Obelisk Spawn Kill Exploit

I don’t know why people necroed this discussion, because nothing ever changes. People who want to justify this behavior insist on branding this technical flaw as a game mechanic and nothing will change their minds.

It could have been a game mechanic, but it isn’t. It’s a flaw, an unintended consequence of the engine’s limitation, a bug.

Not that I expect, at this point, to change anyone’s mind, but you could confirm whether it’s an intended game mechanic or not, using an experiment:

  1. Find another place that isn’t an obelisk, where you have a transition through a load screen, e.g. Dragonmouth.
  2. Build a crapton of stuff around it, stuff it full of followers and light sources. Go wild!
  3. Have someone wait around. Call this person the Ambusher.
  4. Have someone else, with mediocre hardware, go through the load screen transition. Call this person the Victim.
  5. See if the Ambusher can damage or even kill the Victim while they’re still looking at the load screen.

The result I would expect is that yeah, you can kick the crap out of them while they can’t even see you. And yet, it’s not “Giant-King corruption sorcery”, it’s merely people walking through a cave entrance.

It’s not like none of this can be resolved. I already submitted a suggestion to add lore that describes the “teleportation paralysis” effect. Implement that, and add visible “magic portal” effect to any other place with a loading screen transition (like they did w/ Midnight Grove) and you’re done. You don’t have to fix the code, you don’t have to worry about implementing an invulnerability solution that could be abuse. You just point people who complain towards the lore.

What bothers me is that people don’t want to be honest enough to admit that Funcom didn’t do this intentionally. Call a spade a spade.

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Let me summarize for you. The game is full of bugs and very poorly optimized, Funcom knows this and does not care. We spend money and time on a paid game to avoid having these problems but they don’t care about their customers.
@Ignasi @Hugo

SO there would be no delay at all…EVer. that is not feasable. there will be some kind of delay. Either on the port out side, or the port in side. If not, then you would ahve to actually be diconnected breifly from game. And disconnecting has been the portal (no pun intended) to many of the duping exploits that happen. What i am saying is that no matter what fix, it is tech. And tech will have some draw back. And that being able to port as wuick as one can on the game needs to have some sort of drawback. Again, i don;t port at times of war. I run the map. but I also know taht one can build north of set city, and have everything they need easily in reach, with the only exception being star metal. The quick por severely hurt the lore part of the game for me. Conan’s world is about traveling the lands and the kingdoms and adventures along those travels, not jumping thru magic ports to get mats then jumping back with NO DANGER other than ob campers. So i will always be okay with a negative that makes people think twice before using, to me, a broken mechanic.

If this is an intended and desirable game mechanic, then why not make it so everyone porting thru regardless of hardware gets paralyzed and blinded for a good 10 seconds before they can move? That would level the playing field somewhat between those with good rigs and those playing on a potato.

Better yet, how about when someone teleports into an obelisk, everyone starting within or approaching within render distance gets paralyzed and blinded by the arcane energies of the obelisk? Wouldn’t that make blocking and camping obelisks fun for the whole server?

:roll_eyes:

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I know I write a lot, but I honestly can’t see where I wrote anything that implied that. At all.

Yes. And I, personally, agree. What I don’t agree with is people pretending that the current state of affairs is a “game mechanic”. It’s not. It’s a tech flaw.

Whether teleporting should be inherently risky and dangerous, or not, is an opinion. Mine happens to match yours. Others would disagree. But regardless of whether it’s risky or safe, it should be reasonably equitable.

Ideally, Funcom should fix this flaw and decide whether they want porting to be risky or not. If it’s risky, it should be a mechanic specifically implemented for that purpose.

Less ideally, they could transform this flaw into a feature, by adding lore and some visuals at every other transition that can get affected. Even that it more equitable than the current status quo.

And again, I would tend to agree. But none of that changes the fact that people are abusing a technical flaw. But people don’t want to admit that, because it sounds ugly, because some might call them cheaters, and nobody likes being called a cheater. Nobody likes being tarred with the same brush as the undermeshers, for example.

So instead, we have people pretending that this is a game mechanic, an intended feature, and jumping through all sorts of hoops to prove it.

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This is one feature that should have never been implemented.
So on that note, I just hope the developers can fix this.

So people pay good money for a game that has rules and regulations but if they complain about people cheating they are crying? We should just stop playing games that people cheat on? I don’t quite know how to respond to that without using words that will get flagged :man_shrugging:t2: This is quite simply the stupidest comment i have read on this entire forum :man_facepalming:t2:

Please leave necromancy to necromancers.

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