View Full Version : so how does the persistant unrest work?
Barbai
09-13-2007, 03:35 AM
Do you have to use any kind of command? Do you require the same group? In short what requirements do you need to not have unrest reset on you when you leave?
Bramwe
09-13-2007, 10:37 AM
Let's say you go into Unrest and complete half the zone with group A then the group breaks for the night. Each of those 6 characters should have the option of starting a fresh Unrest zone the next day after lockout or starting where they left off at any time. If you join a new group B and you are the one to click your group in you can choose the persistent zone that you already got part way through even though the rest of your new group didn't complete any of it or you can wait until your zone timer is up the next day and start a fresh instance of it. I think this is how it works <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img mce_tsrc=" /> Hopefully someone will correct me if I am wrong. This seems to be the way EH worked last time I went in and I joined after the first floor was almost cleared having not been there at all recently.
Barbai
09-13-2007, 12:08 PM
so basically it keeps track of how far any character in the group has gone without any special manipulation by the player, and to get back into the persistent its just like opening up another variation of that instance?
Bramwe
09-13-2007, 12:24 PM
<cite>Barbai wrote:</cite><blockquote>so basically it keeps track of how far any character in the group has gone without any special manipulation by the player, and to get back into the persistent its just like opening up another variation of that instance?</blockquote>Yeah it should be. Each original person will get flagged for how far they have gone. There isn't any save button, log or quest you have to do.
<p>Yes</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=372705" rel="nofollow" target="_blank">Here's </a>a post I made about the PRIT system when it was introduced for Emerald Halls. A developer was kind enough to discuss how it works. </p><p>Basically the way I understand it is when you go into Unrest with that group it creates an instanced zone like it usually does. However if everyone leaves that zone due to breakup you are given a sort of "Special Key". This key is ussued to each of the groupmates you are with. By doing this the zone is temporarily saved for 5-6 days allowing you to return to that zone at your time allotment. </p><p>Unfortunately this is a double edged sword mind you. Each person has a key to that zone meaning they could come back to the zone and complete it. This could leave you out in the cold if a person goes in with another group completing the zone you worked so hard on. </p><p>My biggest concern with the PRIT system was the possibility of exploitation, however i'm betting the developers covered most if not all of the bases there. </p>
TheMightyTaco
09-13-2007, 12:41 PM
I hope someone clears this up because I understand that the zone is remembered, not the player. So 6 people go into Unrest and Unrest #12345 is created. They break for the night and leave. Any of them can come back the next day and reenter #12345. BUT, whatever they clear is cleared in that instance. If the second group leaves and someone else comes back that was in the first, but not the second, they will find the zone cleared to the point that the second group cleared. So it's the zone that is remembered, not each character's progress. Correct?
<cite>Ulion@Befallen wrote:</cite><blockquote>I hope someone clears this up because I understand that the zone is remembered, not the player. So 6 people go into Unrest and Unrest #12345 is created. They break for the night and leave. Any of them can come back the next day and reenter #12345. BUT, whatever they clear is cleared in that instance. If the second group leaves and someone else comes back that was in the first, but not the second, they will find the zone cleared to the point that the second group cleared.So it's the zone that is remembered, not each character's progress. Correct?</blockquote><p>Yup as I understand it any changes that are made to Unrest #12345 are seen by everyone who was in group A. That means if group B clears up to the last named and then breaks, but group C comes in killing said the zone will be completed by group C. </p><p>That's where the controversy comes in and yet this is how it really should be since creating 6 instanced zones for each player would bog down the server. It would also be a snow ball effect where those 6 form groups and create instances of their own passing it onto 5 other people per group, etc... . </p><p>So to avoid that problem the developers made it this way. Gotta love them Double-edged swords</p>
Bramwe
09-13-2007, 12:54 PM
Ahh good to know. This seems to be better suited for a group of friends than a PUG. Since anyone in the PUG could form another group and complete the instance at any time leaving the others out of the loop.
Barbai
09-13-2007, 07:56 PM
Thanks for the help guys this system would be real usefull for my guild of casuals, another question is there a time limit between how long you can wait to finish the instance?
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