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View Poll Results: Avatars:
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They should split their timers or come up with some other solution to make them spawn faster
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163 |
81.50% |
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They should leave them as they are
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37 |
18.50% |
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04-13-2007, 04:30 PM
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a walrus
Character: Snarkw
Guild: The Kraken
Server: Nagafen
Posts: 3,350
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Re: holy crap make avatars spawn faster
atm i dont think its an exploit to spawn/use multiple instances but I do hope that it is fixed
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04-13-2007, 04:51 PM
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Bringin the Heat
Character: Manyak
Guild: Saints of Norrath
Server: Blackburrow
Posts: 794
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Re: holy crap make avatars spawn faster
Its funny how this is an exploit, but way back in the beginning of EQ2, switching between ant1 and ant2 for finding named gnolls for the betrayal quest wasnt.
only difference between the two thing is this time ppl actually care cuz OMG someone else is getting something out of the game....../sigh
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04-13-2007, 04:58 PM
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Tears
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Re: holy crap make avatars spawn faster
Quote:
Originally Posted by Manyak
Its funny how this is an exploit, but way back in the beginning of EQ2, switching between ant1 and ant2 for finding named gnolls for the betrayal quest wasnt.
only difference between the two thing is this time ppl actually care cuz OMG someone else is getting something out of the game....../sigh
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It's mainly due to the avatar spawn mechanic I think that it isn't working right. Whereas antonica 1 and antonica 2 had different timers on the named gnolls, CL1 and CL2 are on a SHARED avatar timer. Meaning if 1 is up in CL1, then if you can despawn CL2, you will get a new avatar in CL2 again. Unlike Terrorantula in SS1 and SS2, which had distinct spawn timers on them, they were not connected in anyway.
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All of the reasons why I've felt this way
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04-13-2007, 06:02 PM
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/flex
Character: Ishbu
Guild: Dissolution
Server: Nektulos
Posts: 2,164
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Re: holy crap make avatars spawn faster
Assuming people werent taking advantage of this in the way that I understand it to be possible and that Ballads understands it to be possible, its definitly not an exploit. That is not to say people werent still taking advantage of the uninteded multiple spawns, but I wouldnt call that an exploit at all.
Of course there are people who were part of those kills for at least one guild inparticular who would call that an exploit and complain how it jeopardizes their personal morals, but how quickly they forget.
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"We are looking into ways to reduce the feeling that you must always be pressing a button to contribute to the group or raid" - Aeralik, aka Chris Kozak.
"So standing around doing nothing makes you a better player and for a more satisfying game experience you dumb fucking idiot?" - Me
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04-13-2007, 06:24 PM
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Regular
Character: Arzoth
Guild: Retired
Server: Kithicor
Posts: 270
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Re: holy crap make avatars spawn faster
The first night that Valor was up, we had 3 guilds in CL1 trying to pull and kill it. As soon as the 2nd instance opened, 1 of the other guilds moved to CL2 and began pulling it. We promptly killed the Avatar in CL1.
Our figuring was that it was, in fact, going to despawn in the 2nd instance. This is how the system was supposed to work with all contesteds, and still does in Mystic Lake. After hearing that it was not depopping in the 2nd instance, we moved over to kill it to prevent other guilds on our server from perfecting the strategy of Avatars.
Each have a special something, but once you figure it out, you do not need to stretch your imagination too far to figure out another.
I cannot speak for the officers of CL or the other members, but I did not expect to see a second chest. Call it what you will, but an exploit? I think not
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04-13-2007, 06:30 PM
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/flex
Character: Ishbu
Guild: Dissolution
Server: Nektulos
Posts: 2,164
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Re: holy crap make avatars spawn faster
Quote:
Originally Posted by Arzoth
I cannot speak for the officers of CL or the other members, but I did not expect to see a second chest. Call it what you will, but an exploit? I think not
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Ok like I said I dont think it was an exploit but you would have to be a fucking moron to think it wouldnt drop a chest.
BTW a person in your raid for the mobs definitly thinks it was an exploit because you got loot from a mob that you should never have had up because we all know that SOE does not want multiple contested in multiple instances(for proof see matron).
__________________
"We are looking into ways to reduce the feeling that you must always be pressing a button to contribute to the group or raid" - Aeralik, aka Chris Kozak.
"So standing around doing nothing makes you a better player and for a more satisfying game experience you dumb fucking idiot?" - Me
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04-13-2007, 06:31 PM
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D'Haxor D'Fuckxor D'Suckxor
Character: Traxor
Guild: Strike
Server: LDL
Posts: 501
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Re: holy crap make avatars spawn faster
In the name of Emo
Can we call it the most fun a girl can have without taking her clothes off...
/jk
/kick if you dont get it
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All of Us
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04-13-2007, 06:43 PM
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AWESOMER AMAZIC
Character: Psykil
Guild: Chaotic Legion
Server: Kithicor
Posts: 309
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Re: holy crap make avatars spawn faster
If it's up were gonna kill it... end of story.
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04-13-2007, 07:35 PM
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Character: Killua
Server: GUK
Posts: 192
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Re: holy crap make avatars spawn faster
Quote:
Originally Posted by Psykil
If it's up were gonna kill it... end of story.
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Not to bring up an old rabbit, but why did people in your guild bitch about Dissolution killing 3P every time they were up? Does this logic not go with what they were thinking?
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04-13-2007, 08:30 PM
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Administrator
Character: Retired
Guild: Onyx
Server: Nagafen
Posts: 9,124
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Re: holy crap make avatars spawn faster
Quote:
Originally Posted by killua_ncream
Not to bring up an old rabbit, but why did people in your guild bitch about Dissolution killing 3P every time they were up? Does this logic not go with what they were thinking?
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I'll handle this one.
When I was in Disso, I argued it was perfectly reasonable to kill a mob that kept respawning, provided you alerted SoE to the situation. After all, what are you going to do, pretend it isn't up and let your competition kill it and get the loot? Disso had made sure that SoE knew that the 3P's kept respawning, it took a long time for SoE to correct that. I presume if it was a matter of great concern to them, they would have acted faster.
So now I'm in CL, and it's still perfectly reasonable and consistent to kill things that are up. We didn't intend to spawn 2 instances - that happened naturally when 3 guilds converged in CL1 to try for the Avatar. Then, two of those guilds moved to CL2 when it opened, and after we killed the Valor in CL1, we then moved to CL2 and killed that one also.
Seriously, would any guild capable of killing the Avatars NOT done as we did? I doubt it - what we did was perfectly reasonable, and is what guilds are supposed to do - kill mobs straight up without abusing any game mechanic. Well, we didn't exploit anything. If SoE doesn't want Valor to spawn in multiple instances, it should change the code.
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