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Main Forums => Bug Reports => Topic started by: Ebok on January 11, 2013, 05:31:46 AM

Title: Bilby's Bugs
Post by: Ebok on January 11, 2013, 05:31:46 AM
Crates can completely block off entire passages, or be sitting directly on top of a chest.

:(
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Post by: HoHoHeeHee on January 11, 2013, 06:04:42 AM
There is still a phantom trap or two as well (not lag induced, but rather a placement issue where it is underground or something), though overall it is an amazing improvement from the previous version!
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Post by: Ebok on January 11, 2013, 08:10:24 PM
That would explain a-lot. I can tell a curious dm where they are >_> If interested.
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Post by: PanamaLane on November 24, 2013, 05:24:06 AM
[bump] Although, I like the phantom traps. You take the quest five times, seems like it invites you to try to remember where they are. Of course you never do.
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Post by: One_With_Nature on February 15, 2014, 07:24:01 PM
Just tried this quest and I am completely blocked right from the start no possible routes to take because of crates blocking my path.
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Post by: Valo56 on February 15, 2014, 07:34:56 PM
Perhaps an automated high (25?) DC tumble check could be put in for crossing over these? It could be said they're all heavily trapped, and navigating over the crates, while itself not difficult, is dangerous and only a skilled acrobat could do so without setting off said traps.

Maybe we could also ditch the tumble checks and make several of these as obstacles that break stealth and have a good chance of spawning in a manner that block all paths. Then you have to time it so as to not upset the dog when you unstealth.

Thus allowing us to keep the random crates while also not completely screwing everyone over if they get messed up and block off all paths when they spawn.
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Post by: One_With_Nature on February 20, 2014, 06:21:21 PM
this is the most infuriating quest! I find that because of how many traps are in the area as you are trying to detect them you get a lot of periodic lag so no matter how careful you are its very easy to hit a trap from this.

With the occasionally blocked paths too which seems to be hit or miss (today I tried and the route to one of the gems was blocked on all sides).

Maybe make it if you trigger a trap you lose 1 point and if you trigger another you lose 2 points upto a maximum loss of 2 points for 2 traps or more.

As for the random generation crates not sure what can be done.
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Post by: Ryan on March 19, 2014, 09:00:13 PM
This is still an issue - impossible to get a perfect score on certain crate configurations for this quest.
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Post by: EfUA_undercover on November 30, 2014, 11:07:36 AM
The complete blocking of paths due to the random crate placement can still occure.