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View Full Version : Venekor, halls of seeing, and a terrible script


Ishbu
05-16-2006, 06:29 AM
<DIV>Let me first say I am not complaining that this encounter is in anyway shape or form too hard.  It isnt.  The problem is that this script is bugged to all hell.  </DIV> <DIV> </DIV> <DIV>Here's the basic rundown.  Venekor is an NPC in his room with his little mist guy adds.  Also in this room is a trap nefarious wonder or something like that and 4 NPC an exultant seer's.  When you walk up to the room, the doors open automatically and the nefarious wonder guy will aggro whomever was the fisr to zone into the instance.  After he is dead, when anybody sets even one foot inside the room, Venekor will run his script and then teleport the entire zone into his chamber in one of 4 corners, where the exultant seer's happen to stand.  As this was our first time experiencing that, we wiped having what amounts to 5 epicx4 encounters on us at once, including a named mob.  This is where things go wrong.</DIV> <DIV> </DIV> <DIV>You would think this is a simple matter of reiving and going back at it with another strategy right?  Wrong.  Once you wipe to Venekor the entire room respawns/resets (should you have managed to kill some of hte mobs/encounters).  So any exultant seer's you have killed are now back up in NPC form.  Ok I can live with that even.  But thats not the half of it.  See when you revive, Venekor starts his script again, wich teleports the entire zone right back into Venekor's room, only this time with rez effects and no buffs, wich obviously leads to another wipe.  </DIV> <DIV> </DIV> <DIV>Let me cut to the chase.  After many annoying deaths we managed to get everyone revived and alive outside of Venekor's room.  We even managed to activate and kill all 4 exultant seer's that stand in Venekor's room (using /target to its fullest), leaving just the Venekor encounter left in the entire zone.  BUT, venekor remained and NPC and the doors to his room remained locked.  We have been standing outside them for over around 2 hours now with 24 petitions sent in but no replies.  We are locked out of the room and cannot activate venekor nor his script.  We even managed to get some one to auto run, LD, and get through the locked doors, walk up and hail Venekor but nothing has happened.  Right now it is quite literally impossible for us to kill this mob, through no fault of our own, but a horrible script that was bugged from begining to end.</DIV> <DIV> </DIV> <DIV>Whomever changed this encounter today (although I heard it was the same last night when a couple other guilds went in), I ask what were you thinking and did you even test this?  Nothing about this script works as it should.  It is horribly bugged and furthermore, Venekor has absolutely horrible loot so there wasnt even any great need to make him different.  This has been a giant waste of mine and 24 other people's time.</DIV> <DIV> </DIV> <DIV>Who says we dont need a raid petition.</DIV>

Siberia2
05-16-2006, 06:33 AM
Will SoE ever fail to amaze? Although I suppose it could be worse - the loot could be amazing, then nerfed, and then this happen. What's funny is a fix for this would be very simple, and I've seen GMs reset NPC scripted encounters. Hey, who knows. Maybe you'll land heads when you toss the coin and your GM will be useful. <div></div>

Ishbu
05-16-2006, 07:30 AM
<P>Well I finally got a GM to come check things out.  Unfortunately they neither had the power to do anything about nor was most of the raid still logged in.  The GM though was actually very helpful to his full extent surprisingly.  </P> <P>During the course of my conversation with the GM I was alerted to yet another guild on another server having a similar/same problem with Venekor.  He also mentioned that lagging through the door counts as an exploit but verified that we exhausted all other attempts including petitioning before trying it just to run a scrip that was in fact bugged.  </P> <P>In the end this issue needs fixing ASAP.  It is too late for my guild, I know its too late for fires of heaven and I think second dawn too.  Probably more guilds as well.  Just imagine how many there will be tomorow, the next day, and so on.  </P>

Snarks
05-16-2006, 08:17 AM
this happened to us yesterday..  except we werent ported to the same spot we were always scattered throughout the room... anyways obviously not tested <div></div>

SatinyCh
05-16-2006, 09:07 AM
<DIV>Yeah Ishbu, that is a piece of [expletive haxx0red by Raijinn] bug. While it was nice that it didn't happen the first time when I was with you, we (TDS) raided Halls the other night and had that problem. The fix that worked for us (a bit lengthy, but it worked and we got Ven) was as follows:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>We wiped, and the same thing happened, we kept getting summoned while dead. We tried to take down the adds first, but that turned out to be a futile effort. So, we ran down and positioned outside his doors, killed the Nefarious Wonder, and then had 2 people disband from the raid (monk + anyone). Venekor was in NPC form. The rest of us camped out and waited on Vent, while the monk trained in with Tsunami and the other person followed him. Venekor then aggroed them both, started the script, and remained aggro. The monk and the other person then waited one (1) minute while the rest of us logged back in and reformed, then were able to revive and join us. We positioned correctly down the hall and had one of our conjurers, you know him, Simonsays, /target Venekor and pull, through the locked doors, then transferred his aggro onto our tank. Then it was just contested t5 Venekor all over again, as we experienced.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>It's not a pretty way to do it, but it got the job done.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>As my main point to any dev who is able to read this, I'd <STRONG><U>strongly</U></STRONG> suggest you look at the encounter, because that script is really, really buggy. I prefer not to use "features" like /target and pulling through walls, but in cases like these when you want to drop a zone, you just have to. It's not just me, it's other guilds who are just as upset, if not more, as I saw Elrohn's post was nerfified already.</DIV>

Ishbu
05-16-2006, 09:10 AM
<DIV>Heh that wouldnt work for us Rez as Venekor was completely bugged and refused to go aggro.  The doors were locked but he was still in NPC form.  Even when we did get someone into the room through less than honorable methods he would not run his script and just sat around as an NPC.  Was quite frustrating.</DIV>

SatinyCh
05-16-2006, 09:14 AM
<P>Oh just saw this, forgot to include it, and here's some feedback for SoE:</P> <P> </P> <P>- The side door near the stairs into the room with the elemental warder has been permanently locked. (<STRONG>We spawned Bloodbeast and were able to pull it through the "locked" door</STRONG>)<BR>- The elemental warder and blood beast will lock to players who enter their rooms, whether or not they have already spawned, preventing players from "sneaking" past them once they wipe. (<STRONG>This seems to work just fine</STRONG>)<BR>- Venekor will now force players to fight him in his lair, and not in the halls outside. (<STRONG>Totally able to get around current script, as it's buggy as [expletive haxx0red by Raijinn]. We fought him in the "L" hallway outside his locking/unlocking door</STRONG>)</P> <P> </P> <P> </P> <P>Regrettably, this area isn't working as you guys intended it to still, and it's annoying to everyone who comes down to Halls of the Seeing only to get finally blocked by the Venekor encounter script. Please fix this, and don't take action on my account for admitting the use of pulling through walls, as I feel that providing constructive feedback here is an act of contrition on my part.</P> <P> </P>

SatinyCh
05-16-2006, 09:15 AM
<P><BR> </P> <BLOCKQUOTE> <HR> Ishboozor wrote:<BR> <DIV>Heh that wouldnt work for us Rez as Venekor was completely bugged and refused to go aggro.  The doors were locked but he was still in NPC form.  Even when we did get someone into the room through less than honorable methods he would not run his script and just sat around as an NPC.  Was quite frustrating.</DIV><BR> <HR> </BLOCKQUOTE> <P> </P> <P>[expletive haxx0red by Raijinn]ty man, that sucks <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></P>

Unmask
05-16-2006, 09:34 AM
<BR> <BLOCKQUOTE> <HR> Ishboozor wrote:<BR> <DIV>Whomever changed this encounter today (although I heard it was the same last night when a couple other guilds went in), I ask what were you thinking and did you even test this?  Nothing about this script works as it should.  It is horribly bugged and furthermore, Venekor has absolutely horrible loot so there wasnt even any great need to make him different.  This has been a giant waste of mine and 24 other people's time.</DIV> <DIV> </DIV> <DIV>Who says we dont need a raid petition.</DIV><BR> <HR> </BLOCKQUOTE>Same exact thing happened to us and I think we went in on the 13th.  It was almost like the bind death loop from eq1 as the script started as soon as you revived (or if someone who FD'd stood up).<BR>

SmEaGoLLuM
05-16-2006, 09:54 AM
Went in last night and same [expletive haxx0red by Raijinn] happened to us. We were trying to figure it out for about 30 mins before the servers went down, I'm glad we didn't waste more time trying to figure it out.

Keno
05-16-2006, 11:43 AM
perma loop for us on saturday, grats soe <div></div>

vinterskugge
05-16-2006, 11:51 AM
Same happened to us too,

Petgroup
05-16-2006, 12:18 PM
<div></div>Was broken for us also.The fun part was after we revived, we get ported and insta killed. So then how do u get out of the zone ? Oh yeah, zone out (cause u dont live long enough to call out) and then you get owned outside by the x4 golems in Tangle. Thanks.Apparently the designer who changed this encounter did not test this AT ALL. All you had to do was die once to see that the entire encounter is broken. WTG.<div></div>

BrizaOr
05-16-2006, 12:22 PM
<P>Yep, same problem here too... Everyone inside Venekors room got ported to all over the room, next to everything that aggros. A way to fix that would be probably just to make Venekor summon people to that corner of the room which has no mobs in it, however the script is so buggy its not even funny. Chain port from revive point, sure this can with luck be dealed with quick invis and hope noone ports too close to Venekor - but chances are 24 people and about 15 sec time to invis it won't work.</P> <P>Simplest way probably would be to make some orb that zones the whole raid to Venekors lair, and something clicky there which triggers Venekor himself. No hassle with closing doors or infinite looping porting script that way at least. Hardly would make the encounter any easier or anything, currently it's just a buggy script that cheats people out of their attempts on Venekor just like on our first trip to HoS when the doors closed up while fighting the nefarious wonder blocking raid to outside Venekors lair.</P><p>Message Edited by BrizaOrin on <span class=date_text>05-16-2006</span> <span class=time_text>11:27 AM</span>

Timber13
05-16-2006, 01:39 PM
<DIV>Same happened to us yesterday, altho some people said that chain reviving removed the bug from that person and stopped teleporting him to venekor. But there was still the problem that the door was locked so we wouldn't be able to kill Venekor <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>This is bugged raid script #42234 time to do some beta testing SOE!</DIV> <DIV> </DIV> <DIV> </DIV>

Gyilok
05-16-2006, 02:27 PM
<P>the idea itself that the whole raid gets through a zoning process and gets thrown into a named fight right after zoning ends with multiple million hp aeing and kb-ing adds, randomly positioned people with even more random zoning timers shows completely clueless design  </P> <P>ofcourse noone has ever tested it, except us unlucky ones on live</P>

Axhine
05-16-2006, 04:06 PM
Same thing happen to us

crypton
05-16-2006, 05:19 PM
<P>This zone is another in a long line of Garbage created by SOE . The T7 content stinks and once again shows no effort or imagination. The fights are horrible, very annoying and Im losing intrest in this game with every passing day as are many other people. </P> <P>There does need to be a raid Petition that can be answered within a 10 min time period so 24 people dont have to waste there whole night with problems such as this. </P> <P>Its sad a game with so much promise can turn out to be so Horrible. Time sinks, long drawn out quests in "cut and paste" zones, raid content thats either not working or tedious to the point of disgust, and non existent customer service. This crap is just not fun anymore .  </P>

Deml
05-16-2006, 06:41 PM
<DIV>The whole thing sucks, but I have to admit I find it mildly entertaining that Venekor wanted to kill us so bad he teleported our corpses when we hadn't even revived yet.</DIV>

MorgothTheTerrib
05-16-2006, 06:57 PM
Same crap happened on AB last night. Cleared the entire zone and went in to kill Venekor and then was bugged to hell. After we went in and revived, we got teleported back to his room like 20 seconds later. [Removed for Content]? Please fix this and test it next time you make a change.

Gyilok
05-16-2006, 07:06 PM
<DIV>ok lets say they want us to fight in there but why the [expletive haxx0red by Raijinn] the zoning then? why not just port like gore-cruor etc? getting zoning times involved in a fight is just plain stupid in this game, especially when its 24 ppl zoning at the same time which leads to server agonizing almost everytime</DIV> <DIV>what the hell is the change to bloodbeast pop? why do you make a script and an item to make him spawm, then change it to pop upon entering the room, FORCING raids to sacrifice 1 poor guy to trigger the room and die (dont tell me anyone is supposed to or is fighting elemental warder and bloodbeast together, im not buying it) so stuff can be pulled out after</DIV> <DIV>we already had to recognize the dev of this zone is hp obsessed, but now its getting even worse</DIV> <DIV>this is just poorly thought out design, like putting ft on items instead of procs you couldnt get coders to get right</DIV> <DIV> </DIV> <DIV>p.s. forget putting in 2h weapons already, everyone that can use them and their whole family including the last 3 generations has atleast 5, and noone uses them anyway</DIV>

ChaosUndivided
05-16-2006, 07:09 PM
<P>Once again Bugged Raid Content, see's raiders beta testing Untested zones on Live.</P> <P>GG Soe, put some pride into your work will you.</P> <P> </P> <P>Yes and the amount of FT is ridiculous, we had 7 pieces of loot from this zone EVERY bloody piece had FT 1-3 on it.</P> <P>Grats on having zero imagination.</P>

Amon`
05-16-2006, 07:22 PM
<DIV>Yup same crap happened to us 2 nights ago. Got chain summoned, finally stayed dead long enough for him to reset, revived and went back down. Then the doors were locked with no way to open them. This is actually a fun zone imo with some new(ish) challenges up until the Venekor script. </DIV> <DIV> </DIV> <DIV>They replaced the full power drain AE from the Warden with a lesser skill which made it a ton easier. I also notice in the patch notes that they made the debuff mobs are using a lot less drastic (no more 30K hits I guess). Anyway, instead of tuning all the mobs in the zone it would be nice to have the scripts and the zone itself running properly so progression is not halted by things a raid cannot control.</DIV>

AratornCalahn
05-16-2006, 07:47 PM
You guys are awesome beta testers btw, thanks from those of us who arnt there yet :p <div></div>

Shizzirri
05-16-2006, 08:03 PM
<DIV>Noticed this last week as well, I also noticed a pretty big HP nerf on some of the named, mainly the shadow ones.</DIV> <DIV> </DIV> <DIV>Question though if you charge into the room and to the left say, kill the trap inside the room.  Then the script goes while inside does he still port you despite being inside the room?  Last week we got to him did the same thing the other guilds are talking about and we assumed that the mobs in NPC mode we're the same as the previous ones in the zone so we went to spawn a trash golem and boom venekor starts talking and ports us all over.</DIV>

Ishbu
05-16-2006, 08:38 PM
<BR> <BLOCKQUOTE> <HR> Shizzirri wrote:<BR> <DIV>Noticed this last week as well, I also noticed a pretty big HP nerf on some of the named, mainly the shadow ones.</DIV> <DIV> </DIV> <DIV>Question though if you charge into the room and to the left say, kill the trap inside the room.  Then the script goes while inside does he still port you despite being inside the room?  Last week we got to him did the same thing the other guilds are talking about and we assumed that the mobs in NPC mode we're the same as the previous ones in the zone so we went to spawn a trash golem and boom venekor starts talking and ports us all over.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>As soon as you enter his room he will being his dialogue and at the conclusion the entire zone will be teleported into his room.  Even if you are already inside it, you and your raid force will be split up into one of 4 corners and trigger any remaining golems plus have venekor auto aggro on you.  </P> <P>The way I see it there are 2 major bugs with this encounter currently.  First is that Venekor repeatedly zones everyone into his room, even if they are lieing there dead or have just revived.  Second is that while Venekor is attackable (ae not in NPC form) the doors to his room lock.  Wouldnt it be a lot easier and less problematic to make these doors function like the doors to the gorge pit/harla dar where they can only be opened from one side, in this case the outside?  That way when somone steps a foot inside and he runs his script, teleports everyone in, at least they will be able to revive and re-enter the room (assuming you fix the constant re-teleporting issue).  Also, make sure Venekor will reset.  For us it appears that he either ran his script and since we were all still dead never turned aggro, or forgot to reset and run his script so he just froze in NPC form despite our best efforts.</P> <P>Other than that there are annoyances as in activating all the mobs in Venekor's room at once when he teleports you, but those are things we as the players have to learn to deal with and overcome.  Just please fix these bugs that you failed to test in the slightest.</P>

rek6779
05-16-2006, 08:53 PM
<BR> <BLOCKQUOTE> <HR> ChaosUndivided wrote:<BR> <P>Yes and the amount of FT is ridiculous, we had 7 pieces of loot from this zone EVERY bloody piece had FT 1-3 on it.</P> <P>Grats on having zero imagination.</P><BR> <HR> </BLOCKQUOTE> <P>They had some nice items in there. Shadow Axe for example, but it was changed becuase SOE borked the proc (shock) and it was healing the mobs. So instead of fixing it, they gave it FT2.</P> <P>Wow. Nice. That makes up for a heal proc.<BR></P>

Ishbu
05-16-2006, 09:05 PM
<P>As far as the itemization in this zone goes, we have been in 3x since it went live, killed venekor everytime (well except last night obviously, btw anyone else notice the nightblood wouldnt spawn?) and 90% of the items have found their way to my broker.  They really seem like garbage with completely abstract stats and effects.</P> <P>Seriously, why the hell does  an item have like 21 str 9agi 13wis 27sta 41hp 97power and FT1?  What kind of crazy, messed up scheme is that?  Why the [expletive haxx0red by Raijinn] would an item have 27 sta but then have less than 50hp, and why the [expletive haxx0red by Raijinn] is it 41 and not 40?  Who thinks FT1 is worth a [expletive haxx0red by Raijinn]?  Who thinks FT on a weapon is a good idea?  Who thought that there was a need for any more 2handers to enter the world, let alone at least 4 new ones in this zone?  Does anybody who designs loot have even a remote clue what they are doing?  Why is it everytime an item has a unique, interesting, fun, or cool proc it doesnt work and is changed into flowing thought?  Why do I even expect to see new items that anybody would want anymore?  Why am I wasting my breath as you guys never answer anything about itemization because you realize how truly horrid it really is.</P> <P>Just one last question, I volunteered to design items, figure out their stats and effects/procs for all classes except my own free of charge, why wont you take me up on it?  ITS FREE and I cant benefit from it because my class wont be able to use any of the ones I am allowed to work on.  Hell, all you have to do is send me a list of proposed items and the difficulty of the encounter they drop form (a simple 1 to 10 scale will work) and I will send the list back with items that are approrpriate and slight upgrades/downgrades on items as well as make sure they have useful stats for the classes that would use them and a fair proc/effect if the encounter warrants and item having such.  I mean, I guess I know why you wont take me up on it, but for God's sake I know I could do a better job of itemization than what you currently have.</P>

ChaosUndivided
05-16-2006, 09:28 PM
<BR> <BLOCKQUOTE> <HR> Ishboozor wrote:<BR> <P>As far as the itemization in this zone goes, we have been in 3x since it went live, killed venekor everytime (well except last night obviously, btw anyone else notice the nightblood wouldnt spawn?) and 90% of the items have found their way to my broker.  They really seem like garbage with completely abstract stats and effects.</P> <P>Seriously, why the hell does  an item have like 21 str 9agi 13wis 27sta 41hp 97power and FT1?  What kind of crazy, messed up scheme is that?  Why the [expletive haxx0red by Raijinn] would an item have 27 sta but then have less than 50hp, and why the [expletive haxx0red by Raijinn] is it 41 and not 40?  Who thinks FT1 is worth a [expletive haxx0red by Raijinn]?  Who thinks FT on a weapon is a good idea?  Who thought that there was a need for any more 2handers to enter the world, let alone at least 4 new ones in this zone?  Does anybody who designs loot have even a remote clue what they are doing?  Why is it everytime an item has a unique, interesting, fun, or cool proc it doesnt work and is changed into flowing thought?  Why do I even expect to see new items that anybody would want anymore?  Why am I wasting my breath as you guys never answer anything about itemization because you realize how truly horrid it really is.</P> <P>Just one last question, I volunteered to design items, figure out their stats and effects/procs for all classes except my own free of charge, why wont you take me up on it?  ITS FREE and I cant benefit from it because my class wont be able to use any of the ones I am allowed to work on.  Hell, all you have to do is send me a list of proposed items and the difficulty of the encounter they drop form (a simple 1 to 10 scale will work) and I will send the list back with items that are approrpriate and slight upgrades/downgrades on items as well as make sure they have useful stats for the classes that would use them and a fair proc/effect if the encounter warrants and item having such.  I mean, I guess I know why you wont take me up on it, but for God's sake I know I could do a better job of itemization than what you currently have.</P><BR> <HR> </BLOCKQUOTE> <P><BR>QFT, I think most of us who have played the game for the past year and a half and have raided the high end game, can probably do a better job on gauging RvR and Itemizing than Sony does.</P> <P>No imagination, no direction, no variety, and no common sense.</P> <P>Shame on you SoE.</P>

Ishbu
05-16-2006, 09:31 PM
You know, this might be a stretch but do you think the item designer for Halls of Seeing is really into those suduko things and is trying to play them with the stats?

ProphecyCT
05-16-2006, 09:52 PM
<div><blockquote><hr>Ishboozor wrote:<div></div>You know, this might be a stretch but do you think the item designer for Halls of Seeing is really into those suduko things and is trying to play them with the stats?<hr></blockquote>o_O</div>

Snarks
05-16-2006, 10:03 PM
SOE just needs better communication and cooperation and HELP from its high end raiding community, which, from what I can tell, is exhausting all efforts to do so free of charge. sony just doesnt know a good deal when they see it i think :p <div></div>

Ja
05-16-2006, 10:47 PM
<DIV>All i can say is /agree.</DIV>

Gyilok
05-16-2006, 11:09 PM
<P>and yea, I think noone managed to pop nightblood guy either</P> <P>as for items, they are good for making some guild cash (no I don't think this should be the purpose of raid loot), with most of lyceum loot (and deathtoll...), luckily there are non-raiding people with tons of cash that like this stuff</P>

Ishbu
05-16-2006, 11:13 PM
Logged in quick during my lunch break to see we already made 80p with another item or 2 still on the broker from last night's HoS trip.  Pretty pathetic when I am raiding to gear out other people on the server.  Not even sure why we charge plat, its not like A) its hard to come by or B) any of us need it.

Yumi
05-16-2006, 11:50 PM
<P>I think the answer to the items and odd stats question is obvious. Someone has written an item generating program where you enter the total sum of stats in some fashion and then an item is randomly generated to match these sums. Easily explains the odd numbers used like 1s and 9s and the odd combinations of stats. Doesnt even require thoughtful input. Did the item girl design this or does she not exist anymore?</P> <P>Yersinia</P>

ChaosUndivided
05-17-2006, 12:00 AM
<DIV>Using points etc is fine, as long as the items are hand generated to make sense. I bet you the generator turns all the excess points into FT1.</DIV>

Riversideblues
05-17-2006, 01:07 AM
<div><blockquote><hr>ChaosUndivided wrote:<div></div> <blockquote> <hr> Ishboozor wrote: <div></div> <p>As far as the itemization in this zone goes, we have been in 3x since it went live, killed venekor everytime (well except last night obviously, btw anyone else notice the nightblood wouldnt spawn?) and 90% of the items have found their way to my broker.  They really seem like garbage with completely abstract stats and effects.</p> <p>Seriously, why the hell does  an item have like 21 str 9agi 13wis 27sta 41hp 97power and FT1?  What kind of crazy, messed up scheme is that?  Why the [expletive haxx0red by Raijinn] would an item have 27 sta but then have less than 50hp, and why the [expletive haxx0red by Raijinn] is it 41 and not 40?  Who thinks FT1 is worth a [expletive haxx0red by Raijinn]?  Who thinks FT on a weapon is a good idea?  Who thought that there was a need for any more 2handers to enter the world, let alone at least 4 new ones in this zone?  Does anybody who designs loot have even a remote clue what they are doing?  Why is it everytime an item has a unique, interesting, fun, or cool proc it doesnt work and is changed into flowing thought?  Why do I even expect to see new items that anybody would want anymore?  Why am I wasting my breath as you guys never answer anything about itemization because you realize how truly horrid it really is.</p> <p>Just one last question, I volunteered to design items, figure out their stats and effects/procs for all classes except my own free of charge, why wont you take me up on it?  ITS FREE and I cant benefit from it because my class wont be able to use any of the ones I am allowed to work on.  Hell, all you have to do is send me a list of proposed items and the difficulty of the encounter they drop form (a simple 1 to 10 scale will work) and I will send the list back with items that are approrpriate and slight upgrades/downgrades on items as well as make sure they have useful stats for the classes that would use them and a fair proc/effect if the encounter warrants and item having such.  I mean, I guess I know why you wont take me up on it, but for God's sake I know I could do a better job of itemization than what you currently have.</p> <hr> </blockquote> <p>QFT, I think most of us who have played the game for the past year and a half and have raided the high end game, can probably do a better job on gauging RvR and Itemizing than Sony does.</p> <p>No imagination, no direction, no variety, and no common sense.</p> <p>Shame on you SoE.</p><hr></blockquote>qft times 2</div>

Shizzirri
05-17-2006, 01:40 AM
<P>On a brighter note we did get a piece of relic last time we went in, at least those still have 100+ hp's... for now</P> <P> </P>

pawnipt
05-17-2006, 06:40 AM
<div></div>Venekor: YOU CANNOT HAVE MY LOOTS I WILL MAKE YOU FIGHT 6 EPICS AT ONCE AND ALL OF YOUR RAID WILL BE ZONING WHILE I OWN YOU ONE AT A TIME<div></div><p>Message Edited by pawnipt on <span class=date_text>05-16-2006</span> <span class=time_text>07:40 PM</span>

Ishbu
05-17-2006, 08:58 PM
Still no acknowledgement of this bug is there?  Well i guess from here on out its luck of the draw for each guild that goes in.

Pins
05-17-2006, 09:02 PM
<blockquote><hr>Ishboozor wrote:Still no acknowledgement of this bug is there?  Well i guess from here on out its luck of the draw for each guild that goes in.<hr></blockquote>No response, but from today's update:- Fixed some issues involving respawning with the Venekor encounter. In addition, Venekor is now slightly more discerning about teleporting players already in his lair.Soo, sounds like they fixed it, hopefully.

Ishbu
05-17-2006, 09:11 PM
<DIV>Thank god.</DIV>

pawnipt
05-18-2006, 06:58 AM
<div></div>Ok Venekor still will activate if somoenes dead corpse logs back into his room, then it will commence porting everyone in zone into his room killing everyone once again.  It will do the same thing if somoene in his room revives, the only way around it is getting everyone to camp from the zone once safe at enterance.  It's really annoying and needs to be fixed, if we could revive and not get ported, that would fix everything.<div></div><p>Message Edited by pawnipt on <span class=date_text>05-17-2006</span> <span class=time_text>07:58 PM</span>

Xebars
05-18-2006, 08:30 AM
Any word on if this encounter has been fixed?<div></div>

Supernova17
05-18-2006, 03:44 PM
<blockquote><hr>Xebarsis wrote:Any word on if this encounter has been fixed?<div></div><hr></blockquote>But....but.... I was having soo much fun with: Teleport, Owned, Revive, Teleport, Owned, Revive, Camping, Teleport HAHA Noob, Owned..... Yes it's fixed. Killed Venekor tonight, though his Divine Tempest AE thing went off at random intervals for a few pulls and then never happened when we killed him. Was a bit odd, but meh. Oh, and can we stop with the Fabled 1h, 2h and DW Axes dropping on us like an avalanche, most of which I wouldn't give to an alt for how bad they are. Descartin, 70 Templar Fortitude of Kithicor Destroyer of Vyemm 1.0, 2.0, 3.0, 4.0 etc (dynamic content - a new fight each week!!!)<div></div>

Ishbu
05-18-2006, 06:47 PM
<DIV>Yeah venekor is working now and could almost be considered somewhat.......fun?</DIV>

Supernova17
05-19-2006, 11:29 AM
<blockquote><hr>Ishboozor wrote:<div>Yeah venekor is working now and could almost be considered somewhat.......fun?</div><hr></blockquote>Shhhh!!! Someone could hear you!!! O.o<div></div>