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Post by MilesAtma on May 20, 2006 8:11:52 GMT
an idea for the mass despaning of desert. maybe have the runes in a small room or chest that only can be opened after all monsters are killed, maybe a rock in front so you cant get to door to open, a thought, because as it stands now, the desert runes are still despawnable, if despawnable is a word -MIles
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Post by fusa on May 20, 2006 12:42:09 GMT
Also adding if the runes have been found to pc scry would help a lot too.
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Post by ZeroGravitySE on May 20, 2006 16:36:51 GMT
lol I've been here 4 months and been to desert twice. What does that tell you? I'm either never on when there is a run, or no one ever really goes. It seems like the elite of the server own the desert and on reset there on it before anyone can even think to reach it. I really want those solo 60+ area's =)
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Post by Ozzy prince of darkness on May 30, 2006 15:55:29 GMT
Even worse when its someone in your own party is running through the boards leaving the spawns behind for you to deal with....get ready for a loot split finaly and mesteroiusly there are not even any rares...names will be left out but I know I wont party with these ppl anymore
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Post by FunkySwerve on May 30, 2006 16:55:41 GMT
Actually it's not all that mysterious. If you pick up items without killing monsters, no rares or URs spawn. One of the anti-lootskimming measures put in place as a result of this thread. Funky
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Post by Delfestra Ruinvorn on May 30, 2006 18:15:10 GMT
...let me see if I understand this correctly - if you click on the rocks to keep them from risking destruction in earthquake or hellball with monsters alive, no UR/Rares will spawn - even if you kill the monsters after you turn the rocks into remains?
The UR/Rare chances are determined by whether or not any monsters are alive at the time of the click on the rocks?
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Post by Ozzy prince of darkness on May 30, 2006 18:43:33 GMT
Really....isn't it tuff enough to get hence the name ULTRA RARE without having to wory if there is a monster running around...I was saying the person in my party was pocketing the items...not that there wasn't any
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Post by Ironfang on May 30, 2006 19:46:43 GMT
if you click on the rocks to keep them from risking destruction in earthquake or hellball with monsters alive, no UR/Rares will spawn - even if you kill the monsters after you turn the rocks into remains? Inquiring minds want to know. If this is the case tactics can be changed but I could have done on months swearing and kicking remains bags across the desert.
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Post by mishimayukio on May 30, 2006 21:27:05 GMT
Heh, thats my problem. I keep opening loot spawns while fighting to prevent their destruction by casters in my party.
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Post by FunkySwerve on May 30, 2006 21:45:59 GMT
...let me see if I understand this correctly - if you click on the rocks to keep them from risking destruction in earthquake or hellball with monsters alive, no UR/Rares will spawn - even if you kill the monsters after you turn the rocks into remains? No, I didn't say that. The system is fairly nuanced, to allow that sort of thing. Really....isn't it tuff enough to get hence the name ULTRA RARE without having to wory if there is a monster running around...I was saying the person in my party was pocketing the items...not that there wasn't any Whether monsters are spawned is irrelevant. I know what you were saying; what I was saying was that that was probably NOT what was happening. I won't comment on the exact workings of the antiexploit, but I will say that if you play normally you won't run afoul of it. Running ahead of your party to collect loot, and not killing monsters as you do so, will likely prevent you from spawning rares/URs. Funky
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Post by chainlink on Jun 1, 2006 11:06:31 GMT
I don't know whether it is a coincidence (as I'm not sure the anti-exploit is in place in this area?) but five of us played through all the Ssithrak maps last night waiting until we'd wiped every monster before looting. We got two UR items vs none the last time I went through it, it was quite an interesting experience and required very good organisation but I must say I enjoyed the experience rather than the usual manic grabbing and killing plan.
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Post by mishimayukio on Jun 2, 2006 8:09:45 GMT
I'm a bit late in noticing this, but why were the slit scorps and scarabs made crit immune? They aren't bosses, they have very high HP, and they spawn in huge groups at a time? They are obviously not undead, constructs, or elementals either. I can also say I rather enjoyed hitting them for 650 with my WM.
-EDIT- Also the harbinger trail/furrow areas are still just as annoying as before, even more so now that we cant run past the monsters and with the new implosion immunity on a few of the creatures there. I rarely ever see Dustbone dead anymore, and all of the desert parties I'm in always stop before the harbinger trail. Compared to all of the other no rest zones on the server, the harbinger trail/furrow is by far the longest, and the most spell intensive if you plan to finish it in under 3-5 hours, especially with crit immune added to the scorps and scarabs. Many people just don't have the time for a 7-8 hour run.
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Post by FunkySwerve on Jun 2, 2006 11:57:10 GMT
I suspect the reason you aren't seeing DB dead as much is a bug in the trail's antidespawn measures that blocks it off, which will be fixed next update. I was able to clear the entire Fall area in 1 hour with a two-person party, so it's definitely improved. Funky
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Post by mishimayukio on Jun 2, 2006 12:00:57 GMT
Out of curiosity, how many ring charges did your caster use?
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Post by FunkySwerve on Jun 2, 2006 12:01:53 GMT
Didn't use a caster. Funky
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