View Full Version : Please fix Acadechism!
Grimlux
01-24-2007, 02:27 AM
<DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV>
hanfr
01-24-2007, 02:37 AM
How can resetting mobs wipe you? <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Just pull the named out of the room = problem solved.<div></div>
Trynnus1
01-24-2007, 03:43 AM
<BR> <BLOCKQUOTE> <HR> Grimlux wrote:<BR> <DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV><BR> <HR> </BLOCKQUOTE><BR>This issue with the sword mobs resetting is one of the mobs tied to their spawn point. This was by design btw. It is meant to make kill the named more difficult. It is not a bug but is intended (after much research btw). As the #2 pster said - pull the named back out inti the hallway - problem solved.
IllusiveThoughts
01-24-2007, 04:30 AM
<BR> <BLOCKQUOTE> <HR> Trynnus1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Grimlux wrote:<BR> <DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV><BR> <HR> </BLOCKQUOTE><BR>This issue with the sword mobs resetting is one of the mobs tied to their spawn point. This was by design btw. It is meant to make kill the named more difficult. It is not a bug but is intended (after much research btw). As the #2 pster said - pull the named back out inti the hallway - problem solved.<BR> <HR> </BLOCKQUOTE> <P><BR>the mobs resetting to their spawn point after using any damage on them is a bug plain and simple.</P> <P>sure you can pull the named out of the room, Once the named is dead you then you have to run past the swords in there which will agro as you run by, and have a class AOE all the swords so they reset to their spawn point because of the bug with them resetting.</P> <P>Doesn't matter if you stand on top of the spawn point or not, they keep bugging and resetting. So you have to skip them. This is not and can not be intended.</P><p>Message Edited by IllusiveThoughts on <span class=date_text>01-23-2007</span> <span class=time_text>03:31 PM</span>
Rutabegah
01-24-2007, 05:09 AM
<DIV>There are a couple of issues here.<BR><BR>The encounters that have multiple sword mobs in them are tricky. They spawn when you get close to one. However, if you don't spawn all the mobs in that encounter, it will break if you do damage to one of them. This is because one is a mob, and the other is an npc still. What you have to do is figure out which mobs are linked and have them both become non-npc form.<BR><BR>After clearing the room, and clearing the named.. it's still kinda buggy. Half the time you will get a room full of polearms ambush you. Sometimes they never spawn. I haven't figured out if there is a pattern.<BR><BR>I beat Acadechism solo, btw! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>
Tiko_7801
01-24-2007, 06:55 PM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Trynnus1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Grimlux wrote:<BR> <DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV><BR> <HR> </BLOCKQUOTE><BR>This issue with the sword mobs resetting is one of the mobs tied to their spawn point. This was by design btw. It is meant to make kill the named more difficult. It is not a bug but is intended (after much research btw). As the #2 pster said - pull the named back out inti the hallway - problem solved.<BR> <HR> </BLOCKQUOTE> <P><BR>the mobs resetting to their spawn point after using any damage on them is a bug plain and simple.</P> <P>sure you can pull the named out of the room, Once the named is dead you then you have to run past the swords in there which will agro as you run by, and have a class AOE all the swords so they reset to their spawn point because of the bug with them resetting.</P> <P>Doesn't matter if you stand on top of the spawn point or not, they keep bugging and resetting. So you have to skip them. This is not and can not be intended.</P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>01-23-2007</SPAN> <SPAN class=time_text>03:31 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Working as intended to be able to pull them you have to get allt he ones in that encoutner to follow. If one follows they reset. So walk in grab ALL of them in the room walk out and AE them to death. If you just walk in and try to pull one out it WILL reset.
Mareth
01-24-2007, 07:24 PM
I've done Acadechism some 20+ times now, and we've always managed to get the swords, though usually with some trouble. Only think we've wiped 2 or 3 times though, it's not a big issue imho.They should rather see about making the mobs more likely to drop masters (:<div></div>
Tiko_7801
01-24-2007, 07:52 PM
Masters can drop from more then just trash mobs in Acadechism............YOUR LYING........lol 40+ times of doing that zone i have seen a total of ZERO masters from non-trash.....But i did get nightshade master 1 off a group of 3 lvl 60 heroics when i first zoned in <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
IllusiveThoughts
01-24-2007, 10:03 PM
<BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Trynnus1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Grimlux wrote:<BR> <DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV><BR> <HR> </BLOCKQUOTE><BR>This issue with the sword mobs resetting is one of the mobs tied to their spawn point. This was by design btw. It is meant to make kill the named more difficult. It is not a bug but is intended (after much research btw). As the #2 pster said - pull the named back out inti the hallway - problem solved.<BR> <HR> </BLOCKQUOTE> <P><BR>the mobs resetting to their spawn point after using any damage on them is a bug plain and simple.</P> <P>sure you can pull the named out of the room, Once the named is dead you then you have to run past the swords in there which will agro as you run by, and have a class AOE all the swords so they reset to their spawn point because of the bug with them resetting.</P> <P>Doesn't matter if you stand on top of the spawn point or not, they keep bugging and resetting. So you have to skip them. This is not and can not be intended.</P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>01-23-2007</SPAN> <SPAN class=time_text>03:31 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Working as intended to be able to pull them you have to get allt he ones in that encoutner to follow. If one follows they reset. So walk in grab ALL of them in the room walk out and AE them to death. If you just walk in and try to pull one out it WILL reset.<BR> <HR> </BLOCKQUOTE> <P><BR>wrong, a group of lvl 60's (what the zone is intended for) will not be able to survie pulling the entire room of ^^^ and ^^ heroics, there are just too many encounters. That is NOT working as intended.</P>
Tiko_7801
01-24-2007, 10:09 PM
<DIV><BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Trynnus1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Grimlux wrote:<BR> <DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV><BR> <HR> </BLOCKQUOTE><BR>This issue with the sword mobs resetting is one of the mobs tied to their spawn point. This was by design btw. It is meant to make kill the named more difficult. It is not a bug but is intended (after much research btw). As the #2 pster said - pull the named back out inti the hallway - problem solved.<BR> <HR> </BLOCKQUOTE> <P><BR>the mobs resetting to their spawn point after using any damage on them is a bug plain and simple.</P> <P>sure you can pull the named out of the room, Once the named is dead you then you have to run past the swords in there which will agro as you run by, and have a class AOE all the swords so they reset to their spawn point because of the bug with them resetting.</P> <P>Doesn't matter if you stand on top of the spawn point or not, they keep bugging and resetting. So you have to skip them. This is not and can not be intended.</P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>01-23-2007</SPAN> <SPAN class=time_text>03:31 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Working as intended to be able to pull them you have to get allt he ones in that encoutner to follow. If one follows they reset. So walk in grab ALL of them in the room walk out and AE them to death. If you just walk in and try to pull one out it WILL reset.<BR> <HR> </BLOCKQUOTE> <P><BR>wrong, a group of lvl 60's (what the zone is intended for) will not be able to survie pulling the entire room of ^^^ and ^^ heroics, there are just too many encounters. That is NOT working as intended.</P><BR> <HR> </BLOCKQUOTE><BR>Then go another route, go in and pull out all of one encounter only. A gruop of lvl 60's SHOULD be able to kill one full encounter. If the mobs go back into th eroom you missed 1,2, or 3. That should help you out some more.</DIV>
IllusiveThoughts
01-24-2007, 10:12 PM
<BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Trynnus1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Grimlux wrote:<BR> <DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV><BR> <HR> </BLOCKQUOTE><BR>This issue with the sword mobs resetting is one of the mobs tied to their spawn point. This was by design btw. It is meant to make kill the named more difficult. It is not a bug but is intended (after much research btw). As the #2 pster said - pull the named back out inti the hallway - problem solved.<BR> <HR> </BLOCKQUOTE> <P><BR>the mobs resetting to their spawn point after using any damage on them is a bug plain and simple.</P> <P>sure you can pull the named out of the room, Once the named is dead you then you have to run past the swords in there which will agro as you run by, and have a class AOE all the swords so they reset to their spawn point because of the bug with them resetting.</P> <P>Doesn't matter if you stand on top of the spawn point or not, they keep bugging and resetting. So you have to skip them. This is not and can not be intended.</P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>01-23-2007</SPAN> <SPAN class=time_text>03:31 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Working as intended to be able to pull them you have to get allt he ones in that encoutner to follow. If one follows they reset. So walk in grab ALL of them in the room walk out and AE them to death. If you just walk in and try to pull one out it WILL reset.<BR> <HR> </BLOCKQUOTE> <P><BR>wrong, a group of lvl 60's (what the zone is intended for) will not be able to survie pulling the entire room of ^^^ and ^^ heroics, there are just too many encounters. That is NOT working as intended.</P><BR> <HR> </BLOCKQUOTE><BR>Then go another route, go in and pull out all of one encounter only. A gruop of lvl 60's SHOULD be able to kill one full encounter. If the mobs go back into th eroom you missed 1,2, or 3. That should help you out some more.</DIV><BR> <HR> </BLOCKQUOTE><BR>That IS the problem, when you try to pull one encounter, they bug and reset as soon as you deal damage, I've solo/duo'd this zone a ton, and sometimes they dont bug and you can pull them just fine, other times they bug and the only thing you can do is run past them aoe all the ones that agro'd and they reset to their spawn point.
Tiko_7801
01-24-2007, 10:21 PM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Trynnus1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Grimlux wrote:<BR> <DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV><BR> <HR> </BLOCKQUOTE><BR>This issue with the sword mobs resetting is one of the mobs tied to their spawn point. This was by design btw. It is meant to make kill the named more difficult. It is not a bug but is intended (after much research btw). As the #2 pster said - pull the named back out inti the hallway - problem solved.<BR> <HR> </BLOCKQUOTE> <P><BR>the mobs resetting to their spawn point after using any damage on them is a bug plain and simple.</P> <P>sure you can pull the named out of the room, Once the named is dead you then you have to run past the swords in there which will agro as you run by, and have a class AOE all the swords so they reset to their spawn point because of the bug with them resetting.</P> <P>Doesn't matter if you stand on top of the spawn point or not, they keep bugging and resetting. So you have to skip them. This is not and can not be intended.</P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>01-23-2007</SPAN> <SPAN class=time_text>03:31 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Working as intended to be able to pull them you have to get allt he ones in that encoutner to follow. If one follows they reset. So walk in grab ALL of them in the room walk out and AE them to death. If you just walk in and try to pull one out it WILL reset.<BR> <HR> </BLOCKQUOTE> <P><BR>wrong, a group of lvl 60's (what the zone is intended for) will not be able to survie pulling the entire room of ^^^ and ^^ heroics, there are just too many encounters. That is NOT working as intended.</P><BR> <HR> </BLOCKQUOTE><BR>Then go another route, go in and pull out all of one encounter only. A gruop of lvl 60's SHOULD be able to kill one full encounter. If the mobs go back into th eroom you missed 1,2, or 3. That should help you out some more.</DIV><BR> <HR> </BLOCKQUOTE><BR>That IS the problem, when you try to pull one encounter, they bug and reset as soon as you deal damage, I've solo/duo'd this zone a ton, and sometimes they dont bug and you can pull them just fine, other times they bug and the only thing you can do is run past them aoe all the ones that agro'd and they reset to their spawn point. <BR> <HR> </BLOCKQUOTE><BR>DONT DO DAMAGE UNTIL YOU HAVE PULLED THE FULL ENCOUNTER OUT OF THE ROOM. IF YOU DONT PULL THE FULL ENCOUNTER OUT THEN THE MOBS WILL RESET WHEN YOU DO DAMAGE. I dont think there is a way to put that simpler.
Tiko_7801
01-24-2007, 10:24 PM
<BR> <BLOCKQUOTE> <HR> Rutabegah wrote:<BR> <DIV>There are a couple of issues here.<BR><BR>The encounters that have multiple sword mobs in them are tricky. They spawn when you get close to one. However, if you don't spawn all the mobs in that encounter, it will break if you do damage to one of them. This is because one is a mob, and the other is an npc still. What you have to do is figure out which mobs are linked and have them both become non-npc form.<BR><BR>After clearing the room, and clearing the named.. it's still kinda buggy. Half the time you will get a room full of polearms ambush you. Sometimes they never spawn. I haven't figured out if there is a pattern.<BR><BR>I beat Acadechism solo, btw! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV><BR> <HR> </BLOCKQUOTE><BR>Im not the only one to do this as i can see.
IllusiveThoughts
01-25-2007, 12:34 AM
<BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Trynnus1 wrote:<BR> <BR> <BLOCKQUOTE> <HR> Grimlux wrote:<BR> <DIV>Maybe this subject has been brought forth at some point, Im unsure. But I love Acadechism. I HATE the sword room. Its consistently a group wiper. Now im all about challenge, but mobs resetting constantly? </DIV><BR> <HR> </BLOCKQUOTE><BR>This issue with the sword mobs resetting is one of the mobs tied to their spawn point. This was by design btw. It is meant to make kill the named more difficult. It is not a bug but is intended (after much research btw). As the #2 pster said - pull the named back out inti the hallway - problem solved.<BR> <HR> </BLOCKQUOTE> <P><BR>the mobs resetting to their spawn point after using any damage on them is a bug plain and simple.</P> <P>sure you can pull the named out of the room, Once the named is dead you then you have to run past the swords in there which will agro as you run by, and have a class AOE all the swords so they reset to their spawn point because of the bug with them resetting.</P> <P>Doesn't matter if you stand on top of the spawn point or not, they keep bugging and resetting. So you have to skip them. This is not and can not be intended.</P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>01-23-2007</SPAN> <SPAN class=time_text>03:31 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Working as intended to be able to pull them you have to get allt he ones in that encoutner to follow. If one follows they reset. So walk in grab ALL of them in the room walk out and AE them to death. If you just walk in and try to pull one out it WILL reset.<BR> <HR> </BLOCKQUOTE> <P><BR>wrong, a group of lvl 60's (what the zone is intended for) will not be able to survie pulling the entire room of ^^^ and ^^ heroics, there are just too many encounters. That is NOT working as intended.</P><BR> <HR> </BLOCKQUOTE><BR>Then go another route, go in and pull out all of one encounter only. A gruop of lvl 60's SHOULD be able to kill one full encounter. If the mobs go back into th eroom you missed 1,2, or 3. That should help you out some more.</DIV><BR> <HR> </BLOCKQUOTE><BR>That IS the problem, when you try to pull one encounter, they bug and reset as soon as you deal damage, I've solo/duo'd this zone a ton, and sometimes they dont bug and you can pull them just fine, other times they bug and the only thing you can do is run past them aoe all the ones that agro'd and they reset to their spawn point. <BR> <HR> </BLOCKQUOTE><BR>DONT DO DAMAGE UNTIL YOU HAVE PULLED THE FULL ENCOUNTER OUT OF THE ROOM. IF YOU DONT PULL THE FULL ENCOUNTER OUT THEN THE MOBS WILL RESET WHEN YOU DO DAMAGE. I dont think there is a way to put that simpler.<BR> <HR> </BLOCKQUOTE> <P><BR>you are not seeming to grasp the concept I have presented to you, this room is bugged, plain and simple, capitalizing your response only indicates your not able to have an intelligent discussion on this issue.</P> <P>you are assuming I dont know what the hell i'm doing and thus must be doing something wrong, when in fact I know exactally what I'm doing and can describe the bug in great detail.</P> <P>Let me reference another area of the zone that behave as intended</P> <P>the hallway before the 2nd named, has trap mobs that are swords. They are targetable(just like the ones in the room) and agro as soon as you get within proximity. They are single ^^^ mobs, these I have never had bug on me, and have no problems agro'ing them and killing them off.</P> <P>Crypt of Valdoon- the skeletons on the first hallway on the right towards the first named, has a bunch of trap skeleton mobs on the floor that are ^^ mobs. You can target them get within proximity they agro you kill them, they work just fine.</P> <P> </P> <P>Theres 2 other examples of how the code is working properly, however inside the room in achadechism with the 2nd named the mobs do not work correctly, it also appears to be random, some times they work fine other times they will reset to the spawn point upon taking damage.</P> <P>So no, you are wrong and this bug needs to be fixed to work like the rest of the trap mobs in the zone, and like the ones in Crypt of valdoon. </P> <P> </P><p>Message Edited by IllusiveThoughts on <span class=date_text>01-24-2007</span> <span class=time_text>11:36 AM</span>
Kardg
01-25-2007, 01:06 AM
<DIV> <P><SPAN><FONT color=#ffffff>This debate appears to be over the existing bug regardless of success/failure of the zone or strength of the group. Nektropos 3 is a proper working representation of the code you’re describing. In the basement the possessed crates are linked in groups of three. They are non-hostile environment NPC’s before you get close. Once you approach any of the three crates they all become agro regardless of your proximity to the other two. They do not behave even remotely similar to the blades in Academism.</FONT></SPAN></P> <P><SPAN></SPAN><SPAN><FONT color=#ffffff>I would echo the sentiment and say, “Yes we can figure out ways to make things work, however it’s not “Working as Intended”.” Nektropos 3 is a perfect example of the NPC’s working properly, Academism is its defective counterpart. </FONT></SPAN></P></DIV><p>Message Edited by Kardgar on <span class=date_text>01-24-2007</span> <span class=time_text>12:10 PM</span>
Judist
01-25-2007, 01:22 AM
<P>Concerning Academism,</P> <P>The mobs are tied to their spawn point in that room, thats intended and its seen on several different mobs in the game. A great example of similar mobs can be found in one of the Guild Raids. In one zone, there are archers with tie-down points. Trying to pull them away will reset them every time (a smart archer wont leave his safe area). This forces the raid to rush their position thus taking damage on the way in. </P> <P>For all these types of mobs, if you drag them too far away from their start point OR if a DPS thats too far away gets aggro they will instantly reset. The reset is so fast you usually cant see which DPS pulled aggro and have to reiterate that everyone needs to fight next to the mob.</P> <P>Anyways, we've never had reset problems with these types of mobs if everyone in the group is within melee range of their tie-down point. If they continue to reset with everyone on top of their position thats definitly a bug. But again I've never had this problem.</P> <P>As for the other mobs you used as examples, they are not coded with tie-down points so are not similar.</P> <P> </P><p>Message Edited by BeatinGuts on <span class=date_text>01-24-2007</span> <span class=time_text>12:25 PM</span>
Tiko_7801
01-25-2007, 01:28 AM
<BR> <BLOCKQUOTE> <BLOCKQUOTE> <BLOCKQUOTE> </BLOCKQUOTE><BR><BR>you are not seeming to grasp the concept I have presented to you, this room is bugged, plain and simple, capitalizing your response only indicates your not able to have an intelligent discussion on this issue.</BLOCKQUOTE> <P>you are assuming I dont know what the hell i'm doing and thus must be doing something wrong, when in fact I know exactally what I'm doing and can describe the bug in great detail.</P> <P>Let me reference another area of the zone that behave as intended</P> <P>the hallway before the 2nd named, has trap mobs that are swords. They are targetable(just like the ones in the room) and agro as soon as you get within proximity. They are single ^^^ mobs, these I have never had bug on me, and have no problems agro'ing them and killing them off.</P> <P>Crypt of Valdoon- the skeletons on the first hallway on the right towards the first named, has a bunch of trap skeleton mobs on the floor that are ^^ mobs. You can target them get within proximity they agro you kill them, they work just fine.</P> <P> </P> <P>Theres 2 other examples of how the code is working properly, however inside the room in achadechism with the 2nd named the mobs do not work correctly, it also appears to be random, some times they work fine other times they will reset to the spawn point upon taking damage.</P> <P>So no, you are wrong and this bug needs to be fixed to work like the rest of the trap mobs in the zone, and like the ones in Crypt of valdoon. </P> <P> </P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>01-24-2007</SPAN> <SPAN class=time_text>11:36 AM</SPAN><BR> <HR> </BLOCKQUOTE>You are still missing the POINT illusive. obviously you cant understand something so simple. You talk about Crypt of Valdoon and another hallway where these are SINGLE MOBS. The ones in the named room are MULTIPLE MOBS. IF you dont get BOTH to spawn they will continue to reset. This is a very easy thing to understand. Im sorry you are so stubborn that you must argue a simple point that MANY others on this thread have said as well. WORKING AS INTENDED. You are probably that guy on raids who immediatly says bug when something looks wrong when thers a logical explanation. You can continue to argue the point but as most of us know the truth it seems pointless for me to respond you can continue to do it wrong or you can learn. Have a nice day.<BR>
missing_peace
01-25-2007, 01:35 AM
<P>Rutabegah and tiko7801 are correct on how this room works. The mobs in this room are linked in sets of two. The default status of these mobs is non-aggro, non-attackable. They are activated by proximity. So, here is what is happening...</P> <P>When you get close enough to activate one of the mobs, it will, of course, attack you. However, if you do not also activate it's linked mob, then the encounter will break and reset. For example: when you enter and turn to the right, one will activate and attack. Just a bit past this first one there is a second. This is the linked mob. If you also activate this second mob then you can pull them to wherever you wish and they will not reset.</P> <P>Once I noticed this behavior, I never had any more problems in this room. Each encounter is a set of two mobs so you must activate both.</P><p>Message Edited by tavernx on <span class=date_text>01-24-2007</span> <span class=time_text>02:44 PM</span>
Kardg
01-25-2007, 01:59 AM
<DIV>The point I tried to interject was that if an encounter is linked all mobs within the encounter should become agro when you approach proximity range of them much like Nek 3. </DIV>
IllusiveThoughts
01-25-2007, 02:25 AM
<BR> <BLOCKQUOTE> <HR> BeatinGuts wrote:<BR> <P>Concerning Academism,</P> <P>The mobs are tied to their spawn point in that room, thats intended and its seen on several different mobs in the game. A great example of similar mobs can be found in one of the Guild Raids. In one zone, there are archers with tie-down points. Trying to pull them away will reset them every time (a smart archer wont leave his safe area). This forces the raid to rush their position thus taking damage on the way in. </P> <P>For all these types of mobs, if you drag them too far away from their start point OR if a DPS thats too far away gets aggro they will instantly reset. The reset is so fast you usually cant see which DPS pulled aggro and have to reiterate that everyone needs to fight next to the mob.</P> <P>Anyways, we've never had reset problems with these types of mobs if everyone in the group is within melee range of their tie-down point. If they continue to reset with everyone on top of their position thats definitly a bug. But again I've never had this problem.</P> <P>As for the other mobs you used as examples, they are not coded with tie-down points so are not similar.</P> <P> </P> <P>Message Edited by BeatinGuts on <SPAN class=date_text>01-24-2007</SPAN> <SPAN class=time_text>12:25 PM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>I've stood on top of the mobs spawn point, had multiple mobs beating on me while standing there, nuke one, it resets, aoe nuke multiple ones they all reset.</P> <P>doesn't matter where I'm at or where I pull to.</P> <P>Is it possible that there are supposed to be two sets of ^^^ that need to come together, yes it is possible. I dont think thats intended however. </P> <P>As a previous poster pointed out, if more than one mob is supposed to activate and agro when you proximity a trap mob, then they all need to do so, and saying that you have to find a workaround is just rubbish. It needs to work right hence bug.</P>
IllusiveThoughts
01-25-2007, 02:27 AM
<BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <BLOCKQUOTE> <BLOCKQUOTE> </BLOCKQUOTE><BR><BR>you are not seeming to grasp the concept I have presented to you, this room is bugged, plain and simple, capitalizing your response only indicates your not able to have an intelligent discussion on this issue.</BLOCKQUOTE> <P>you are assuming I dont know what the hell i'm doing and thus must be doing something wrong, when in fact I know exactally what I'm doing and can describe the bug in great detail.</P> <P>Let me reference another area of the zone that behave as intended</P> <P>the hallway before the 2nd named, has trap mobs that are swords. They are targetable(just like the ones in the room) and agro as soon as you get within proximity. They are single ^^^ mobs, these I have never had bug on me, and have no problems agro'ing them and killing them off.</P> <P>Crypt of Valdoon- the skeletons on the first hallway on the right towards the first named, has a bunch of trap skeleton mobs on the floor that are ^^ mobs. You can target them get within proximity they agro you kill them, they work just fine.</P> <P> </P> <P>Theres 2 other examples of how the code is working properly, however inside the room in achadechism with the 2nd named the mobs do not work correctly, it also appears to be random, some times they work fine other times they will reset to the spawn point upon taking damage.</P> <P>So no, you are wrong and this bug needs to be fixed to work like the rest of the trap mobs in the zone, and like the ones in Crypt of valdoon. </P> <P> </P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>01-24-2007</SPAN> <SPAN class=time_text>11:36 AM</SPAN><BR> <HR> </BLOCKQUOTE>You are still missing the POINT illusive. obviously you cant understand something so simple. You talk about Crypt of Valdoon and another hallway where these are SINGLE MOBS. The ones in the named room are MULTIPLE MOBS. IF you dont get BOTH to spawn they will continue to reset. This is a very easy thing to understand. Im sorry you are so stubborn that you must argue a simple point that MANY others on this thread have said as well. WORKING AS INTENDED. You are probably that guy on raids who immediatly says bug when something looks wrong when thers a logical explanation. You can continue to argue the point but as most of us know the truth it seems pointless for me to respond you can continue to do it wrong or you can learn. Have a nice day.<BR><BR> <HR> </BLOCKQUOTE><BR>Just because you think you are right and im wrong, doesn't make me think your right and im wrong. You have to remember that not everyone see's the game as you do. I read you loud and clear that you dont agree with me that its a bug, and we will just have to agree to dis-agree on this topic and move on.
Rutabegah
01-25-2007, 04:59 AM
<DIV>Just send a /bug or /feedback report as follows:<BR><BR>In the sword room of the second named mob in Acadechism, please make so that when you aggro one npc sword, ALL npc swords linked in that encounter become aggro as well.</DIV>
Noaani
01-25-2007, 08:36 PM
<BR> <BLOCKQUOTE> <P></P> <HR> tiko7801 wrote: <P>You are still missing the POINT illusive. obviously you cant understand something so simple. You talk about Crypt of Valdoon and another hallway where these are SINGLE MOBS. The ones in the named room are MULTIPLE MOBS. IF you dont get BOTH to spawn they will continue to reset. This is a very easy thing to understand. Im sorry you are so stubborn that you must argue a simple point that MANY others on this thread have said as well. WORKING AS INTENDED. You are probably that guy on raids who immediatly says bug when something looks wrong when thers a logical explanation. You can continue to argue the point but as most of us know the truth it seems pointless for me to respond you can continue to do it wrong or you can learn. Have a nice day.<BR></P> <HR> </BLOCKQUOTE> <P>As Illusive pointed out to you (several times), just because a workaround exists, doesn't mean there is no bug.</P> <P>In fact, quite the opposite is true. If there was no bug, there would be no need for a workaround. There is a workaround in this case, hence the presence of a bug.</P> <P>It is intended (presumably) that the mobs in questionare grouped. However, the bug here is that as soon as a single member of an encounter is activated, the whole encounter should activate with it. This will prevent the need for the workaround, and hence remove the bug entierly.</P> <P>You are likely the person on a raid that always insists that there is no bug when it is obvoius there is (end mob in Lyceum buffing members of the raid for example). You can continue to argue the point, but as most of us know, the truth is there is a bug here, there is a workaround for the bug, but a bug none the less.<BR></P><p>Message Edited by Noaani on <span class=date_text>01-25-2007</span> <span class=time_text>07:36 AM</span>
Lionidas
01-25-2007, 09:40 PM
Have you guys thought that maybe, just possibly, that when you first enter the room and aggro multiple swords that they are, in fact, part of <b>two different</b> encoutners? Try this next time1. Clear hall before that room.2. Open Door.3. Cast/Range the named to pull out of room. 4. Kill named and 2 adds.5. Open DoorNow the tricky part and what might happen in here:1. Immeadiatly go to into the right corner near the door. This should aggro a few sets of encounters right inside the door (depending on how far in you go as turning)2. Once inside standing in the right corner you will need the tank to move out some and up towards the door while still watching for the roamer in the hall. This should get you the encounter closest to you. If you see 2 swords attacking and then reseting to a certain point go and stand <b>ON TOP</b> of the second sword that is resetting. If you have a Fury or Wiz have them laydown their fire.3. There should be 2 sets (possibly 3, its been awhile) on that side. Kill the roamer in the hall. 4. Exit room via that hall and proceed to shut off the next two barriers.You do not have to clear the room to finish the zone. <div></div>
IllusiveThoughts
01-25-2007, 10:14 PM
<BR> <BLOCKQUOTE> <HR> KingJames1975 wrote:<BR>Have you guys thought that maybe, just possibly, that when you first enter the room and aggro multiple swords that they are, in fact, part of <B>two different</B> encoutners? <BR><BR>Try this next time<BR><BR>1. Clear hall before that room.<BR>2. Open Door.<BR>3. Cast/Range the named to pull out of room. <BR>4. Kill named and 2 adds.<BR>5. Open Door<BR><BR>Now the tricky part and what might happen in here:<BR>1. Immeadiatly go to into the right corner near the door. This should aggro a few sets of encounters right inside the door (depending on how far in you go as turning)<BR>2. Once inside standing in the right corner you will need the tank to move out some and up towards the door while still watching for the roamer in the hall. This should get you the encounter closest to you. If you see 2 swords attacking and then reseting to a certain point go and stand <B>ON TOP</B> of the second sword that is resetting. If you have a Fury or Wiz have them laydown their fire.<BR>3. There should be 2 sets (possibly 3, its been awhile) on that side. Kill the roamer in the hall. <BR>4. Exit room via that hall and proceed to shut off the next two barriers.<BR><BR>You do not have to clear the room to finish the zone. <BR><BR> <BR> <HR> </BLOCKQUOTE> <P><BR>or the fact that when I solo this zone, I can just ranged pull the named out of the room, kill the named, then run past all the swords in the room, into the hallway after the roamer paths away, use one out of encounter aoe, and all the swords beating on me reset to their spawn point.</P> <P>when I duo it, I can stand ontop of multiple sword spawn points and get the same result.</P> <P>The point is, I dont think skipping the mobs in there is intended, and because they are <U>bugged</U> you can just bypass them without killing any of them. Which is not right, but its just less hassle, which is why I choose to do that until its fixed.</P>
Locust
01-25-2007, 11:34 PM
Hello everyone,This behavior is not intended, nor by design. I never experienced anything like this in my testing, but I will look into a fix for this buggy behavior.<div></div>
TheGeneral
01-25-2007, 11:41 PM
<DIV>Actually I have figured out how to deal with that room, well at least figured out something that works for us. There seems to be only one bugged sword, the one in the far right corner when facing into the room from the front entrance. I have been able to pull all of them out but him. However, he is grouped with another on the other side of the room. Like it was said above, if you get them both pulled to the group, then they will not reset. It is a pain in the rear though, a few of our lower level members died a few times until we figured it out.</DIV>
pootski
01-25-2007, 11:51 PM
<div><blockquote><hr>EarLocust wrote:Hello everyone,This behavior is not intended, nor by design. I never experienced anything like this in my testing, but I will look into a fix for this buggy behavior.<div></div><hr></blockquote>Heh. So, you think Tikosomestupidnumber is gonna say "oops, guess I was wrong"??Nahhhhhhhhh</div>
IllusiveThoughts
01-26-2007, 12:17 AM
<BR> <BLOCKQUOTE> <HR> EarLocust wrote:<BR>Hello everyone,<BR><BR>This behavior is not intended, nor by design. I never experienced anything like this in my testing, but I will look into a fix for this buggy behavior.<BR><BR> <HR> </BLOCKQUOTE>cool beans, thanks for looking into this.<BR>
Tiko_7801
01-26-2007, 12:22 AM
<BR> <BLOCKQUOTE> <HR> pootski wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> EarLocust wrote:<BR>Hello everyone,<BR><BR>This behavior is not intended, nor by design. I never experienced anything like this in my testing, but I will look into a fix for this buggy behavior.<BR><BR> <HR> </BLOCKQUOTE>Heh. So, you think Tikosomestupidnumber is gonna say "oops, guess I was wrong"??<BR><BR>Nahhhhhhhhh<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Actually I AM the kind of guy when a dev comes and says im wrong I own up to it. It would seem I AM wrong. And I do apologize as does happen (more often the probably not) I can be wrong. Hopefully thru our back and forth is what helped bring this to a Devs attention and hopefully it will be fixed soon for everyones enjoyment.</P> <P>Again I do apologize for being incorrect. Have a wonderful day <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P>
Tiko_7801
01-26-2007, 12:23 AM
<BR> <BLOCKQUOTE> <HR> pootski wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> EarLocust wrote:<BR>Hello everyone,<BR><BR>This behavior is not intended, nor by design. I never experienced anything like this in my testing, but I will look into a fix for this buggy behavior.<BR><BR> <HR> </BLOCKQUOTE>Heh. So, you think Tikosomestupidnumber is gonna say "oops, guess I was wrong"??<BR><BR>Nahhhhhhhhh<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Also in regards to Tikosomestupidnumber.....yeah its a stupid number that means absolutely nothing but to me and my wife <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </P> <P>7/8/01 happily married ever since.......minus the ups and downs.</P>
IllusiveThoughts
01-26-2007, 12:30 AM
<BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <HR> pootski wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> EarLocust wrote:<BR>Hello everyone,<BR><BR>This behavior is not intended, nor by design. I never experienced anything like this in my testing, but I will look into a fix for this buggy behavior.<BR><BR> <HR> </BLOCKQUOTE>Heh. So, you think Tikosomestupidnumber is gonna say "oops, guess I was wrong"??<BR><BR>Nahhhhhhhhh<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Actually I AM the kind of guy when a dev comes and says im wrong I own up to it. It would seem I AM wrong. And I do apologize as does happen (more often the probably not) I can be wrong. Hopefully thru our back and forth is what helped bring this to a Devs attention and hopefully it will be fixed soon for everyones enjoyment.</P> <P>Again I do apologize for being incorrect. Have a wonderful day <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P><BR> <HR> </BLOCKQUOTE><BR>You dont have to apologize for having an opinion in this matter. You are also right that the statments from both camps (the bugged and not bugged) kept the thread alive and could have possibly contributed to it being looked into.
Bratface
01-26-2007, 12:41 AM
The swords are a PITA, we have to pull them in groups of three and either burn them down or mezz one or two and kill them one at a time.They always reset unless you get three of them to agro, less than three will reset. Before we figured out the magic number we wiped a couple times but now we can do it in our sleep.I'd much rather see the Emperor get fixed, his ability to cast Arcane Whirlwind and do damage WHILE mezzed is rediculous.Actually I would rather see both fixed, and possibly a wider variety of gear dropping, we are transmuting chain gear every time we go in there because all our twinks have it as well as everyone we know. Plate/Leather/Cloth would be nice <3<div></div>
IllusiveThoughts
01-26-2007, 12:43 AM
<BR> <BLOCKQUOTE> <HR> Bratface wrote:<BR>Actually I would rather see both fixed, and possibly a wider variety of gear dropping, we are transmuting chain gear every time we go in there because all our twinks have it as well as everyone we know. Plate/Leather/Cloth would be nice <3<BR> <BR> <HR> </BLOCKQUOTE>sounds like bad luck, the loot tables in the zone is actually quite large. some nice cloth boots drop off the emperor, really nice plate legs (for lvl 62 char) off the first named, along with trash mobs poping legendary chests too.<BR>
Tiko_7801
01-26-2007, 12:49 AM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Bratface wrote:<BR>Actually I would rather see both fixed, and possibly a wider variety of gear dropping, we are transmuting chain gear every time we go in there because all our twinks have it as well as everyone we know. Plate/Leather/Cloth would be nice <3<BR> <BR> <HR> </BLOCKQUOTE>sounds like bad luck, the loot tables in the zone is actually quite large. some nice cloth boots drop off the emperor, really nice plate legs (for lvl 62 char) off the first named, along with trash mobs poping legendary chests too.<BR><BR> <HR> </BLOCKQUOTE><BR>Aye i have gotten the legs and the earrings a few times. Still waiting to see a fabled item in here. But there may not be .......only master from here so far has been a spell from trash. no master spells from named.
Bratface
01-26-2007, 01:06 AM
<div><blockquote><hr>IllusiveThoughts wrote:<div></div> <blockquote> <hr> Bratface wrote:Actually I would rather see both fixed, and possibly a wider variety of gear dropping, we are transmuting chain gear every time we go in there because all our twinks have it as well as everyone we know. Plate/Leather/Cloth would be nice <3 <div></div> <hr> </blockquote>sounds like bad luck, the loot tables in the zone is actually quite large. some nice cloth boots drop off the emperor, really nice plate legs (for lvl 62 char) off the first named, along with trash mobs poping legendary chests too.<hr></blockquote>Yes, I stand corrected, we did get the cloth boots once, and the leather gloves too many times to count =)We did get those plate legs once in the begining, boy are those some fancy smancy pants there, all you need is a rose in yoru teeth and you can be dancing the Flemenco!!!As for the post about chest drops, we get ornate boxes from nearly any mob in there, yesterday off of a ^ mana thirster, that's right a one arrow mob!!! (please don't nerf this)It wasn't the first time either, but I have noticed a sharp decline in the number of ornate/exquisite boxes since launch =(But we make a habit of clearing the entire zone, not just what we have to clear to get done.</div>
IllusiveThoughts
01-26-2007, 01:27 AM
<BR> <BLOCKQUOTE> <HR> tiko7801 wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Bratface wrote:<BR>Actually I would rather see both fixed, and possibly a wider variety of gear dropping, we are transmuting chain gear every time we go in there because all our twinks have it as well as everyone we know. Plate/Leather/Cloth would be nice <3<BR> <BR> <HR> </BLOCKQUOTE>sounds like bad luck, the loot tables in the zone is actually quite large. some nice cloth boots drop off the emperor, really nice plate legs (for lvl 62 char) off the first named, along with trash mobs poping legendary chests too.<BR><BR> <HR> </BLOCKQUOTE><BR>Aye i have gotten the legs and the earrings a few times. Still waiting to see a fabled item in here. But there may not be .......only master from here so far has been a spell from trash. no master spells from named.<BR> <HR> </BLOCKQUOTE><BR>I got a lvl 69 master off the first named last run through.
Priestbane
01-26-2007, 01:58 AM
<P>Nope, it's not one bugged sword. It's the fact that the swords don't "animate" until you get close, but instead of animating as an encounter, they animate singly. It's a variant of the same bug/behavior that happens for wanderers in the Feerrott (modinites) and in Kaladim (wandering guards in the mine): Whenever mobs get too far away from their spawn point or other members of their encounter, the entire encounter breaks and resets. If you do not animate all members of any of the three encounters in the sword room, then that encounter will break. In order to do this, just animate them all, and then run far enough away to tether the encounters. All of the encounter mobs will be "animated", and then you can pull the groups normally. Be careful when doing this; too many mobs can kill you, of course, even before you tether.</P> <P> </P> <P>This make sense to everyone? I use this every time, it works every time. My first run into the achadechism was a singularly frustrating experience until I figured this out.</P><p>Message Edited by Godstalk on <span class=date_text>01-25-2007</span> <span class=time_text>12:59 PM</span>
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BR> <BLOCKQUOTE> <HR> Bratface wrote:<BR>Actually I would rather see both fixed, and possibly a wider variety of gear dropping, we are transmuting chain gear every time we go in there because all our twinks have it as well as everyone we know. Plate/Leather/Cloth would be nice <3<BR> <BR> <HR> </BLOCKQUOTE>sounds like bad luck, the loot tables in the zone is actually quite large. some nice cloth boots drop off the emperor, really nice plate legs (for lvl 62 char) off the first named, along with trash mobs poping legendary chests too.<BR><BR> <HR> </BLOCKQUOTE><BR>I have never seen the plate legs in 8 runs. I do have the plate shoulders and the buckler, though. That zone is usually a fun hour or so and I am happy to go whenever a guildie wants to go.
selch
01-26-2007, 05:56 AM
<DIV><BR> <BLOCKQUOTE> <HR> Godstalk wrote:<BR> <P>Nope, it's not one bugged sword. It's the fact that the swords don't "animate" until you get close, but instead of animating as an encounter, they animate singly. It's a variant of the same bug/behavior that happens for wanderers in the Feerrott (modinites) and in Kaladim (wandering guards in the mine): Whenever mobs get too far away from their spawn point or other members of their encounter, the entire encounter breaks and resets. If you do not animate all members of any of the three encounters in the sword room, then that encounter will break. In order to do this, just animate them all, and then run far enough away to tether the encounters. All of the encounter mobs will be "animated", and then you can pull the groups normally. Be careful when doing this; too many mobs can kill you, of course, even before you tether.</P> <P> </P> <P>This make sense to everyone? I use this every time, it works every time. My first run into the achadechism was a singularly frustrating experience until I figured this out.</P> <P>Message Edited by Godstalk on <SPAN class=date_text>01-25-2007</SPAN> <SPAN class=time_text>12:59 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>EXACTLY.</DIV> <DIV> </DIV> <DIV>But it should not be there at all. </DIV>
Martrae
01-26-2007, 07:45 PM
<div><blockquote><hr>tavernx wrote:<div></div> <div></div> <div></div> <p>Rutabegah and tiko7801 are correct on how this room works. The mobs in this room are linked in sets of two. The default status of these mobs is non-aggro, non-attackable. They are activated by proximity. So, here is what is happening...</p> <p>When you get close enough to activate one of the mobs, it will, of course, attack you. However, if you do not also activate it's linked mob, then the encounter will break and reset. For example: when you enter and turn to the right, one will activate and attack. Just a bit past this first one there is a second. This is the linked mob. If you also activate this second mob then you can pull them to wherever you wish and they will not reset.</p> <p>Once I noticed this behavior, I never had any more problems in this room. Each encounter is a set of two mobs so you must activate both.</p><p>Message Edited by tavernx on <span class="date_text">01-24-2007</span> <span class="time_text">02:44 PM</span></p><hr></blockquote>DING DING DING...this is how we always do Acad. Once you get both linked mobs to aggro you have no more issues.</div>
IllusiveThoughts
01-26-2007, 08:32 PM
<BR> <BLOCKQUOTE> <HR> Martrae wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> tavernx wrote:<BR> <P>Rutabegah and tiko7801 are correct on how this room works. The mobs in this room are linked in sets of two. The default status of these mobs is non-aggro, non-attackable. They are activated by proximity. So, here is what is happening...</P> <P>When you get close enough to activate one of the mobs, it will, of course, attack you. However, if you do not also activate it's linked mob, then the encounter will break and reset. For example: when you enter and turn to the right, one will activate and attack. Just a bit past this first one there is a second. This is the linked mob. If you also activate this second mob then you can pull them to wherever you wish and they will not reset.</P> <P>Once I noticed this behavior, I never had any more problems in this room. Each encounter is a set of two mobs so you must activate both.</P> <P>Message Edited by tavernx on <SPAN class=date_text>01-24-2007</SPAN> <SPAN class=time_text>02:44 PM</SPAN><BR></P> <HR> </BLOCKQUOTE><BR><BR><BR>DING DING DING...this is how we always do Acad. Once you get both linked mobs to aggro you have no more issues.<BR></DIV><BR> <HR> </BLOCKQUOTE><BR>do you guys even read the dev tracker? its a bug and being looked into
Palleon
01-26-2007, 11:57 PM
<BR> <BLOCKQUOTE> <HR> EarLocust wrote:<BR>Hello everyone,<BR><BR>This behavior is not intended, nor by design. I never experienced anything like this in my testing, but I will look into a fix for this buggy behavior.<BR><BR><BR><BR><BR> <BR> <HR> </BLOCKQUOTE><BR>Really? Have you ever played the zone? Cos it happens everytime <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Cadaveria
01-27-2007, 01:21 AM
<P>there is no bug. The trick is finding out which swords are tied into which encounter, and then getting close enough to aggro all involved mobs. </P> <P>If theres 2 swords in your encounter, and you only get close enough to aggro one of them, the encounter resets. If you figure out where to stand to aggro all involved, you'll have no trouble. It took a few tries, but I have pulling that room down to a science now. For example, the two sets of swords in the back, by the named... you have to position yourself right between the swords to get them both. (Right between the two swords in one encounter, not between both encounters).</P> <P>I repeat, NO BUG. Just figure out where to stand.</P> <P> </P> <P>EDIT: i Just realized that I posted the same info as tavernx for the most part, but its still pertinent <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></P> <P>Message Edited by TicklesEQ on <SPAN class=date_text>01-26-2007</SPAN> <SPAN class=time_text>12:24 PM</SPAN></P><p>Message Edited by TicklesEQ on <span class=date_text>01-26-2007</span> <span class=time_text>12:26 PM</span>
IllusiveThoughts
01-27-2007, 01:28 AM
<BR> <BLOCKQUOTE> <HR> TicklesEQ wrote:<BR> <P>there is no bug. The trick is finding out which swords are tied into which encounter, and then getting close enough to aggro all involved mobs. </P> <P>If theres 2 swords in your encounter, and you only get close enough to aggro one of them, the encounter resets. If you figure out where to stand to aggro all involved, you'll have no trouble. It took a few tries, but I have pulling that room down to a science now. For example, the two sets of swords in the back, by the named... you have to position yourself right between the swords to get them both. (Right between the two swords in one encounter, not between both encounters).</P> <P>I repeat, NO BUG. Just figure out where to stand.</P> <P> </P> <P>EDIT: i Just realized that I posted the same info as tavernx for the most part, but its still pertinent <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></P> <P>Message Edited by TicklesEQ on <SPAN class=date_text>01-26-2007</SPAN> <SPAN class=time_text>12:24 PM</SPAN></P> <P>Message Edited by TicklesEQ on <SPAN class=date_text>01-26-2007</SPAN> <SPAN class=time_text>12:26 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>you do realize that a dev is looking into this "bug" and has stated that the behavior is not working as intended right?
Cadaveria
01-27-2007, 01:29 AM
I wish all "bugs" had such a simple workaround as this one then <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />
Owilliams
01-29-2007, 04:33 PM
<DIV>The easy solution for the sword room when my guild and I do it is to have the bruiser (me) do a hot lap around the room, activating all the sword encounters, and feign death back outside the door in the hall. Then we start pulling the swords as standard encounters and easily clear the room.</DIV> <DIV>Then we bum-rush the named on the raised stage area. Mean knockback on that dame.</DIV> <DIV>Hehe.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Happy Gaming,</DIV> <DIV>--Orv</DIV>
Rutabegah
02-02-2007, 03:43 AM
Fixed now according to patch notes!
Keket
02-03-2007, 01:12 AM
<P>Did this zone last night. The sword room does indeed seem to be fixed. We were able to go in and pull the solo ^^^ and paired ^^ without them suddenly running back and breaking the encounter.</P> <P>But - a really interesting something happened:</P> <P>We usually kill the geists and rush the names because she usually tosses around our tank, but last night as we were standing on the platform, we got wave after wave of animated pikes that didn't end until everyone got off the platform. </P> <P>The other odd thing, the last room, our tank usually pulls one named orc then the other. He did pull the one named (Asherogk or something) when the other one rushed in. Thankfully D'Vinn stayed put and didn't join the fray.</P> <P>:smileyhappy:</P> <P>Fala</P>
Cadaveria
02-03-2007, 05:35 AM
I haven't figured out where the pikes come into play. I was always under the assumption that you need to burn the named before she can summon them. I think me and my guildmates have done Acad enough to be able to complete it in a Coma <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> We haven't seen the pikes in our last 7 trips at least.
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