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All posts created by Bob

Bob
Drogon
Which once again stresses the importance of getting the fallow bug fixed ASAP or figuring out the best stop gap measure in the mean time so we are not over run…..hopefully the other escalations are indeed respecting their maxes and it is only ogg home that is out of control……can you do your teleport scouting around hopes end to see if the ustilavians are infected more that 12 hexes surrounding?

As expected, the Ustalav Invaders seem to be going over their maximum hexes as well, though it's harder to be sure when the numbers get higher. There's always a chance that some of those hexes are hooked up to a different monster hex.

I'm still looking into exactly where the problem lies so I can figure out the most appropriate way to deal with this.
Bob
Drogon
Can you please verify if the other T2 are respecting their maxes? If they are not, this is compounding the issue immensely with the fallow bug not fixed and the uptick on T2 set to what I believe to be very high considering the circumstances.

Could this be a continuation of the fallow time bug that is also not respecting ANY of the max settings for hex expansion and tied into server restart?

Also for your information we finally took out the Mordant Spire yesterday, whew, now for some rest…..oh no,today at server up Duegars just popped in the same hex… Guess we must be awfully unlucky if there's truly only a 5% chance of a T2?

There's nothing special about Ogg in terms of max hexes, so if he's not obeying them, I'm fairly certain they're all having problems given the other reports here. I'll look into it more closely on Monday and file a bug for it. It's certainly possible it's related to server restart like the fallow issue, but I won't know until I run some simulations.

You were definitely unlucky to get Duergar, but it's a roughly 5% chance for a specific T2, not 5% for T2's in general. And I'm probably rounding a bit there, it may be closer to 6-7% for some of them. Duergar in particular have a roughly 4 in 60 chance of appearing. Since there are multiple T2's available, the total chance for a T2 is probably closer to 20-30%.
Bob
Caldeathe Baequiannia
It might or might not offer any benefits, but what if, until the fallow bug is fixed, Home hexes were told to behave like any other monster hex?

We're actually considering something like that, or at least increasing the number of escalations that can spawn in those hexes. It makes them less of a predictable source of specific monsters for those "kill X hellhounds" quests, but now that most monsters have at least some chance of appearing throughout the world, that would probably be okay.
Bob
Drogon
Or how about tying something to the escalation instance itself that forbids it from repeating in any given spawn spot consecutively ?

That's definitely something we're hoping to add eventually.
Bob
Drogon
We just finished another MS…..4th one for me …. They start at 32% and I believe can be taken down in an efficient manner but only at 1/2 speed of what you are thinking bob….. If I bring in a full group of 6 T2 we can do about 2000 points in 1 hour

I actually would expect an appropriate party for MS to be something along the lines of 6 T2 characters, so being able to do 2000 points per hour means my estimates are at least pretty close. Is that 6 characters in T2+2 gear, with feats to match? Also, what's the mix of characters? Stephen and I were discussing MS the other day and were noticing that the party we recently went up against them with was pretty fighter heavy, which may not have been ideal against MS mobs who generally have a lot of physical resistance and attacks that do quite well against heavy armor.
Bob
Edam
Clearing a 100% T2 escalation in 8 hours would seem to need more like 20 or 30 T2 characters not 20 low levels.

The 8 hour estimate is for most T2 escalations if caught early. Most of them come in at about 20k strength and should grow by roughly 2.5k per day. My estimate is that an appropriately-leveled party will do about 2.5k of damage per hour.

If a typical T2 escalation has grown to 100%, that's more like 55k to 70k, plus there's a good chance it's getting reinforcements from infected neighbors, so it recovers more quickly. At that point, you'd want to bring several parties so you can beat it down more more quickly than it recovers.
Bob
Edam
Yeah Ogg had about 13 or 14 around it's home hex last week.

So a question. After the patch if you kill a home hex where the infection has variants - are you guaranteed to always get a different variant or is there still a chance the original/variant you just killed will respawn ?

After the patch, every time a home hex is empty, it will run its specified variant at the next opportunity.
Bob
Kero
Come to think of it, if these max sizes are not working as intended, maybe a temporary stop-gap would be to at least kill off the monster home hexes (and not wait for the players, who have already gotten VERY tired of fighting back against a literally undying escalation that is not even meant to spread that far, to kill it off) for the next patch and re-seed them with the "new" home escalations, thus preventing their further spread while you work on a fix.

I was already considering that, and now seeing how some of them have spread past their maximums, I'll probably go ahead and replace them all with the new home hex variants as soon as EE10 goes live.
Bob
All that said, I just teleported my way around the hexes surrounding Ogg's home hex and they do all seem to be fully active and way beyond the maximum number of hexes. I'll have to do some testing to see if something else is going on here.
Bob
And, of course, there can be a lot of confusion about the numbers if two nearby monster hexes with the same escalation in it spread towards each other.