Anti-"cheat" method for explorables

Started by Starstruck, June 26, 2017, 04:06:56 AM

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Starstruck

Lately I've entered a lot of explorables filled to the brim with mobs that have had their chests raided, some of them especially difficult and costly to clear. It's very frustrating when you go through the trouble of cleaning out an explorable only to find that someone stealthed through. I'd appreciate there being a way to prevent this, ideally by requiring that ALL mobs in the area be dead before the loot and gold are accessible.

Random_White_Guy

Stealth options on EFU are pretty sparse. Most questing as a rogue is overwhelmed by "SHUT UP I KNOW THE TRAPS STOP SLOWING DOWN THE PARTY" or people wordlessly blitzing past the thieves, cut-purses, scouts, and otherwise.

Don't get too many chances to actually sneak around and steal stuff in EFU so explorables are prime time for that.
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Litany of Tyranny

Quote(32) Although not expressly forbidden, the practice of using stealth or invisibility to gather the treasure of random exploreable areas without actually defeating the monsters is in most cases frowned upon. If your character(s) engage(s) the monsters, fail and are unable to defeat the foe, feel free to consult with a DM if it would be appropriate to attempt to use stealth and trickery to plunder the area.

Starstruck

Quote(32) Although not expressly forbidden, the practice of using stealth or invisibility to gather the treasure of random exploreable areas without actually defeating the monsters is in most cases frowned upon. If your character(s) engage(s) the monsters, fail and are unable to defeat the foe, feel free to consult with a DM if it would be appropriate to attempt to use stealth and trickery to plunder the area.
This is such an easy rule to circumvent without a DM online, particularly considering it's so wishy-washy about whether or not there's any actual punishment for being a scumlord.

Quote from: Random_White_Guy;n678863Stealth options on EFU are pretty sparse. Most questing as a rogue is overwhelmed by "SHUT UP I KNOW THE TRAPS STOP SLOWING DOWN THE PARTY" or people wordlessly blitzing past the thieves, cut-purses, scouts, and otherwise.

Don't get too many chances to actually sneak around and steal stuff in EFU so explorables are prime time for that.

I don't really think this is a fair excuse for something that an invisibility potion could also do. If you want to give some love to the "stealth" concepts then I wouldn't be against a very, very small portion of the spoils being accessible without defeating the room of mobs. But I don't think someone should have to cut down the mobs, get no experience if they're of higher level, bust through supplies, and then find that a chest is empty because the AI isn't smart enough to realize that someone robbed them blind while they weren't looking. It's exploitative and frustrating when you draw the shit end of the stick.

zDark Shadowz

On my end I'm all for stealthy rogues being rewarded for robbing explorables instead of dealing with the creatures... as long as there are invisibility-dispelling traps about and the mobs have 'some' level of spot/listen. It's another avenue instead of 'break in, smash everything, walk away'... and I've never committed to making any real stealthy characters here myself haha.

DeepDark

On this topic, the one thing I would say is, can a dm check to see that all the loot is spawning properly. I have done a few where the random explore was still locked, gathered people to do it, and then have to get pass the locks and/or traps of stuff and nothing be within. I would say to check the spawns spawning on the first time around too but I have only seen that happen twice but that was over a year ago on the orc related ones.

[Naga]

Stealth is incredibly powerful as it is in every aspect of efu rwg so your points are pretty moot about the sparseness of them. Quality over quantity and all.

As for explorable loot containers. If a solution was desirable for this then adding a key to the strongest monster of the explorable and locking all containers would be it.

I do wish that explorable entrances would despawn after the chests were opened/monsters were defeated.

 

Starstruck

Quote from: [NagaI do wish that explorable entrances would despawn after the chests were opened/monsters were defeated.

This would be great at the very least, so that people aren't fighting mobs for nothing.