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All posts created by Bob

Bob
HowardWdW
I have definitely pinned NPC quest givers and gone back before the event is finished and they aren't there any more.

We were talking this over the other day and the only situation we could come up with where the NPC should have moved was if the Event ended and then an identical Event started up soon after. The NPCs are supposed to stick around until the Event either times out or is completed, then they mark themselves to despawn as soon as they're out of sight, to be replaced by new NPCs. If you're sure the Event didn't end and then immediately restart before returning to the pin to find no NPC, then we'll have to try reproing this since it's not supposed to be happening.
Bob
Just to live up to expectations, the answer is almost definitely "random drops are random." Randomness can and will lead to very long streaks, some of which will appear to be related to some state of the game but are really just the luck of the draw. Of course, it's always possible that something is operating differently than intended, but streaks are the most likely explanation at this point.

FYI, "Free Prisoners" and "Asmodean Alphas" are Events, not Phases. The Moloch Cultists Escalation has only one Phase, regardless of its strength, so it puts out the same Events, mobs, monsters and loot at all times. The only exception is that the Boss Events only trigger at very high or very low strengths in the Monster Hex.
Bob
Guurzak
Bob, how long are Fail Bosses supposed to remain up? It looks like the Mordant Spire escalation will despawn within 6ish hours of the fail boss appearing- if he pops late at night there's basically no practical player response possible. (Obviously, the best way to handle this is "don't let things get to that point", but if we're going to have a fail boss mechanic at all it should be useful.)

The two timed Fail Bosses (Mordant Spire and Skull-Bashers) are set to 2 hours. That was intended to be short enough to push settlements to regularly scout the Monster Hex, but long enough for a party to arrive and find the Boss once the Event was noticed. Given the current player density, I'll go ahead and up that to 12 hours for now, then tighten it over time. If that time limit overlaps with server downtime, I believe the Event just aborts when downtime starts, then it should restart shortly after the servers come back up (because the strength is still likely high enough to trigger it) with a fresh timer.

Guurzak
If the fail boss is killed, how long should we expect between reappearances? Does this vary per escalation?

It's anywhere from 2 to 12 hours, set per escalation. For the timed Bosses, who are the ones where that really matters right now, it's 12 hours for Mordant Spire and 6 hours for the Skull-Bashers.
Bob
Kitsune
Bob
AIn the long run, we're planning to have most of these NPC markers remain visible no matter where you are in the hex.

That could make the world map very cluttered (obviously only in that one hex, but still). Perhaps some options to turn these on & off on the world map also?

It shouldn't be too bad. There aren't all that many NPCs per Event, and at most 3 Events are running at one time. Plus, once the NPCs are easier to find, I won't need to spawn quite so many of them per event.
Bob
Although the markers for the NPCs are only visible when you are close to them, the NPCs themselves should remain at the same place the entire time the Event is running. To help you find them again, you can always place a pin on the NPC so that you can get back to them when necessary. In the long run, we're planning to have most of these NPC markers remain visible no matter where you are in the hex.

The number of spawned Event Encounters often seems low because the system currently requires that non-Event Encounters get cleared out to make room for the Event ones. You need to be killing off a variety of Encounter sizes to make room for all the Event Encounters that the system allows. Also, if you're running into some of the interactive Encounters (free the prisoners, recover the supplies) and doing the interactions without killing off the mobs, then the Encounter won't despawn until the mobs are killed, again preventing a new Encounter from spawning as a replacement. We're planning on improvements to these systems, but for now it's important to completely clear a fair number of Encounters, both Event and non-Event, while trying to complete Events.

For the Escalations that have multiple Phases, the average number of mobs per Encounter does tend to increase as the Escalation gains strength. We're still playing around with the balance of exactly how many mobs per encounter works best, but some AI improvements are likely to be needed before we can have too many at one Encounter without having them just get in each others' way.
Bob
Fortunately, I can set various maximum limits on the Escalations to keep things from getting too bad, assuming they're being obeyed properly. In particular, I'll limit the tougher Escalations so that they can't be running in more than half of the Monster Hexes at one time, and so that they can't take over more than half of the map. It will still be possible for a less-populated settlement to get randomly surrounded by all T2 Escalations, in which case they'll have to call on help from other players. The overall balance of Escalations around the map should be such that other high-level players are available to do so, and are in fact looking for tougher distant Escalations to handle while their lower-level allies handle the weaker Escalations nearby.
Bob
For EE6, I've increased the likelihood for T2 Escalations to spawn and decreased the likelihood for the Mini-Escalations to spawn. I've also increased the number of hexes that the T2 Escalations can spread to. Depending on how that goes, I may push those numbers even further in EE7.

The next big step is to increase the growth rate for all the Escalations. Doing that involves tightening the time limits for all the events, something I'd like to hold off on until we can get a timer added to the UI so everyone can tell how much time is left. Currently, the Escalations are growing at 1/4 their intended speeds, and the events are lasting 4 times as long. As those get tighter, fighting Escalations will require a much higher degree of efficiency. That should hopefully push settlements to send their highest-level players up against the stronger Escalations, and their lower-level players up against the weaker Escalations, better balancing the experience for everyone (fingers crossed).

After that, I'll start adding some additional high-level Escalations to add some more variety at the high end.
Bob
Yeah, the collision box for the catapults became visible at some point. Thought we'd caught that before it made it into a shipping build, but no such luck. It will probably be fixed in the next build.
Bob
When Events time out, they usually do raise the Escalation strength a fair amount. The balance between how much the strength drops on success and how much it rises on failure depends largely on the Event's storyline. If the monsters are doing something to increase their strength (stealing weapons, training soldiers), then failure will result in a substantial rise in strength, while success will result in a modest drop in strength. Likewise, if the Event is more about a temporary vulnerability (ogre runts out proving themselves), then failure only results in a modest rise in strength, while failure results in a significant strength increase.
Bob
Redbeard
Today I completed the Razmiran quest Kindling for a God over the span of about 5 hours. While I think this quest is insane, that is a problem more suited for a different thread. However, shouldn't quests be failing if you take too long? Seems like the timer is either no longer working or is probably a bit too long.

The timers are all currently set to 4 times their intended lengths. Partially that was done to be nicer to players until we actually get some UI in showing the timers (since it reduces the likelihood of the event timing out while it's being worked on), and partially it was done because so many settlements were having trouble pulling together the number of players needed to finish events in time. Hopefully we can get some timers in soon and then I can start the process of lowering the timers back to their intended values, since the player population is clearly starting to have an easier time with the escalations than was initially the case.