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  Click here to go to the first Dev post in this thread.   Thread: "Parking" - What it is, why its done, and is it okay - Devs Please help Clarify.

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    Senior Member GoodSyntax's Avatar
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    I think he is saying that, some mobs (specifically Shamans) can be lured absurdly far away from their spawn locations. They are not resetting at the proper boundaries, which may be making "parks" too easy.

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    Quote Originally Posted by Carapace View Post
    It's not necessarily an exploit, but it's certainly an interesting method players have come up with to deal with Elites since banishing does not work as effectively in Tindirin. To quote Jurassic Park, "Life finds a way".

    In regards to how we feel about it, we're still discussing. My personal opinion is that the only bug is that some of the mobs are not leashing properly, or perhaps have too long of a leash range (reset point for aggro). At the moment there is no immediate reaction that screams exploit over strategy at this juncture, however we will investigate some things related to this and changes may occur.

    Thanks for the feedback on this
    I agree, this is not an exploit, it's more of a strategy. If you all consider it's an exploint and change it where all mobs reset, picture the consequences of most chars who want to solo or in group fighting boss and everyone dies at some point. Would you want the bosses/mobs reset EVERYTIME?

    I know it's tie in to that. My 2cents.

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    Quote Originally Posted by GoodSyntax View Post
    I think he is saying that, some mobs (specifically Shamans) can be lured absurdly far away from their spawn locations. They are not resetting at the proper boundaries, which may be making "parks" too easy.
    I don't know, I just want to know if mobs are supposed to reset on the death of aggro'd characters. If so, enough said, if not, well that would be entirely new to me. But stranger things have happened ;-)
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    Personally I wish we had to kill all mobs between the entrance and the boss. Leave off the side areas, but I have always felt that it's kind of cheap to be only killing the exact number you have to and then running past the rest. Parking and running are exactly the same imo. Although planning routes is part of the fun, this laziness ultimately detracts from the experience. If nobody wanted us to kill the rest, why even put them in?

    And then it goes from the sublime to the ridiculous with things like overgrowth. People would skip mobs but then leave the boss alive and "farm archons" by letting his mages repeatedly spawn. But all those mobs they skipped were potential archon drops, so why skip them just to kill more at the end....


    But back to parking, just a FYI that there is no need to die when doing it, if you have a little technique....
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    Quote Originally Posted by Serancha View Post


    But back to parking, just a FYI that there is no need to die when doing it, if you have a little technique....
    Ah.. Thats new. Shrug, kinda throws my argument out the window to a degree. If thats the case I'm curious to see how this develops, I suppose when I join not totally familiar parties ill simply have to ask if thats how theyre running, so i can abstain if so. I just can't see it. Shrug
    Last edited by eeknoh; 04-24-2014 at 12:40 PM. Reason: shopping and typing..
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    I have started doing it this season, since mages die a lot in elite XD
    if there is more then one way or a corner then you lure all of the enemies into the corner or opposite direction of where your going, die and they stay there for your party to walk past without attacking/dieing by them to reach boss faster and if you die on boss you don't need someone to escort you

    Like this - (used more in elite but just an example) you can either die or remap!
    Strong party= run to save time -------------- weak party= park to save time --------original= kill

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    Last edited by Samdegreat; 04-24-2014 at 12:57 PM.

  8.   Click here to go to the next Dev post in this thread.   #27
    Spacetime Studios Dev Carapace's Avatar
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    Thank you for the photos! Based on those images it looks like the mobs are not returning to their homes after someone dies which is a problem. All of the mobs should reset themselves back to an area around where they were originally spawned.

    It's likely a bug on our end and we will use the images to try and repro them in house. There is a high chance that this will be addressed in the future.
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    Quote Originally Posted by Carapace View Post
    Thank you for the photos! Based on those images it looks like the mobs are not returning to their homes after someone dies which is a problem. All of the mobs should reset themselves back to an area around where they were originally spawned.

    It's likely a bug on our end and we will use the images to try and repro them in house. There is a high chance that this will be addressed in the future.

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    Senior Member GoodSyntax's Avatar
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    I didn't know you could park when soloing....gosh, wish I would have thought of that!

    I know for a fact that if you are solo and you die, mobs reset. I didn't think to try remapping when solo....but then again, I'm a rogue, and my fingers aren't fast enough to remap in the 0.01 seconds it takes for me to die

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    People have been doing this for a long time. From what I recall people were doing this all the way back in S3 and one way we cut down the time when killing elite Blood Hammer on skull cove. Also from my experience it doesn't work solo because when everyone in the map dies the mobs reset. Parking has never been useful for timed runs, just for farming usually with a warrior because they can take the aggro to park all the mobs. So its just another strategy to use.

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    Quote Originally Posted by Carapace View Post
    Thank you for the photos! Based on those images it looks like the mobs are not returning to their homes after someone dies which is a problem. All of the mobs should reset themselves back to an area around where they were originally spawned.

    It's likely a bug on our end and we will use the images to try and repro them in house. There is a high chance that this will be addressed in the future.
    Enough said? Thank you.
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    The only difference of parking from running is that with parking you're assured that only one person dies (or possibly not, even, if he's fast enough to remap before dying). When you run to the boss, chances are the tank makes it and then some squishy mage (and/or rogue) dies and has to make it back through that mess of mobs or use plats. Please don't fix this unless you increase the number of mobs to be killed before the boss spawns, meaning you have to kill all the way through. Unless revive kits are introduced in the future, fixing mobs' reset points can only benefit platinum users who can afford to run after a certain no. of mobs are killed,and then use revive if they die at the boss.

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    Quote Originally Posted by eeknoh View Post
    Ah.. Thats new. Shrug, kinda throws my argument out the window to a degree. If thats the case I'm curious to see how this develops, I suppose when I join not totally familiar parties ill simply have to ask if thats how theyre running, so i can abstain if so. I just can't see it. Shrug
    I know the intent was to find out if this was a bug, but I have to ask one thing. How can you disapprove of this, yet have no problem with running past mobs to reach a boss? How is it any different? All I have seen parking used for is as a form of courtesy to non-plat players in case they die at the boss, but ultimately it is the exact same thing as running.



    Edit: Classy read my mind as I was typing....
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    Quote Originally Posted by Serancha View Post
    I know the intent was to find out if this was a bug, but I have to ask one thing. How can you disapprove of this, yet have no problem with running past mobs to reach a boss? How is it any different? All I have seen parking used for is as a form of courtesy to non-plat players in case they die at the boss, but ultimately it is the exact same thing as running.



    Edit: Classy read my mind as I was typing....
    In one sense its exactly the same. In another sense, it isn't.

    If you clear mobs... then park. Its THE SAME. The only difference is on the trip back there are no mobs in your way.

    However, there's a small window for exploitation. Moving hard mobs and parking them and killing easy mobs.

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    Quote Originally Posted by Rare View Post
    In one sense its exactly the same. In another sense, it isn't.

    If you clear mobs... then park. Its THE SAME. The only difference is on the trip back there are no mobs in your way.

    However, there's a small window for exploitation. Moving hard mobs and parking them and killing easy mobs.

    There's really no mobs that are enough harder than the others for it to make a real difference. An elite mob is an elite mob, for the most part. Sure there's differences, but none that will make a run "easy" as compared to "hard".

    I've run caves with enough groups that I've seen just about every parking strategy there is. The ones that attempt to remove the "hard" mobs and kill the "easy" ones are the biggest disasters of all. I don't see an exploit, it's more of a comedic exploit fail. But then I would still prefer to kill all - just impossible to find others willing.
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    Quote Originally Posted by Serancha View Post
    I know the intent was to find out if this was a bug, but I have to ask one thing. How can you disapprove of this, yet have no problem with running past mobs to reach a boss? How is it any different? All I have seen parking used for is as a form of courtesy to non-plat players in case they die at the boss, but ultimately it is the exact same thing as running.



    Edit: Classy read my mind as I was typing....
    Simple, POV and personal experience with "parking". Ive only ever seen people try to park as a method of avoiding the harder mobs and kill the easier ones. Caves of Terewa as an example, people "park" to avoid groups with shamans and snakes to kill only groups with spiders. Theres no denying some mobs are "harder" than others. Elite mobs are not all built identically...

    Again pointing to POV and personal experience, I tend to run in groups that push anything to as far extreme as possible, meaning largest, craziest, grandest groups of mobs possible without being certain suicide. So if we kill 5 of these groups, then skip one(which is ran past directly, leashed,which is working within the confines of the game mechanics) to get to the boss, I dont look at these 2 things as being in any way similar.

    If I look from the outside in, in terms of a general perspective, I see the points being made, and respect and understand them. I see what is trying to be compared, but the only similarity I find is a desire to finish faster.

    In terms of my POV and personal experience, as I attempted to describe above, the 2 aren't comparable outside of intent
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    Frankly, I'd prefer if leashes didnt exist. And I'd prefer map clearing as well. I wish they'd removed the side paths noone uses and make the maps more interesting, yet linear. This is all possible. Everyone's in hurry in this game, this is also new to me. Most of my dungeon and instance experience has been at least 30mins per with some reaching 5-6 hours and multiple bosses. I enjoy the timed run thing in this game, obviously.. But I would enjoy this as well...of course the end rewards would need improvement. Lol
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    Bottom line is.. Its bug. And not working as intended. I'm sure I'll get plenty of hate for pointing it out but I'd rather play as intended, however that is.
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    And I adore running on the edge too (usually with you haha), but I don't see how the size of a group's pulls makes a difference between running and parking.

    I will concede that if the intent is to cheat by "skipping the hard mobs", that's different (although I have never seen that lead to anything but disaster - and it is never ever faster). The only thing my teams use parking for is to allow the plat-free players a clear way from res to the boss, by moving aside the exact same mobs we would just run past on a plat run.


    It is a bug, and good catch on it <3
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    This will have a very drastic negative affect if it isn't implemented the right way. I'll just put that out there. People that cannot plat revive will rage.

    The are two ways to do it:

    1. Decrease the number of mobs in the main path to equal the number (or close to) required for boss spawn.

    2. Increase the number of mobs required to spawn boss to equal the number (or close to) in the main path.

    When I run, its ok, I have plat to revive. When I run with people that can't plat revive, I feel bad and don't do it. Other people aren't that nice. This has potential to really divide the community. Fix it right and it won't happen.

    Can you imagine what it will be like in guilds when members won't run with other members because they don't have plat to revive? Or non plat players are excluded because they can't do it?
    Last edited by Rare; 04-24-2014 at 04:32 PM.

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