Thread: Game Mechanics: Make Quillmane Classic Again
View Single Post
  #1  
Old 08-11-2021, 01:12 PM
Daldaen Daldaen is offline
Planar Protector


Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
Default Make Quillmane Classic Again

Currently the Quillmane spawn mechanic on P99 is a custom code that I believe was intended to emulate an unknown spawn mechanic like Quillmane was in the early days. However it has long since been picked apart and is well known by all P99ers:

https://wiki.project1999.com/Quillmane

Quillmane has either a lioness or an elephant calf PHer. When Quillmane spawns he only has 3 fixed spawn locations. This is not correct or classic. The classic behavior is better described here:

Quote:
My infos are mostly based on this great guide by vmardian but I updated it to 2018 with my own experiences:
https://everquest.allakhazam.com/db/...22592305661865


1. Placeholders

There is only one placeholder for Quillmane at the same time. The placeholders that I had seen:

a lioness (after Quillmane got killed, this one does ALWAYS spawn next and does walk to northwest)
a lion
a mist wolf
a shadow wolf
an elephant
an escaped split paw gnoll
aviak avocet
aviak egret
aviak rook
centaur charger
centaur courser
centaur foal
centaur sheltie

These ones may be also placeholders, however the cyclops and the treant are (also) placeholders on the Mroon cycle:

aviak archer
a cyclops
a treant


2. Spawn area

A retangle between the western zone border and the hermit house in the east,
Splitpaw in the north, Aviak village in the south. Mobs only spawn inside these borders.


3. Respawn time

66 seconds (was 78 in the past)


4. Roaming area

After spawning, the mobs wander towards Splitpaw spires but do not always cross them on the first pass. They then do wander northwards but do not cross the undead ruins near the bridge. They pass them eastwards or do stop before them and then tend to walk south up to the aviak village. I have seen placeholders even walk east and west in the northern area but not exactly east and west.


5. Strategy

Make sure that no other players are hunting in the zone as this will disturb the tracking results pretty quickly !

As a druid bind yourself at the center of the retangular spawning area. A tracking skill minimum of 175 is highly recommended as this can cover 95% of the spawn area. As a ranger with a tracking skill above 200 you can hang around southeast of Splitpaw when waiting for the next spawn. Boxing a bard for the Selo song can speed things up. Keep the bard at your bind point or tracking camp. As a ranger you can also let him auto-follow until you found the placeholder for the Quillmane cycle.

The hardest part is to find the placeholder, this can take a few hours. Lions, escaped splitpaw gnolls and "an elephant " are the most common, so start tracking and killing them first and head as fast as you can to the center of the spawn area. A druid tracker with 175 tracking does work much better than a ranger with 300 tracking because of the gate spell. Sort your tracking by "normal" which does show the latest spawns always at the top.

After the first Quillmane spawn and kill its getting easy as you now can be sure that you found the right cycle and the next spawn (a lioness) will be the right placeholder. Be carefull with escaped splitpaw gnolls as they can spawn very close to the Splitpaw spires and the gnolls there (Tesch, Rosch, Nisch) will jump on and kill them very fast.

For more infos read this guide:
https://everquest.allakhazam.com/db/...22592305661865
So in summary Quillmane PHer should spawn 78 seconds after being killed (66 seconds was after the live -20% respawn global change a few years back). The PHer should be anything from that list above. They should spawn on the south half of the zone and roam anywhere. Quillmane similarly should have any number of random spawn locations south of Splitpaw.

Lets rid ourselves of this custom code Quillmane that completely trivializes the camp. And lets get back to classic.
Reply With Quote