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What was the point of disabling Exit Area? Stuck in Mind Trap for 20mins!!

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
What was the point of disabling Exit Area? Stuck in Mind Trap for 20mins!!

Maestrodomus's Avatar


Maestrodomus
05.03.2012 , 09:52 AM | #11
Quote: Originally Posted by The_Butler View Post
I thought the patch notes for 1.2 said that players would die in the Mindtrap if there for the full 2mins



Is this bugged or have I misunderstood what that meant...
Probably massive exaggeration from the OP for a reason to come here and QQ to bioware.
Dark Fury [Canderous Ordo]

Remulan's Avatar


Remulan
05.03.2012 , 10:02 AM | #12
Quote: Originally Posted by Maestrodomus View Post
Probably massive exaggeration from the OP for a reason to come here and QQ to bioware.
Yea, it's completely insane to think they would put something in the patch notes that wasn't true!

Niil's Avatar


Niil
05.03.2012 , 10:31 AM | #13
Quote: Originally Posted by Remulan View Post
Yea, it's completely insane to think they would put something in the patch notes that wasn't true!
Suffice it to say, he said /stuck moved him while he was in combat. I used it half a dozen times last night on various fights that went bad in EC and died instantly every single time...like what happens when you use stuck in combat..like what has happened the entire duration of the live game when using stuck in combat. I don't doubt he's bs'ing. 20 minutes went by and he didn't log out, he didn't drop group, stuck didn't work like it has every single time I've ever used it, and he didn't die after 2 mins. Not just him but "another guy in his raid". Sure buddy. You're telling the truth. I totally believe you.

LarryRow's Avatar


LarryRow
05.03.2012 , 11:33 AM | #14
Quote: Originally Posted by Niil View Post
Suffice it to say, he said /stuck moved him while he was in combat. I used it half a dozen times last night on various fights that went bad in EC and died instantly every single time...like what happens when you use stuck in combat..like what has happened the entire duration of the live game when using stuck in combat. I don't doubt he's bs'ing. 20 minutes went by and he didn't log out, he didn't drop group, stuck didn't work like it has every single time I've ever used it, and he didn't die after 2 mins. Not just him but "another guy in his raid". Sure buddy. You're telling the truth. I totally believe you.
I'm forced to agree. He is probably just trying to get us all to beg to get Exit Area back. "Bioware, it's inconvenient that we can't exit area any more. Plus: Behold the Injustice!!"

Honestly, though, I don't fully get why they took it from us. I'm a tank so it hardly matters to me. But for the rest of the raid it is nice to avoid those repair costs. I don't care how cheap you think they are, they are obnoxious.

Mavery's Avatar


Mavery
05.03.2012 , 11:59 AM | #15
Quote: Originally Posted by LarryRow View Post
I'm forced to agree. He is probably just trying to get us all to beg to get Exit Area back. "Bioware, it's inconvenient that we can't exit area any more. Plus: Behold the Injustice!!"

Honestly, though, I don't fully get why they took it from us. I'm a tank so it hardly matters to me. But for the rest of the raid it is nice to avoid those repair costs. I don't care how cheap you think they are, they are obnoxious.
They took exit area away because it had a tendency to bug encounters. Yes, I know, it shouldn't bug them in the first place. I don't disagree with that. But until they figure out why it's happening, better to remove it than frustrate raiders with bosses that don't leave combat or additional bugs caused by exit area.

@OP: I have a very hard time believing you. First, a Mind Trap does not take 20 minutes to kill you. It's significantly shorter than that. I've seen DPSers trapped inside them, just like how you described, and they're dead after a minute or so: a far cry from 20. Secondly, if you're in a FP/OP and in combat, /stuck will kill you. I've been in a Mind Trap -- the only one -- and /stuck killed me.

Hyperbole really doesn't get you anywhere.
Former GM and RL of a once great guild. Now just wandering the galaxy looking for a good home.

ragamer's Avatar


ragamer
05.03.2012 , 01:26 PM | #16
I just happen to redid SOA HM after 1.2 and:

- /stuck when into a MT kills you instantly (Like the whole rest of the game... /stuck in combat = death)
- After 1.2 there is no mob inside... The 2m debuff you get kills you also when it fades (Didn't try to check if I could right click on it to die faster... Now that I remember).


Specifically for OPS/HMs (On Real in combat emergencies):

- Leaving your group starts a 60s Timer that kicks you out of the Phase you are in.


So in short... The OP has suffered the worst case of unreported bugs chain on this MMO history or...

...He is one of those cheap-asses that cares nothing about the ppl that actually stays so he could bail with 0 costs before and it's just fabricating crap to "justify" a rollback of a must-have feature for PvE.

Raeln's Avatar


Raeln
05.03.2012 , 02:36 PM | #17
Quote: Originally Posted by Fossman View Post
Okay while I completely agree that it was a stupid idea on their part. Why on earth would you and your raid sit there for 20 minutes? You realize you could have just left the raid and been booted out of the instance in like 20 seconds right? <_<
Considering some of the instance bugs I've seen in Operations, where some of us were put in different raid instances - I would not recommend dropping the raid. Especially if the instance ownership is currently assigned to you.

I fail to understand why Exit Area was disabled too. Though, I'll go farther and say that I miss the days when we weren't locked into an mocked up "arena" for every boss encounter.

Raeln's Avatar


Raeln
05.03.2012 , 02:40 PM | #18
Quote: Originally Posted by ragamer View Post
I just happen to redid SOA HM after 1.2 and:

- /stuck when into a MT kills you instantly (Like the whole rest of the game... /stuck in combat = death)
- After 1.2 there is no mob inside... The 2m debuff you get kills you also when it fades (Didn't try to check if I could right click on it to die faster... Now that I remember).


Specifically for OPS/HMs (On Real in combat emergencies):

- Leaving your group starts a 60s Timer that kicks you out of the Phase you are in.


So in short... The OP has suffered the worst case of unreported bugs chain on this MMO history or...

...He is one of those cheap-asses that cares nothing about the ppl that actually stays so he could bail with 0 costs before and it's just fabricating crap to "justify" a rollback of a must-have feature for PvE.
If a game developer cannot guarantee a bug-free experience, then the "counter" to get around those bugs should have no opportunity cost for the player. In this case, Exit Area solved this problem nicely in the past. Expecting players to suffer an opportunity cost due to a bug is not good customer service. It doesn't matter if repair costs are only 1 credit - expecting a player to put up with that is poor form for a professional business with as high of competition as there is in the MMORPG genre right now.

In short - disabling Exit Area was a bad move when there are numerous known bugs in Operations content across the board.

Fraeblood's Avatar


Fraeblood
05.03.2012 , 02:43 PM | #19
An MMO has many things in it that need addressing and tweeking, but every time I read changes to ANYTHING except to bugs in Operations I more and more start to pull towards that unsub button. I saw the same thing with Rift which was a great game in so many ways, but was so buggy in its raids that it made the game so frustrating.
Now I know some bugs or changes are easy to fix and shoot to the front of the line due to people wanting to just get issues off the board so they can tackle more hard ones, but raiding in this game is again so buggy that it just makes serious raiders who put in so much time to do their best to only wipe due to so many issues beyond their skill.
You can make up 100 reasons why these things take time or that they said they are addressing them, but when you constantly have patch after patch with tons of changes and fixes and rarely if ever see bugs in Ops being addressed, you can only start to think they just don't care as much about the raiders in their game.

Fraeblood's Avatar


Fraeblood
05.03.2012 , 02:46 PM | #20
Quote: Originally Posted by Raeln View Post
In short - disabling Exit Area was a bad move when there are numerous known bugs in Operations content across the board.
This is beyond true. Yes repairs are very little, my rakata/black hole full red sorc is about 40k, which is not much at all, but still to make us suffer cause bugs cause so many wipes is just a slap in the face. We are in HM Denova, and way more wipes are caused from bugs then mistakes from our raiders. Which makes those wipe nights of learning that much more frustrating.
Only good thing about this is now people just die asap and not run and try to survive. So run backs are a little more quicker. But for all the wrong reasons.