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#28, "Mobs repop"
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I posted a few things before on the other forum and I think I will pick this one as my wish:
Mobs not repopping correctly. Most famous examples are some rats in the sewers and a guard with a key in Evermoon Hollow. While it is a minor nuisance as a vet it always feel like you are trying to explain a bug IC to newbies when you show them. Perhaps give the more common ones unique mobs?
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RE: Mobs repop,
Zulghinlour,
09-Dec-10 03:43 PM, #1
RE: Mobs repop,
Wisher of things (Anonymous),
09-Dec-10 09:49 PM, #2
These two are fixed (n/t),
Zulghinlour,
09-Dec-10 09:50 PM, #4
Some others.,
Stunna,
11-Dec-10 01:11 AM, #6
RE: Some others.,
Zulghinlour,
11-Dec-10 01:20 AM, #8
Oh another one like those examples,
Astillian,
28-Dec-10 12:44 PM, #10
Fixed (n/t),
Zulghinlour,
28-Dec-10 12:44 PM, #11
Mines of Zakiim,
Astillian,
09-Dec-10 09:51 PM, #3
By design (n/t),
Zulghinlour,
09-Dec-10 09:51 PM, #5
RE: Mobs repop,
Habbs,
11-Dec-10 04:25 PM, #7
By design,
Zulghinlour,
11-Dec-10 04:26 PM, #9
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Zulghinlour | Thu 09-Dec-10 03:43 PM |
Member since 04th Mar 2003
9792 posts
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#29, "RE: Mobs repop"
In response to Reply #0
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>Mobs not repopping correctly. Most famous examples are some >rats in the sewers and a guard with a key in Evermoon Hollow. >While it is a minor nuisance as a vet it always feel like you >are trying to explain a bug IC to newbies when you show them. >Perhaps give the more common ones unique mobs?
You'll need to be more specific, I'm not running through all of our area files and try and figure out what you think the "more common ones" are. So long, and thanks for all the fish!
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#30, "RE: Mobs repop"
In response to Reply #1
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The two I know of the top of my head.
If you kill the rat with the glinting ring of silver in the Galadon sewers it will not respawn, instead another rat will respawn. So you need to clear all rats for the rat with the ring to respawn.
If you kill the guard with the dragon head key to the midnight dragon in evermoon hollow it will respawn as another guard with another key just south of there. So you need to kill those two for the dragon head key guard to respawn.
The mechanics behind it is a more general problem but I assume that is a much much bigger thing than to fix those two instances. It also affects ranking in most (?) places. I.e. if you leave some arial prisoners they might start stacking at that place every respawn if you cannot clear them. Until they all are in the same room.
Thank you for Santa Zulgh and all the work you do. It is really awesome.
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Zulghinlour | Thu 09-Dec-10 09:50 PM |
Member since 04th Mar 2003
9792 posts
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#31, "These two are fixed (n/t)"
In response to Reply #2
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n/t So long, and thanks for all the fish!
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Zulghinlour | Sat 11-Dec-10 01:20 AM |
Member since 04th Mar 2003
9792 posts
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#33, "RE: Some others."
In response to Reply #6
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>Arial city prisoners and dark guards all repop in one spot if >you don't kill them all. The same is true for svirfneblin >commoners in lower cragstone.
I'm less inclined to fix ones in ranking areas...it is part of the danger. Keys/gear/etc. are interesting.
So long, and thanks for all the fish!
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Zulghinlour | Tue 28-Dec-10 12:44 PM |
Member since 04th Mar 2003
9792 posts
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#35, "Fixed (n/t)"
In response to Reply #10
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n/t So long, and thanks for all the fish!
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Zulghinlour | Thu 09-Dec-10 09:51 PM |
Member since 04th Mar 2003
9792 posts
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#37, "By design (n/t)"
In response to Reply #3
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n/t So long, and thanks for all the fish!
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Habbs | Fri 10-Dec-10 06:13 PM |
Member since 06th Mar 2008
200 posts
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#38, "RE: Mobs repop"
In response to Reply #1
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The first pair of golems for the key in Kteng's, not sure what happens, but quite often the one with the key isn't there.
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Zulghinlour | Sat 11-Dec-10 04:26 PM |
Member since 04th Mar 2003
9792 posts
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#39, "By design"
In response to Reply #7
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>The first pair of golems for the key in Kteng's, not sure >what happens, but quite often the one with the key isn't >there.
You have to kill the group of golems for the key to reset. So long, and thanks for all the fish!
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