Alterac Valley - What needs to be fixed

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Re: Alterac Valley - What needs to be fixed

by Theloras » Mon Jul 20, 2015 8:40 am

Hey Viper - why are Alterac Rams un-attackable in some AV instances for me on my Paladin?

"You cannot attack that target."

I can't build my reck bombs fast enough to 1shot Hordies without being able to build reck bombs quickly!
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Re: Alterac Valley - What needs to be fixed

by SupaflyIRL » Mon Jul 20, 2015 4:57 pm

Is there any reason Vandar and the Marshals cannot path up a two foot high ledge on the side of the entrance to Stormpike Keep and instead evade for an easy kill? Other than complete incompetence in programming monster pathing or a complete failure of GM's to stop it of course.

Vanilla (Laughing Skull) || Supafly (A), Mitarius (H)
WOTLK (Laughing Skull) || Colt (H), Rotfart (H), Inhaler (H)
Nostalrius || Supafly (A), Sandusky (A), Polysexual (H)
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Re: Alterac Valley - What needs to be fixed

by Ryson » Mon Jul 20, 2015 5:01 pm

Viper wrote:
2:The Lieutenants and Commanders, the Warmasters/Marshals should NEVER! respawn in Patch 1.5, if they are killed that's it. All other NPCs have much longer respawn timer (go check on WoD, after 10 years the blacksmith, reagent vendor, turn in quest giver etc need more than 30mins to respawn)

Please list the name of NPC among these doesn't follow this rules.

You mean the NPCs who should never respawn?
The NPCs who should never respawn are:
Captain Balinda Stonehearth/Captain Galvangar
Drek'Thar/Vanndar Stormpike
Wing Commander Slidore/Vipore/Ichman/Goose/Jeztor/Mulverick
Lieutenant/Commanders (all of them)
Korrak the Bloodrager
Master Engineer Zinfizzlex
Frostwolf Explosives Expert/Stormpike Explosives Expert
Frostwolf Warmasters/Stormpike Marshalls (all of them)


3:The Marshals of the Stormpike are poorly positioned, the used to be in a line with Vanndar (original 4) and the other 4 spawning Marshals should be in a line opposite of Vanndar

Proof need to be provided: video or screenshot from retail Vanilla (up to 2006 regarding the date).

No proof on this, sorry, now screenshots from Dun Baldar Bunker found.


5:Korrak the Bloodrager should be positioned at the field of strife, he got moved to Snowfall GY in 1.8.

Please provide a proof on that topic

Due to the avalanche, Korrak the Bloodrager and a small band of surviving Trolls have made the Snowfall Graveyard their new home. Players will find that Snowfall is now under Korrak's control and they must defeat Korrak and his Troll guards if they wish to take Snowfall.
quote from official Blizzard patchnotes Patch 1.8

6:The NPCs in both mines respawn WAAAY to fast (the are on a 10min timer in retail)

Please provide a proof on that topic

Proof: Blizzards Alterac Valley, they never changed the respawn time of the mine npcs, they just lost their elite status

7: Sometimes, looted items for turninquest just despawn while being in your inventory (despite being in Alterac zone the whole time), sometimes you just can't loot some of the items from a player's corpse.

Name of the corresponding items and proof that it should be kept in the inventory.

It happened to me on the first day of release, namely Armor scraps and all three types of Stormpike Meat. Yesterday however it seemed to work. All items (exepct beacons and assault orders handed by npcs (15min timers on them) sould remain in your inventory as long as you are in Alterac Valley zone (seen in the descrition of the items)


9: The Frostwolf Explosives Expert/Stormpike Explosives Exerpt currently serve no purpose, in 1.5 AV should be landmines that hurt (north/south of the field of strife) and these landmines only dissapeared if you killed the Frostwolf Mine Layer (no new mines anymore if he died) and if you killed the Frostwolf Explosives Expert, the existing mines would no long detonate.

Please provide a proof.

http://www.wowhead.com/npc=13357/frostwolf-mine-layer
http://www.wowhead.com/npc=13356/stormpike-mine-layer
Also referred in the quests "Defusing the threat". These mine layers got removed in patch 1.10, though they are not mentioned in the patch notes.



14: Sometimes the archers won't shoot at you from towers/bunkers and keep melee mode even tho you are not near them.

A fix was already applied on archers, is it still the case? if yes, please provide the use case which will allow us to reproduce/fix the issue.


seems to be working as inteded now.
All other points cannot be proven due to the huge timespan between today and vanilla AV, sadly no screens/videos exist of this things anymore so I understand that you cannot implement them without a proof..

Nevertheless - thanks for your response Viper!
WHO DARES SUMMON LOKHOLAR?
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Re: Alterac Valley - What needs to be fixed

by Hackwork » Mon Jul 20, 2015 5:45 pm

This is definitely not working as intended yet. The marshals still spawn an hilarious rate.
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Re: Alterac Valley - What needs to be fixed

by Simonich » Tue Jul 21, 2015 10:00 am

Is it extremely difficult to modify the client in order for the old wildpaw/winterax/syndicate zones to be implemented, would be great if these existed, I remember you could do something to have the syndicate allied with you!
Was good to have you all

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Re: Alterac Valley - What needs to be fixed

by Orggrim » Tue Jul 21, 2015 10:29 am

According to Vanilla DB, Marshals/Warmasters should have an 8 minute 10 second respawn time. Not the two minutes that is currently happening.

The two minute respawn on marshals/warmasters makes it disproportionately difficult to actually win the game even if you have your entire raid working on the issue unmolested by the enemy faction. I just got out of an AV where both the Horde and the Alliance spent over an hour on the opposite ends of the map trying to kill Vann/Drek. It was virtually impossible because the four Warmasters/Marshals would respawn too quickly.

It seems entirely unreasonable that the win condition is to kill the enemy General WHILE four guards are alive. We are essentially forced to do this if all towers/bunkers have been destroyed. There should be some avenue to eliminate the four warmasters/marshals before tackling the General, without having to worry about them respawning in two minutes.
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Re: Alterac Valley - What needs to be fixed

by Trum » Tue Jul 21, 2015 10:46 am

Orggrim wrote:According to Vanilla DB, Marshals/Warmasters should have an 8 minute 10 second respawn time. Not the two minutes that is currently happening.


VanillaDB is not 100% true.
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Re: Alterac Valley - What needs to be fixed

by Holmes » Tue Jul 21, 2015 10:48 am

i just found this vid regarding vanndars position: https://www.youtube.com/watch?v=wRnnodvQgpI#t=2m44s maybe it helps

but its a post nerf patch i guess
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Re: Alterac Valley - What needs to be fixed

by Hackwork » Tue Jul 21, 2015 10:51 am

Trum wrote:
Orggrim wrote:According to Vanilla DB, Marshals/Warmasters should have an 8 minute 10 second respawn time. Not the two minutes that is currently happening.


VanillaDB is not 100% true.

Let's not kid ourselves, either. The timer isn't not supposed to be 2 minutes.

Oh and Orggrim, it sounds like you and me were just in the same game, because that's what happened to me. A 2 hour game where over an hour was spent just poking marshals.
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