Hey @Ramer
Thanks for the heads-up. We’ve sent note to our team so they can look into it.
Hey @Ramer
Thanks for the heads-up. We’ve sent note to our team so they can look into it.
Hey there,
We’re aware of this issue and our team is looking into it.
Thanks for your feedback.
Hey @snug
Apologies for the late response. We’ve relayed this report to our team so they can look into it.
Hey @snug
Thanks for your feedback, we’ve relayed it to our team so they can look into it and see if it is an intended change.
Hey there,
Thanks for the heads-up. We’ve notified our team so they can look into it.
Alright, we’ll close the thread as per our community guidelines regarding exploit discussion. You can check them out here:
No, on Siptah is not working as we announced, @dorizzdt. It will be enabled on that map once it is ready.
Should you have more information about it, please report it via DM to @community.
The feature has been openly available for testing since early this year for those willing to enable it in their private or test servers. It is set up to be either triggered by time undermesh, distance undermesh, or both. This way it can rule out possible cases of false positives or honest mistakes, but punishes those who are using the exploit for cheating purposes.
The way it is currently set on official servers is based on distance. After a very short distance has been traversed undermesh, the player character will be immediately killed. This renders most of the existing undermesh bases useless since exploiters can’t reach them or retrieve materials from them without getting killed and losing the stashed materials.
The way the system works, it also sends data regarding locations and characters triggering this feature, which feeds more reliable data to our team about possible locations to focus our efforts on.
Hey there,
Please understand how the anti-undermesh system works. What it does is it prevents players from existing in undermesh areas. Buildings that have been previously placed will remain in there until decay sets in, but they will be unreachable.
If players can still traverse undermesh locations in the Exiled Lands, please report it to our team via a DM to @Community with either location where this is possible and/or the method to achieve it so we can continue tuning this feateure.
Based on internal telemetry and data gathered since the activation of this feature yesterday, we have observed it is working as intended, with a large number of player characters who have attempted to access undermesh locations being killed in the process.
Hey there,
The anti-undermesh system does not destroy previously placed structures. What it does is it prevents player characters from reaching those locations.
Hey @SirDaveWolf
We’ve poked our team to see if this is intended.
Thanks for the heads-up.
Hey @Befallen
Our team is aware of this issue and they are looking into it at the moment.
Thanks for the feedback.
Hey @Befallen
Thanks for the heads-up, we’ll send it to the team to see if it is intended or not.
Hey @Red_Baron
Some armors were rebalanced with 2.1, and they now grow in stat power with artisan thralls crafting them.
Hey @Icey710
Thanks for your feedback, we’ve relayed it to our team so they can look into it.
Hey @Jim1
Thanks for your feedback, we’ve relayed it to our team so they can look into it.
Closing thread as it derailed from its original intent. Issue has been relayed to the team and they’re looking into it.
Please, keep it civil.
Hey @Purgatorywolf, welcome to our community.
We’re aware of this. Jungleclaw heads have no use…yet.
Keep an eye for future updates!
Thanks for the feedback.