View Full Version : Those Crazy Fallen Solusek Miners
Obadiah
04-06-2006, 06:27 PM
<div></div><div><font size="2"></font><div><font face="Arial" size="2"><span class="765301014-06042006">Alternate title: I Hate Dead Gnomes</span></font></div><div><font face="Arial" size="2"><span class="765301014-06042006"></span></font> </div><div><font face="Arial" size="2"><span class="765301014-06042006">OK, it has now been just over two months since Live Update #19. With that update the gnomes in Solusek's Eye went nutty and began to slaughter everything that came within 50 yards of them - including other mobs in the dungeon as anyone who has completed (or attempted) The Efreeti Bastion since then can attest. They not only attack all the other mobs that come within a wide range of them, but they attack summoned pets and charmed mobs regardless of the level of the player/pet. :smileysurprised:</span></font></div><div><font face="Arial" size="2"><span class="765301014-06042006"></span></font> </div><div><font face="Arial" size="2"><span class="765301014-06042006">I have always had a fondness for Solusek's Eye. I didn't finish all the HQs there with my main until they were fairly trivial, and I wanted to spend more time XPing and questing there with my alt - who was approaching the perfect level range when this was changed. Unfortunately for me, the alt I'm referring to is a Necromancer. :smileyindifferent: So because of the insanity of the ghostly gnomes, classes with summoned pets weren't welcome. I have posted on this topic previously, have seen others do the same, and have /bugged it repeatedly for the two months that it has been in the game. I have also sent /feedback about it repeatedly, and last night I even filed a petition to recover the XP debt I incurred at the hands of the gaggles of ghostly gnomes. This was done undoubtedly in vain, but even a canned response would be hearing *something* back. I can hardly wait to check but didn't have time before cutting out this morning. </span></font></div><div><font face="Arial" size="2"><span class="765301014-06042006"></font><div><font face="Arial" size="2"><span class="765301014-06042006"></span></font> </div><div><font face="Arial" size="2"><span class="765301014-06042006">Having finished the "Champion of Drednever" series with my berserker (also a gnome, but slightly less insane) I've read all the lore I can find in-game about these guys. And their insanity, and therefore their attacks on other mobs in the zone seems logical. So even though it makes The Efreeti Bastion more difficult (you not only have to hunt the target mobs, but also keep the gnomes cleared out so THEY don't attack the target mobs) I can understand it at least. It fits the lore. It's annoying, and would really stink if anyone actually tried to do those quests when level-appropriate. But it at least seems logical.</span></font></div><div><font face="Arial" size="2"><span class="765301014-06042006"></span></font> </div></span></div><div><font face="Arial" size="2"><span class="765301014-06042006">Obviously though, since it's been 2 months and countless bugs so it must be working as intended. So here's my question. <font size="4"><strong>What is it about pets that ticks those crazy dead gnomes off so much?</strong></font></span></font></div><div><font face="Arial" size="2"><span class="765301014-06042006"></span></font> </div><div><font face="Arial" size="2"><span class="765301014-06042006">If someone can answer that, or even just confirm that this is working as intended I can finally stop sending bug reports in and just play. </span></font></div><div><font face="Arial" size="2"><span class="765301014-06042006"></span></font> </div><div><font face="Arial" size="2"><span class="765301014-06042006">Thanks!</span></font></div></div>
Cusashorn
04-06-2006, 08:01 PM
<div>I don't think this goes here.</div><div> </div><div> </div><div>however, I love dead gnomes. The deader, the better. Keep them dead so they don't come back.</div>
Obadiah
04-06-2006, 08:11 PM
<div></div><blockquote><hr>Cusashorn wrote:<div>I don't think this goes here.</div><div> </div><div> </div><div>however, I love dead gnomes. The deader, the better. Keep them dead so they don't come back.</div><hr></blockquote><p>Heh. Two months ago I would have agreed that this wasn't the place for it. But it <strong>must</strong> be. It's not a game mechanics issue / bug / whatever - there must be some<strong> reason</strong> that this was intended. Something in the history of these gnomes that makes them go so nutty when unnatural summoned beings are called forth that they attack them even when hopelessly overmatched without fear of their own lives. Er, afterlives. Er, deaths. Whatever. :smileyvery-happy:</p><p>In this case, keeping them dead so they don't come back would be great. Unfortunately, they remain dead but do come back. I understand that they all went crazy, I just wonder what happened with the Solusek Mining Co. workers that makes them specifically abhor summoned beings to that extent.</p>
xentavius
04-07-2006, 12:13 AM
I had 20 miners on me before I realized they were attacking my pet! It was hilarious! I do think it is a bug, but a minor one.I stopped in the middle of the Dreadnever series, but recently hit 70 so I will go back and finish.Maybe this can split into a history of Sol E and Dreadnever. I hope to learn a bit about the history of the expedition, especially since they appeared to have marrooned themselves in the Bonemire of all places!<div></div>
<div>Wrongforum, but i will answer the question. I just completed efreeti bastion. There is only one way to do it now with the aggrognome patrol. You have to clear all the gnomes on level 3 (below the elevator) to where they stop attacking efreeti. If you dont do this they will gang up on the efreeti soulsavers. Once you have them clear keep em clear and kill any soulsavers you find. If they attack a soulsaver before you get to it, kill the gnomes and the soulsaver will reset.</div><div> </div><div>This seems buggy and was frustrating for me, but once i figured out they were killing off all the soulsavers i had my 20 in about 1 hour.</div><div> </div>
Obadiah
04-07-2006, 01:40 AM
<div></div><p>Yeah, I did the same thing to complete the Efreeti Bastion with my Berserker. It's really annoying, but it would be a lot worse trying to do it when it was level appropriate instead of when it's all grey. You can't just ignore the mobs you're currently engaged with quite as much to go after other mobs when they are yellow and white and such. :smileysurprised: Out of the 7 (I think that's what I counted) Soulslaver mobs that exist in SE, I believe there are two that pop in safe spots outside of gnomeaggro range.</p><p>That's not the question though. I'm just looking for a lore explanation of the phenomenon since it's obviously (65 days of bug reports now) working as intended. Or ... if not a ful revelation of the illogical, annoying mystery of the dead gnomes ... at least confirmation that it is intended for these ghostly gnomes to aggro pets that are 23 levels above them. It's the only place I'm aware of in all of Norrath where mobs do that, so it must be a <strong>riveting</strong> story.</p><p> </p><p> </p>
Kindayr
04-07-2006, 04:18 AM
<div>I think it has to do with something about their old slaves/pets. Ya know, Clockworks?</div><div> </div><div>I've seen a lot of stuff like this around what is left of Norrath, quite the bit of Gnome's sanity and their tinkering skills have almost evapourated.</div>
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