Thatâs one way of putting it. Basically it was against the forum guidelines to post exploits. I see that as anything that is not intentional⊠Maybe Iâm being overzealous about following the guidelines, but better safe, than sorry.
Has anyone confirmed whether putting archers on wedges vs. on normal ceilings affects this issue?
Itâs normal? Awesome! How do you achieve that âfloating blockâ look?
Interesting⊠So itâs forum rules - mods and admins (typically on their own) and likely nothing to do with Funcom. Got it. Face to face or outside the forums Iâd prolly put up a frowny/scowly face but with the world as it is [everyone thinking and acting like normal things are bad or dangerous and EVERYTHING you do or say online crawled, scanned, and recorded for some future cross referencing if ever desired by those with the authority/access to do so], I get the benefits of at least appearing as part of the flock. Anyway, Iâm not interested in exploit building as when they patch it all that time invested will be wasted. I was curious about the âwhyâ of it though.
Anywho, @Ragnaguard says itâs normal so I may be learning a new building technique if he knows - that could be useful/fun!
Well itâs Funcomâs rules, that are enforced by their moderation team.
You may notice someone has flagged your original post, which means I was probably right to avoid the subject.
The mods will look at the post, and make the final decision at their discretion.
Some members are slightly less concerned about losing their accounts. So I would be careful when engaging with them.
Like I said if it seems unintentional itâs better not to discuss it unless you are doing so in the form of a bug report.
The reason I say that is because we donât know the effect buildings like that have on server performance.
Mmm, Iâve been both admin and mod on forums for software and hardware products both large and small companies, and typically we need to guess at over half the ârulesâ pertaining to the use and trade thereof - which is why I made that comment. Of course most of it is common sense but you might be surprised at how disconnected many âofficialâ forums are from the suits, devs, and content creators they represent.
This is one reason the larger social media sites are having trouble. The infrastructure and construct of top-down forum moderation is a crap-shoot at best. The software is infantile in that regard and lacks good structure for such ends. So itâs left up to personal considerations and people come with all sorts of personalities.
Who would flag a post asking for advice on the best way to set up thralls? Doesnât seem to make any sense! I donât see any flags though - just to be clear.
EDIT: Oh I see it nowâŠ
You might be surprised how connected this one is.
Well your post (#11) contained content that could potentially be seen as against guidelines.
But anyone can flag anything, so I wouldnât worry too much. Clearly you werenât being malicious.
Thatâs always a possibility - and hope.
Yup, no malintent here⊠Just a n00b trying to learn. Like I said, I have no interest in building âfunky stuffâ as when they patch it, itâll likely all fall down.
BTW, learning what is and isnât prescribed building techniques doesnât seem very straight forward from my newbie point of view. For example that stair-rail video you linked seems even to be in question all things considered. Of course I donât know what I donât know so if the illegal construction techniques are using some other apparatus or console commands (far removed from snapping, positioning, and dismantling) then that may be the source of my confusion. I would normally assume ANYTHING you can do by snapping, positioning, placing, and dismantling would be âallowedâ.
There is always a lot to learn.
In terms of building âexploitsâ, if you are playing PvE, the term exploit is used very lightly. There is no real advantage to building in a certain way, except for the aesthetics.
The only problem is if that particular building method causes server side issues.
In PvP it is slightly different, building whilst utilizing certain exploits actually becomes advantageous. Which tends to be when people take issue with it.
Itâs not necessarily how you do something, but why you do it⊠If that makes any sense.
@TeleTesselator, building in an exploitative way is really only going to get you banned (AFIAK) if you are playing on a PvP server and the exploit gives you an unfair advantage. In PvE or PvE(C) the main concern would be server performance hits. If approaching your build causes a player to lose a bunch of FPS, then someone may complain about it and the result could be a suspension or even ban. These are extreme cases though and you donât need to worry about accidentally building in an exploitative way. What @LordKAA is trying to avoid, is âteachingâ someone an exploit, which can get you banned from the forum.
Back on topic thoughâŠ
@CodeMage I had long been wondering if the archers with happy feet may be related to the square versus wedge foundation pieces. It seemed to happen a lot more frequently in certain parts of my build. I built a little test area tonight, after you asked. I used crenulated fences on both wedge and square foundation pieces (both stacked 2 high). After kiting mobs to them, the archers on wedges jumped off their perch more than 80% of the time, while the archers on square foundations stayed on 100%. To be clear, this was a very limited sample size, but I am fairly confident in what my results showed, and thought I would share.
- Edit: It didnât make sense to me that the archer I set on a wedge kept backing up (off the foundation) and the other didnât. So I re-set all his behaviors and tactics and now NEITHER archer has happy feet. My previous test results were all skewed, sorry for the misinformation. Wedge versus square foundation seems to be irrelevant, as long as you set their TACTICS to âstand and guardâ and their BEHAVIOR to âattack all enemies.â The problematic archers I was encountering in certain areas of my build were also due to me neglecting to set them correctly (SMH).
I was going to ask that earlier, and I deleted my post thinking, no surelyâŠ
I played for 4 or 5 months with a few of my developer buddies on a dedicated server running on one of their Linux servers. It was updated within minutes of each new release and everything was set to the distributed install defaults. That ended about 7 or 8 days ago so now Iâm on an âofficialâ server in Asia (I live in Japan).
On that dedicated server nothing worked - I tried every setting - multiple times and whenever there was a ruckus they came down (50-60% of the time) - usually falling off I suspect. The best results I ever got were by turning the archer-walls inward toward the archer on all sides. The lowered fence idea seems like it might work as well. Anyway thatâs what prompted this thread - my previous failures.
I notice for some reason Thralls in general are much better behaved on the official server than they were on the dedicated Linux server. They get stuck (on rocks or in bushes while following you) A LOT less often and now ALWAYS eventually catchup - although sometimes it takes a full minute to 90 seconds. So @JJDancer might be right and on official servers itâs just about the proper settings. (???)
I had a Purge a few hours after I started this thread and couldnât test because my base was built rather moronically and all my bears jammed up all the passages to the point I had to dismantle the archer pillars just to get through to the enemies. It didnât help that the purge was those giant 12-foot hairy rock-throwing sasquatch looking dudes either.
There are no enemies in nominal range of my current base so itâs hard to test. The best I can do is punch a doe and see how they react. So far they only alert to that 25% of the time but they donât fall off - so hereâs hoping!
Oh, itâs a DLC thing⊠K⊠Thatâs what I had initially assumed but then the whole idea (new to me!) of exploits was brought up soâŠ
So, winding it upâŠ
Thank you all so much! Itâs been interesting, educational, and helpful!
Domo, arigato gozaimashita!
[Please, thank you very much!]
PS: Iâve decided to use platformed walls so this may eliminate any problemsâŠ
A bit of devkit info may help as well. All thralls have 2 aggro ranges if I recall. Even on stand and defend, if something breaks through to the Melee range (<=400) the thrall may be changing to melee attack, meaning they will move. Backing up may be a small factor of the thrall trying to reestablish range aggro. Just my 1 cent (not sure enough to call it 2 cents).
Yeah, thatâs probably why @Ragnaguard 's fences work and my (better) luck with inward facing spike walls.
BTW, even with the platform walls they are still coming down. And pretty sure nothing agroâd them as there are no critters or anything in the area to agro them. Here are the before and after screen shots. You can see one if up top still but walking on air and the other is down on the ground. They were up there good till I disabled auto-close on the gate and left it in the opened state.
One on the ground, one up top walking on air.
How and where they were initially positioned.
Iâm 99.9% sure nothing agroâd them. The are set to: Stand And Defend, Attack Distance 50m, Chase Distance 5m and of course Attack All Enemies.
Stand and defend freezes them in place, however, if an enemy gets within melee range they may lunge out of position and not return to their spot.
Caveat, when you first enter rendering range some of them will walk away from their position and try to return. If they are on a wall this makes them fall off.
This is probably anti-collision to prevent the NPC getting stuck in terrain. Usually, in games like this the asset would load in slightly above the ground coordinates to prevent getting stuck in the ground.
Also when teleporting into the base they will often just fall through the ground on load.
Try removing their melee weapons and have them just equipped with bows. None of my archers have melee weapons and I have never had this teleporting issue.
Agreed. In my test and in my base, archers did not have melee weapons.