PC, they despawn and get ready to be triggered somewhere else?
Hmmmm.
Maybe.
Yar, I can't remember encountering a gelatinous cube that provided even the trace of fun for anyone...
If these are removed, they better not remove them from the palette >_>
QuoteThis monster (gelatinous cube appearance type) perceives invisible characters no matter where they are or how far away they are. They will instantly track you and follow you wherever you go. Sometimes you do not always know that this is the case.
False, IMO. It's a bug in the bioware's perception handling. Yes they see through invis/stealth as soon as they see you in range (Their range isn't that large, in my experience, and they have True seeing, like pretty much all Jellies) But the moving across the map (sometimes towards you) is caused by an entirely different bug. It happens when a PC leaves an area and the AI doesn't chase them out, turning off after a few moments. As soon as another PC enters the map, the AI kicks back on and tries to follow the original PC.
You've probably all seen this before when spawns run past you and through the transit, even though they were not apparently chasing anyone. Normally this isn't a problem, except the cubes have TS, and their default perception kicks in and spots you once you get in range, which makes it seem like they were chasing you from the start.
(It's a bit more complicated then that, but I tried to dumb it down a bit!)