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IDProjectCategoryLast Update
0004121Valley 1Balance IssueSep 27, 2011 7:41 pm
ReporterToll Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.501 
Fixed in Version0.502 
Summary0004121: Entry-way abuse?
DescriptionIt's very easy to abuse entryways in its current incarnation: Find a boss room, enter. When they come close, attack and enter the entryway. Enter back, and you're invincible, and the boss is damaged. Repeat. I used this method to take down two 21-level minibosses at level 14. I can't think of a way to fix this that wouldn't make (in my mind) legitimate use impossible though (such as "OMG I have fifty things after me, let's get out of here NOW!).
TagsNo tags attached.
Internal WeightDiscussion Only

Activities

tigersfan

Sep 27, 2011 6:01 pm

reporter   ~0014031

Hmmm, not sure if this needs adjusting or not.. thoughts anyone?

Nenad

Sep 27, 2011 6:24 pm

reporter   ~0014032

But with 7 levels above yours... didn't that take AGES?

My idea is that it fixes itself - if someone's... patient enough to take all that time to accomplish this then let them have it!

Chris_McElligottPark

Sep 27, 2011 6:28 pm

administrator   ~0014034

Well, you've got a ton of warning when you're entering a boss room -- it says it before you enter, and it has a special icon on the door, etc. My thought is that when you are in a boss room, it wouldn't let you leave. If you have warp scrolls you could warp out, but you couldn't just pop in and out.

Of course, that just makes it harder to cheese -- when you have a lot of warp scrolls. The other thing we could do would be to make it so that two changes are made:

1. If you exit and re-enter a chunk before it gets dropped back to disk (about a 10 second period), you don't get chunk invincibility. This makes sense to me, because it's basically counteracting if you accidentally stepped out of the room and then came back in -- nothing has changed in terms of monster spawning or anything.

2. When you stay out for longer than 10 seconds, and the chunk goes back to disk, the bosses get fully healed. This also makes sense to me, because even if you were using a bunch of characters to warp in, inflict one large attack on the boss, die, repeat, that would be a way to cheese the boss fights in a different fashion. I've been thinking about that for a while. My general thought is that the boss fight should be all one thing that you win or don't win all in one sequence; not something you can whittle down through multiple visits to the room.

Toll

Sep 27, 2011 6:28 pm

reporter   ~0014035

It took a while, yes, but it also gave me a tier five energy pulse spell!

Toll

Sep 27, 2011 6:31 pm

reporter   ~0014037

Hmm. Between the two, I'd far prefer the second solution. It allows you to realise that the boss is way out of your league and hoof it out of there, while still preventing this abuse.

Chris_McElligottPark

Sep 27, 2011 6:31 pm

administrator   ~0014038

Yeah, I agree. And it stops one other exploit case, too.

huw

Sep 27, 2011 7:15 pm

reporter   ~0014049

My vote added for suggestion 2. Also, good report, Toll!

Chris_McElligottPark

Sep 27, 2011 7:41 pm

administrator   ~0014054

Various changes related to this:

* The "Just entered chunk invincibility" effect is now less subtle and more interestingly colored. This makes it more obvious where your character is when you start, and more obvious when you do and do not have the invincibility happening to you.

* The flame that shows after your character has died is no longer able to recieve the just-entered-chunk invincibility.

* After leaving a chunk in the game, the chunk gets removed from memory after about ten seconds. This is not new -- it's when you see all the monsters that have spawned get reset, and so on. Now the following also happens:
** All bosses, vengeful ghosts, and monster spawners get returned to full health.
*** This is to prevent various ways of "cheesing" high level bosses by throwing characters into the meat grinder, using warp scrolls cheaply, or otherwise. It also makes each boss fight something you have to win in a single stretch, rather than something you can whittle down over many return visits, which we prefer.
*** Thanks to Toll for reporting a specific exploit that hurried us to change this.
** Any missing monsters nests that were previously destroyed are loaded back in. This is to prevent the game from getting boringly empty if you revisit areas you have already been, but while you are in an area you can still clear out the monster nests thanks to the recent changes.
*** As an added twist, the locations of these nests will be completely randomly added back in. They m ight cluster with other nests, or go to completely new locations, or be kind of where they were before. This makes for a much interesting return visit if you have some reason to make a return visit (such as a boss you failed to defeat, etc).
*** Thanks to several players for suggesting this.

* When you enter a chunk, you no longer get any invincibility added to yourself if you were in that chunk within the last ten seconds. This prevents abuse of running into and out of chunks to regain invincibility and attack bosses from that cover, for instance. And given that within that 10 second window most likely nothing should have moved within the room you left (multiplayer aside), the invincibility really isn't needed, anyway.
** Assuming that you do make a mistake and exit a fight with a boss, you can either go back in inside the 10 second limit and pick up right whre you left off; or you can wait at least 10 second, heal up and do anything else you want to do, and then restart the boss fight with full invincibility.
** Thanks again to Toll for the exploit that also required this change.

Issue History

Date Modified Username Field Change
Sep 27, 2011 5:52 pm Toll New Issue
Sep 27, 2011 6:01 pm tigersfan Internal Weight => Discussion Only
Sep 27, 2011 6:01 pm tigersfan Note Added: 0014031
Sep 27, 2011 6:01 pm tigersfan Status new => feedback
Sep 27, 2011 6:24 pm Nenad Note Added: 0014032
Sep 27, 2011 6:28 pm Chris_McElligottPark Note Added: 0014034
Sep 27, 2011 6:28 pm Toll Note Added: 0014035
Sep 27, 2011 6:28 pm Toll Status feedback => new
Sep 27, 2011 6:31 pm Toll Note Added: 0014037
Sep 27, 2011 6:31 pm Chris_McElligottPark Note Added: 0014038
Sep 27, 2011 7:15 pm huw Note Added: 0014049
Sep 27, 2011 7:41 pm Chris_McElligottPark Note Added: 0014054
Sep 27, 2011 7:41 pm Chris_McElligottPark Status new => resolved
Sep 27, 2011 7:41 pm Chris_McElligottPark Fixed in Version => 0.502
Sep 27, 2011 7:41 pm Chris_McElligottPark Resolution open => fixed
Sep 27, 2011 7:41 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue