Project 1999

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-   -   Expected Problems/Solution Needed (/forums/showthread.php?t=188085)

Nirgon 04-10-2015 05:22 PM

Quote:

Originally Posted by Colgate (Post 1849511)
real glad that when i want to turn in a dain head i can kill any other guilds trying to attack king tormax


maximum 04-11-2015 10:46 AM

Quote:

Originally Posted by Sampten (Post 1846511)
This needs to be addressed via some sort of additional NPCs that are not killable or sorts. Unclassic? Sure, but it's a necessity..

If you are right about Velious Frozenpoop-socking, this seems like the best idea. A "King Tormax Quest NPC" mob near KT's spawn makes the most sense.

Daldaen 04-11-2015 01:25 PM

Quote:

Originally Posted by maximum (Post 1852892)
If you are right about Velious Frozenpoop-socking, this seems like the best idea. A "King Tormax Quest NPC" mob near KT's spawn makes the most sense.

No.

These mobs being dead was part of the annoyance of these quest. Also those who are doing the quest are the exact players who are killing the mobs, they can figure something out amongst themselves to complete these quests.

Jaxon 04-11-2015 02:36 PM

It sounds like getting a head to turn in implies you'll be doing tracking duty for your guild next week. These mobs aren't like Ragefire; you're gonna have at least 12 seconds and in some cases a minute or two to do the turn in. I don't see the problem here.

Daldaen 04-11-2015 02:59 PM

All 3 of them are 7 day exact timers, so you will know or be able to figure out the exact spawn time. Sometimes it may happen that you miss it and have to try to get it next week. Or sometimes if that 7 day respawn is at a bad time for you, wait for sim repops.

Supaskillz 04-13-2015 04:18 PM

If timers have no variance, why would anyone have time to turn in. People will be buffed and ready to engage when the mob spawns.

Daldaen 04-13-2015 06:19 PM

That is dependant on which rules they keep.

If they keep the "You cannot poopsock on a spawn point" rule, Yelinak will require CotHs, upwards of 2-3min before an engage force is viable I would think.

Dain will require pulling/splitting. As will Tormax. If they start to come down hard on training shit around and require people to clear in, that would be helpful. And if they keep no FTEing with a tracker, that will buy more time as well

But again, these quests are only really relevant for raiders who are killing them. If your guild is the one FTEing Tormax 1s after spawn, tough shit you can't turn in Dain's head.

The only one thats relevant IMO is the Dain due to shawl/ring quests , who will take some time setting up especially if they don't allow people to poopsock down the well.

A lot of the raid rules in Kunark going forward to Velious need some clarification on whats allowable and whats not.

Buhbuh 04-13-2015 10:28 PM

Red99 - winning

Brocode 04-14-2015 02:44 AM

didnt they say that FTE thing is off on velious?

Ele 04-14-2015 10:50 AM

Quote:

Originally Posted by Brocode (Post 1855809)
didnt they say that FTE thing is off on velious?

Mobs still have FTE messages in Velious.


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