03-07-2007, 09:26 PM
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#1
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Join Date: Jan 2007
Posts: 43
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Named Mobs
I was just wonderin and cant seem to figure out if you are in a dungeon like ToD or skwala rock(where our group is now) and a named is not up there is a placeholder regular mob standing in its place. Do you have to kill the mob to get the named to spawn? Or when the named is ready to spawn will it jsut take the place of the placeholder mob by itself? Despawning the placeholder.
Any help would be apriciated.
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03-07-2007, 09:28 PM
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#2
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Join Date: Feb 2007
Posts: 198
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Quote:
Originally Posted by shine
I was just wonderin and cant seem to figure out if you are in a dungeon like ToD or skwala rock(where our group is now) and a named is not up there is a placeholder regular mob standing in its place. Do you have to kill the mob to get the named to spawn? Or when the named is ready to spawn will it jsut take the place of the placeholder mob by itself? Despawning the placeholder.
Any help would be apriciated.
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Some mobs have placeholders with a 100% chance to spawn the named.
Some mobs have placeholders with a random (or unknown) % chance to spawn a named.
Some mobs have no placeholders and named is a random spawn (you gotta get lucky).
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03-07-2007, 09:31 PM
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#3
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Join Date: Jan 2007
Posts: 43
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That doesnt quite answer what i need to know do you have to kill the placeholder for a named to spawn there or do they despawn the placeholder by themselves when the named becomes active again.
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03-07-2007, 09:33 PM
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#4
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Join Date: Feb 2007
Posts: 198
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Quote:
Originally Posted by shine
That doesnt quite answer what i need to know do you have to kill the placeholder for a named to spawn there or do they despawn the placeholder by themselves when the named becomes active again.
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If a placeholder is present and the named is not a random spawn then yes, you have to kill the placeholder. The named will never spawn as long as the placeholder lives.
To murk it up a bit...some nameds might despawn and get replaced by the placeholder but to the best of my knowledge the opposite never happens.
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03-07-2007, 09:36 PM
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#5
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Join Date: Jan 2007
Posts: 43
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Heh thanks
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03-07-2007, 10:57 PM
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#6
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Sony Online Entertainment
Join Date: Jan 2007
Posts: 92
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Quote:
Originally Posted by rook818
If a placeholder is present and the named is not a random spawn then yes, you have to kill the placeholder. The named will never spawn as long as the placeholder lives.
To murk it up a bit...some nameds might despawn and get replaced by the placeholder but to the best of my knowledge the opposite never happens.
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There are encounters in the game set up such that if the place holder is up for a certain period of time, it will despawn and respawn with a chance to pull the named.
Typically these have been added to the back sections of dungeons to encourage people to treck all the way there.
~Tagad
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03-07-2007, 11:13 PM
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#7
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Join Date: Jan 2007
Posts: 2,861
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Quote:
Originally Posted by Tagad
There are encounters in the game set up such that if the place holder is up for a certain period of time, it will despawn and respawn with a chance to pull the named.
Typically these have been added to the back sections of dungeons to encourage people to treck all the way there.
~Tagad
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This explains why i never got crap in KE.
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03-08-2007, 12:12 AM
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#8
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Join Date: Dec 2005
Posts: 329
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Quote:
Originally Posted by Rourke
This explains why i never got crap in KE.
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The named doesn't despawn. The encounter keeps despawning and respawning until the named spawns, whereupon it'll be up until the chunk goes down or until someone kills it.
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03-08-2007, 02:06 AM
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#9
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Sigil Games Online
Join Date: Mar 2006
Posts: 48
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Quote:
Originally Posted by Rourke
This explains why i never got crap in KE.
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It's probably more likely that you didn't get anything in KE because it hasn't been converted to this method yet. 
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__________________
Garrett Fern
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03-08-2007, 02:20 AM
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#10
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Join Date: Jan 2007
Posts: 106
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yeah but although this method of spawning is rather encouraging to venture down into some dungeon depths it can be rather frustrating too...
we have been to the Gulgrethor Fortress. After more than 3 hours we had all quests done and went for the Deathspeaker (or so) Velonis.
Placeholder up, its 23.30 and group is getting tired. we cleared the room, killed the PH and did so until 1.00 am. which is around 10 or so PHs. we left then without a Named, our quests not finished and besides some XP for the 30 mobs that we killed in the camp we got nothing. and this XP is more or less neglectable to the XP you get when you fight 90 minutes, so it is no reward...
and that is rather demotivating than encouraging. especially this uncertain feeling of "did he spawn after we left?!"
while I support PH systems, I am annoyed by low and random spawn rates. if the repop timer is 10 minutes, it is definatly fair to make him a 40% chance after the first PH was killed 60% after the second and close to 90% after the third time. Noone minds to stay 30 to 40 minutes at a camp, but if this goes the EQ way of 1 month perma camping an NPC which you need for a quest that you get when you enter the dungeon then it is out of balance.
especially with the ridicolous high repop timers that you guys have implemented in the dungeons throughout Telon. I love your dungeons, but you should really lower the repop rate the further you get into a dungeon.
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03-08-2007, 04:01 AM
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#11
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Join Date: Mar 2007
Posts: 1
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Quote:
Originally Posted by Canard
yeah but although this method of spawning is rather encouraging to venture down into some dungeon depths it can be rather frustrating too...
we have been to the Gulgrethor Fortress. After more than 3 hours we had all quests done and went for the Deathspeaker (or so) Velonis.
Placeholder up, its 23.30 and group is getting tired. we cleared the room, killed the PH and did so until 1.00 am. which is around 10 or so PHs. we left then without a Named, our quests not finished and besides some XP for the 30 mobs that we killed in the camp we got nothing. and this XP is more or less neglectable to the XP you get when you fight 90 minutes, so it is no reward...
and that is rather demotivating than encouraging. especially this uncertain feeling of "did he spawn after we left?!"
while I support PH systems, I am annoyed by low and random spawn rates. if the repop timer is 10 minutes, it is definatly fair to make him a 40% chance after the first PH was killed 60% after the second and close to 90% after the third time. Noone minds to stay 30 to 40 minutes at a camp, but if this goes the EQ way of 1 month perma camping an NPC which you need for a quest that you get when you enter the dungeon then it is out of balance.
especially with the ridicolous high repop timers that you guys have implemented in the dungeons throughout Telon. I love your dungeons, but you should really lower the repop rate the further you get into a dungeon.
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I'm thinking the same way. For now it is the worst thing in the game. It is very frustrating to go to the bottom of challenging dungeon only to find that other group was here before and you have to wait hours for another respawn of boss.
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03-08-2007, 05:28 AM
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#12
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Join Date: Jan 2007
Posts: 106
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Some dungeons have kill x ammount of mobs to spawn Boss
if this is also connected to kill x mobs within y time. then a single group probably wont be able to kill enough mobs in time to ever spawn him.
Like the fortress. there are never more than 2 groups there, actually I have been there quiet some times now and we were always the only group.
if you make your way through the dungeon and reach the bottom and have not killed enough, then its ridicolous and useless to wait there (just that you have no way to tell, except that the boss aint up...) so you can either sit there (and dont kill enough mobs in time to spawn him) or leave the camp again to kill enough mobs in time to spawn him, just to find yourself out of range for the boss to kill him (in some cases before he respawns...) besides the usual risk for wipes and group disbands etc...
so either way, the dungeons that are not well visited due to their proximity are time sinks per excellance...
the boss spawn system needs a structure. one that is different for different kinds of mobs and dungeons. It has to be taken into account that some dungeons are visited more regulary than others, that some have multiple groups and others dont...
but there is NO logic, NO motivation, NOTHING behind a 3 hours fight to the bottom of a dungeon, killing ALL minions (those nameds for the quests as well as the ones hanging around randomly) of a Dungeon boss on the way and then when you enter the throne room, noone is at home... just because the spawn rule says that multiple groups on whom I have no influence have to kill a certain ammount of mobs in time to spawn it for one group...
LFG is hard enough. Looking for other groups to increase the kill rate throughout the dungeon to kill a boss that you need for a quest is definatly going too far...
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03-08-2007, 05:50 AM
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#13
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Join Date: Feb 2007
Posts: 44
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These experiences you're relating, have they happened since the 3/07 patch? If not, the behavior of named spawns have changed and you may like it better now.
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03-08-2007, 06:27 AM
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#14
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Join Date: Jan 2007
Posts: 106
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wasnt there yesterday...
but my point is that different dungeons and bosses have to have different spawn reasons, rules.
compare KE and Gulgrethor
KE is crowded with people as 95% of the Thestrans and a good ammount of Qualian people go there as they heard about it
Gulgrethor is not known to almost anyone outside Kojan and those in Kojan usually dont do it as there are too few people available. you will hardly meet any other groups there no matter at which time you go there.
if you have the same rules for both dungeons it would be flawed from the beginning.
that is my input.
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03-08-2007, 06:27 AM
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#15
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Join Date: Apr 2006
Posts: 214
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exactly
my group camped ayxlyx yesterday for 4 hours . .
im not joking
we didnt see her and left after 5 hours camping her spot and killing the mobs around her spot.
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03-08-2007, 06:30 AM
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#16
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Join Date: Feb 2007
Posts: 94
Server: Florendyl (RP)
Name: Thanood
Guild:
Warbirds
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Will that also work if Gulgrethor is 95% crowded?
Because once VG gets more subs, maybe Gulgrethor gets known more and we need another adjustment.
Besides, more people should visit Martok anyway. :P
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03-08-2007, 07:08 AM
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#17
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Join Date: Jan 2007
Posts: 106
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îf I place 2 or 3 key mobs as spawn triggers it would be enough.
Gulgrethor Example. Kill the two Ogres in the boss room within x minutes, to spawn the boss if he is not up at the next repop in the room (50% chance first round, 100% chance second round) problem solved, regardless how many people are in the dungeon.
there are very few people who would fight down 2+ hours, and camp a boss who pops every 30 minutes in average. Those who would, well they deserve the loot for the time invested... still there wont be many groups doing that...
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03-08-2007, 12:58 PM
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#18
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Join Date: Jan 2007
Posts: 477
Server: Shidreth
Name: Ivanhoe
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Quote:
Originally Posted by bronstahd
It's probably more likely that you didn't get anything in KE because it hasn't been converted to this method yet. 
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You likely don't want what the King drops anyhow.  It's SOOO tough to get there, yet it awards the attached mediocre gaunts - 100%???? of the time.

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__________________
Fordfanboi
- SHIDRETH - Eternia -
Klobbur - 30 Varanjar Rogue / Deviant - 24 Wood Elf Bard / Ivanhoe - 17 Halfling Ranger / Klobburn Smushum - 12 Lesser Giant DK / Hrothgar - 11 Halfling Warrior
AMD 64 FX-60 @2.915ghz / Dual GeForce 7900GT SLI @570mhz / 2x1GB Kingston PC3200 / ASUS A8N32-SLI / Acer 22" LCD / WinXP Home
Slackass designs - Direct X gamestuffs I've written over the years.
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03-08-2007, 01:48 PM
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#19
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Join Date: Dec 2005
Posts: 329
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Quote:
Originally Posted by fordfanboi
You likely don't want what the King drops anyhow.  It's SOOO tough to get there, yet it awards the attached mediocre gaunts - 100%???? of the time.
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Those gloves should have been updated as of yesterday's patch.
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03-08-2007, 01:57 PM
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#20
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Join Date: Jan 2007
Posts: 477
Server: Shidreth
Name: Ivanhoe
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Quote:
Originally Posted by Cylus
Those gloves should have been updated as of yesterday's patch.
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!!!!
Right on! TY much!
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__________________
Fordfanboi
- SHIDRETH - Eternia -
Klobbur - 30 Varanjar Rogue / Deviant - 24 Wood Elf Bard / Ivanhoe - 17 Halfling Ranger / Klobburn Smushum - 12 Lesser Giant DK / Hrothgar - 11 Halfling Warrior
AMD 64 FX-60 @2.915ghz / Dual GeForce 7900GT SLI @570mhz / 2x1GB Kingston PC3200 / ASUS A8N32-SLI / Acer 22" LCD / WinXP Home
Slackass designs - Direct X gamestuffs I've written over the years.
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