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Bugged Maze

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webwalker:
Opened the maze.
Ran the WHOLE MAZE until I got back to my starting point!
I saw the cow king once on the edge of my screen.
When I got to where I think he's supposed to be, there was just the square with the two stakes with dead rogues on them.
No Cow King.
No "The King Is Dead".
Since he wasn't there I continued running the maze hoping that around the next corner I'd see him again.

Problem: The Maze is just too big.  If it were 1/4 the size so it was merely tedious not murderously tedious, I could stand it.
Problem: The walls are too tall, I can't see my character half the time.
Problem: Skelliemancer build is at a serious disadvantage in that maze: skellies get stuck on a corner, then teleport to me but arrive on the wrong side of a wall and engage mobs on that side (that I won't get to for a while), so "stuff on the ground" is no clue that I've been "there" already.

Joe: Please either shrink the maze to 1/4 of its current size, or dump the maze entirely and put the King in "A Nasty Place."

Hoerby:
Hi,
never had have problems there, witha Barb,Amma or Paladin.
From the starting point I am running always like the wall at my right side.
This means running from about 20 mins to 2 hours.
The only trouble i had is:
The helper  sometimes disapears and come back at different locations kills the King and I donĀ“t know this.
For this reason i dont enter the maze with a helper(Walkure)
So I have to start again at a new game. But no prob cause mostly i get 2 lvlups.

webwalker:

--- Quote ---"never had have problems there, witha Barb,Amma or Paladin" 
--- End quote ---
Try it with a skellimancer.  Skellies teleport to different sides of various wall (like the Valk did to you) and what's killed where is hard to tell.

For me, 2 hours to get nothing again (level ups stop when you're higher than the mobs by enough) is the reason I usually skip the maze and everything after it completely.

So I list the problems as I see them, and the suggested solutions:

--- Quote ---Problem: The Maze is just too big.  If it were 1/4 the size so it was merely tedious not murderously tedious, I could stand it.
Problem: The walls are too tall, I can't see my character half the time.
Problem: Skelliemancer build is at a serious disadvantage in that maze: skellies get stuck on a corner, then teleport to me but arrive on the wrong side of a wall and engage mobs on that side (that I won't get to for a while), so "stuff on the ground" is no clue that I've been "there" already.

Joe: Please either shrink the maze to 1/4 of its current size, or dump the maze entirely and put the King in "A Nasty Place."

--- End quote ---

ChaosEmpire:
seems to be a problem by your skellies...like hoerby told you

i assume i cant disallow skellies that porting...or is there somewhere a map, where skellies dont do it,, than i can compare, and maybe do it for the mazte, but then iot may an issue as you stand within them...

webwalker:
It seems to be skellies, as they're on the wrong side of the wall in Cat1-4 (and elsewhere but I notice it there in POC most because at that low level skellies is all I have and I'm dependent on them).

Having several Cow Kings in the maze would reduce the size in effect; putting one in A Nasty Place would also solve the problem.  As would shrinking the Maze itself.

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