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  #1  
Old 04-30-2012, 08:08 PM
mwatt mwatt is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Are you positive the giants should obtain different grids based on locale? It's possible to implement but I have never seen it done elsewhere.

Looking at the npc magelo for this, I see them isolated to a single island.
http://eq.magelo.com/npc/414948

My proposal is limit the corrupted spawns to 2, and when spawned, they path on the island as indicated.

Thoughts/suggestions/more research?
Thoughts only, no research to back them (heh, isn't it always the way?). Your proposal would be more classic than what we have now and doesn't sound very hard to implement. I propose that you do so, as long as you are open to further change should someone come across clear historical fact to the contrary.
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  #2  
Old 05-14-2012, 01:01 PM
nilbog nilbog is offline
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Pending update,

-There can be a maximum of 2 corrupted up at once.
-when spawned, corrupted will use a random grid for the island
  #3  
Old 04-29-2012, 05:07 PM
Xanthias Xanthias is offline
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Maybe people should just kill them when they spawn instead of letting them stand?
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  #4  
Old 04-30-2012, 02:21 PM
uygi uygi is offline
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The biggest problem is that people almosty exclusively solo, and you can pop a corrupted (read: kill a tainted) solo but you can't kite a corrupted because they summon.

Haven't been there in a while, was there a change with the last patch?
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  #5  
Old 06-06-2012, 02:04 AM
Daldaen Daldaen is offline
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Quote:
Originally Posted by dali_lb [You must be logged in to view images. Log in or Register.]
This epic mob spawn in OOT is bugged and spawning all over the cyclops island. Currently there is propably like 20 off them around the island. It is also a static spawn, wich it shouldn't be.

Theoretically there isn't supposed to be more than 1 up at a time.
On live there were the occasional time where 2 were up at once.

Both tainted and corrupted wich is triggered by killing tainted should have a similar pathing like the rest of the cyclopses on island, be a one up at a time each and if possible be able to move them to another island and they should roam that island instead. That's how the mechanics worked on live servers.
VS.
http://thedruidsgrove.org/archive/eq/t-10848.html

Quote:
02-22-2005, 09:18 AM
.......and low and behold the Corrupted was running amuck on the island. ............

Not suprised. The corrupted has this nasty reputation for being spawned by people and being let loose on the surrounding area. I've seen 3-4 of him up at once. What we used to do was to train/snare/root him over to the Ancient Cyclops island and leave them there. Their pathing would not take them over to the AC spawn, so it was all good, though some AC hunters still didnt appreciate it. [You must be logged in to view images. Log in or Register.]
Yes its 2005 data but the zone revamp happened after this and this isn't something that really would've been touched i don't think.
  #6  
Old 06-08-2012, 01:19 PM
nilbog nilbog is offline
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Increased to 4 possible corrupted cyclopes.
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