Non-Directional Exits and Flee

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Aysa
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Non-Directional Exits and Flee

Post by Aysa » Sun Sep 20, 2015 1:45 am

Will there ever be code that allows people to flee out the 'non-directional' exits? Otherwise, this is a death sentence. I'm sure this has been brought up before. However, I want to vent my frustration at this. Putting angry mobs in the 'landing' room of a non-directional exit is setting PCs up for death as there's no way to flee. You simply have to watch your character die.

Anyway, there's my $.02 worth
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Re: Non-Directional Exits and Flee

Post by Gwain » Sun Sep 20, 2015 4:58 am

Seeing as there are only a handful of areas like this in game right now, I would suggest keeping the entry point aggressive mobile free until a solution can be found for this bug.
Last edited by Gwain on Sun Sep 20, 2015 5:20 am, edited 1 time in total.
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Re: Non-Directional Exits and Flee

Post by Yemin » Sun Sep 20, 2015 5:00 am

I, the master escape artist have gotten flee down to an art.
1. Not enough favour to recall? Perhaps think about getting to that safety net. But if thats boring to you fair enough.

2. are the things your fleeing from set to running speed or flying? If not then you can always outpace them. Flee will take you deeper into the zone but after the original bunch follow you in, flee again and be quick about running out the custom exit.

3. are you a Wizard? There are a few different spells that will help your survival with the previous suggestion whether this stuns or blinds the aggressors The ones i'm thinking off are fairly low level..

4. Are you able to hide and sneak? are you doing this into the new area? is this even possible? I don't have any characters like this.

5. Are you looking before you leap?

Overall I agree with making the room monster clear but even though its been a long time I've died like this, it would definitely help the play experience.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Non-Directional Exits and Flee

Post by Vaemar » Sun Sep 20, 2015 10:42 am

Just yesterday my new svirfneblin almost died at the entrance of Blingdenstone from the wilderness, first room. However when I typed "flee" she was able to flee to the non-directional exit from where she had come. So she survived pretty nicely.
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Re: Non-Directional Exits and Flee

Post by Aysa » Sun Sep 20, 2015 4:36 pm

Yemin wrote:I, the master escape artist have gotten flee down to an art.
1. Not enough favour to recall? Perhaps think about getting to that safety net. But if thats boring to you fair enough.

2. are the things your fleeing from set to running speed or flying? If not then you can always outpace them. Flee will take you deeper into the zone but after the original bunch follow you in, flee again and be quick about running out the custom exit.

3. are you a Wizard? There are a few different spells that will help your survival with the previous suggestion whether this stuns or blinds the aggressors The ones i'm thinking off are fairly low level..

4. Are you able to hide and sneak? are you doing this into the new area? is this even possible? I don't have any characters like this.

5. Are you looking before you leap?

Overall I agree with making the room monster clear but even though its been a long time I've died like this, it would definitely help the play experience.
Point 1 -- Not all ?'s are aggressive areas, so how would one know to have enough favour for supplicate recall?

Point 2 -- Flee only takes you to the room that you were just in, so you can't flee into a room deeper into area. Nor can you just take an exit to avoid combat. To disengage from combat, you must use 'flee'. And unlike someone who posted otherwise, I have never seen 'flee' work with a non-directional exit.

Point 3 -- Using stunning spells might work (if you can act fast enough, and if the angry mobs are not high enough level where resisting low level spells is an easy task for them, and if you even have them)

Point 4 -- Sneaking into the area may work -- if your skill level is high enough. This includes utilizing darkvision should the area be 'dark' and the angry mob can't see you. Again, these are things not readily available to everyone.

Point 5 -- A look before you leap is always a good rule of thumb, but if you're unaware if the mobs seen are aggressive or not... looking before leaping simply lets you know that you may be walking into a trap. (Unfortunately, I didn't have a kuo-toa minion yelling 'It's a trap!' prior to entering the area)
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Re: Non-Directional Exits and Flee

Post by Vaemar » Sun Sep 20, 2015 5:40 pm

Aysa wrote: Point 2 -- Flee only takes you to the room that you were just in, so you can't flee into a room deeper into area. Nor can you just take an exit to avoid combat. To disengage from combat, you must use 'flee'. And unlike someone who posted otherwise, I have never seen 'flee' work with a non-directional exit.
Look here. I do not lie, it worked and not just for my character. I guess it depends from area to area.
This doesn't solve the problem where it doesn't work, though.
Entrance Maze
N-Entrance Maze W-Entrance Maze Other exits:Tunnel
The walls here are made of hewn stone, artfully shaped by what must have been
decades of constant labor. Each passageway here seems to have been planed to
a perfect smoothness, unmarred by any chip or crack. The stone face of the
wall is dry to the touch, and the air is marked with a slightly stale smell
of sulphur and charcoal.
The sliced-off right leg of a giant centipede is lying here. (superb)
a giant rat is deep in slumber here.
(Bleeding) a giant centipede is incapacitated.
a bat is mortally wounded.
Heddy is here, fighting a bat.
Brondo is here, fighting a giant centipede.
a giant centipede is deep in slumber here.
a deep rothe is here, fighting YOU!

Heddy says 'Bloody'

A deep rothe's pierce nearly bisects your abdomen.

Brondo's pierce nearly bisects a giant centipede's abdomen.
A giant centipede is DEAD!
Several of the centipede's legs are separated in the fight.
Brondo follows through his attack onto another target.
Brondo's pierce nearly bisects a giant rat's abdomen.
A giant rat is DEAD!
A piece of rat fur falls off in a large clump.
Brondo follows through his attack onto another target.
Brondo's pierce nearly bisects a giant centipede's abdomen.
A giant centipede's guts spill all over the ground.

Heddy's crush beats a bat to a bloody pulp.
A bat is DEAD!

A giant centipede's bite penetrates your right leg.
Heddy joins the battle!

You prepare to cast armor...

You do not have enough free hands to cast that.
A giant centipede attacks as you open your guard attempting to cast!
You step back out of the range of a giant centipede's jaws.

A deep rothe's pierce nearly bisects your right arm.

A giant centipede sidesteps Brondo's piercing attack.

Heddy runs somewhere.
You hear the sound of footsteps from somewhere.
Heddy flees head over heels!


You step back out of the range of a giant centipede's jaws.

You prepare to flee ...

Blingdenstone
N-Underground riv E-Guarded Tunnels S-The Darklake W-Underground rxooor
NE-Underground rivNW-Guarded TunnelsSE-The Darklake SW-Guarded Tunneo#rr?
Other exits:Tunnel #r@#W
The caves and tunnels that compromise the vast majority of the r#WWW
Underdark seem here to be in better repair than in many other areas. WWWWW
Some areas have obviously been smoothed or worked by intelligent
hands. The air here seems less stale, less beset by sulphur or other
strange, acrid odors. Water in the area does not flood or stagnate,
but rather seems to be channeled in a specific direction, often into
dark aqueducts that disappear into the rock face. An occasional
marking will glow red, though the location of the city, safe haven or
food cache they once referred to seems to have become nothing but a
blurred memory.
Heddy is standing here.
You flee from combat!
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Re: Non-Directional Exits and Flee

Post by Ungtar » Sun Sep 20, 2015 7:46 pm

Been a couple of spots I was able to flee in and out of. Did this get stealth-fixed?
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Re: Non-Directional Exits and Flee

Post by Lylena » Sun Sep 20, 2015 8:30 pm

Ungtar wrote:Been a couple of spots I was able to flee in and out of. Did this get stealth-fixed?

Sounding like it. If that's the case, awesome!
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Re: Non-Directional Exits and Flee

Post by Yemin » Sun Sep 20, 2015 9:33 pm

Aysa wrote:
Yemin wrote:I, the master escape artist have gotten flee down to an art.
1. Not enough favour to recall? Perhaps think about getting to that safety net. But if thats boring to you fair enough.

2. are the things your fleeing from set to running speed or flying? If not then you can always outpace them. Flee will take you deeper into the zone but after the original bunch follow you in, flee again and be quick about running out the custom exit.

3. are you a Wizard? There are a few different spells that will help your survival with the previous suggestion whether this stuns or blinds the aggressors The ones i'm thinking off are fairly low level..

4. Are you able to hide and sneak? are you doing this into the new area? is this even possible? I don't have any characters like this.

5. Are you looking before you leap?

Overall I agree with making the room monster clear but even though its been a long time I've died like this, it would definitely help the play experience.
Point 1 -- Not all ?'s are aggressive areas, so how would one know to have enough favour for supplicate recall?

Point 2 -- Flee only takes you to the room that you were just in, so you can't flee into a room deeper into area. Nor can you just take an exit to avoid combat. To disengage from combat, you must use 'flee'. And unlike someone who posted otherwise, I have never seen 'flee' work with a non-directional exit.

Point 3 -- Using stunning spells might work (if you can act fast enough, and if the angry mobs are not high enough level where resisting low level spells is an easy task for them, and if you even have them)

Point 4 -- Sneaking into the area may work -- if your skill level is high enough. This includes utilizing darkvision should the area be 'dark' and the angry mob can't see you. Again, these are things not readily available to everyone.

Point 5 -- A look before you leap is always a good rule of thumb, but if you're unaware if the mobs seen are aggressive or not... looking before leaping simply lets you know that you may be walking into a trap. (Unfortunately, I didn't have a kuo-toa minion yelling 'It's a trap!' prior to entering the area)
I usually just assume everything's a trap... In dnd where the walls, the ceiling, your bed clothes, your actual clothes, the carpet the door and the floor can all want to eat you at once... thats a healthy frame of mind to have.

Not even joking there are monsters that not only mimic but keep that as their original forms for the express purpose of eating people.

And btw, supplicate recall is a safety net, Its the rainy day measure. One never, I hope grinds to get it intending to use it right after.

The rest of your points have some validity and I understand your upset to some degree but apart from the hide and sneak suggestion, all of these things have worked for me in the past. My aim was to help not to give fodder
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Non-Directional Exits and Flee

Post by Talos » Sun Sep 20, 2015 10:53 pm

Some places make sense to be traps, but not all of them. If people can comprise a list of where it makes more sense to be able to flee from, I could probably softcode around this. It should be noted the goblin areas in particular are meant to be deadly, and will often swarm with ambushers.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
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Re: Non-Directional Exits and Flee

Post by Eechi » Sun Sep 20, 2015 11:13 pm

I believe the spot in question for the Deep Gnomes is not the tunnel exit to the open Underdark. Its the area when you leave the gates of the city into the maze you are cut off from the city right away. It is that one room that you go into that seems to be the problem because the spot you entered from is technically not there anymore. So if a tough mob decides to jump you in that room you literally have no spot to flee to.

I'm not sure if this can be fixed because of the RP that goes around the idea of having that room cut off but as suggested if that one room can be mob free it should fix the issue!
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Re: Non-Directional Exits and Flee

Post by Aysa » Mon Sep 21, 2015 2:52 am

One of the places in question that I make mention is in the elven ruins near the High Forest, where fey'ri's are waiting.
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Re: Non-Directional Exits and Flee

Post by Aysa » Mon Sep 21, 2015 7:13 pm

Another spot is the ruins in Anauroch Desert.

Another spot is the clearing in the Cormanthyr Forest
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Re: Non-Directional Exits and Flee

Post by Terageld » Tue Sep 22, 2015 12:41 am

The gnoll bandit fort around Rawlinswood. That one got me good. Also the tower with the cultists around the same area.
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Re: Non-Directional Exits and Flee

Post by Terageld » Tue Sep 22, 2015 2:09 pm

And that really tough bandit camp north-west of Berdusk. I don't think any of the goblin tribes could be fled from either. Some of those tribes are super dangerous.
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Re: Non-Directional Exits and Flee

Post by Sithiel » Tue Sep 22, 2015 5:07 pm

Terageld wrote:And that really tough bandit camp north-west of Berdusk. I don't think any of the goblin tribes could be fled from either. Some of those tribes are super dangerous.
I think it makes some sense that you can't flee from some of the golbin tribes, seeing that some of the areas described as mines where you descend. At least they should IMO have a reduced chance of fleeing if any. On the other hand I have died to few of those so if they get fixed with the rest I'm not complaining :D
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Re: Non-Directional Exits and Flee

Post by Terageld » Wed Sep 23, 2015 1:13 pm

Problem with the goblin tribes is that some of them *cough Morzegg-Doon cough* are super tough, compared to the goblin stereotype. I was all like "Hey, goblins! No problem!" and got my rear handed to me in less than two minutes. I think we should make the first room of each goblin tribe a no-mob zone, so people can flee. Or better yet, we should put like that poor adventure skeleton in the entrance of tough tribes, like the old School of Wonder.
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Re: Non-Directional Exits and Flee

Post by Ungtar » Wed Sep 23, 2015 2:16 pm

Terageld wrote:Problem with the goblin tribes is that some of them *cough Morzegg-Doon cough* are super tough, compared to the goblin stereotype. I was all like "Hey, goblins! No problem!" and got my rear handed to me in less than two minutes. I think we should make the first room of each goblin tribe a no-mob zone, so people can flee. Or better yet, we should put like that poor adventure skeleton in the entrance of tough tribes, like the old School of Wonder.
Heh. Yeah. I slaughtered a few dozen of one tribe of goblin and then suddenly one I'd killed plenty of before cast a death spell on me. Tricksy goblins.
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