View Full Version : EJ Quest "Emergency Exit"
Mookachooka
10-23-2012, 09:37 PM
<p>Quest Step "Free the captured scouts (0/3)"</p><p>After freeing the 3 Scouts it gives you a 4 Minute timer and asks you escort the scouts back to the Camp - Unfortunatly there are no Scouts to escort. Even if you just run back to the camp there are no updates.</p>
Hordolin Awanagin
10-25-2012, 09:55 AM
<p>If you hail the last scout a second time, he has dialog. But I messed up somewhere and lost the scout on the way back to the camp. Then the server was coming down and it was late.</p>
elowith
10-25-2012, 10:09 AM
<p>Have been told to free the scouts - but there are none to free or escort.</p>
Peysel
10-25-2012, 10:39 AM
<p>I'm finding this quest difficult, I'm determined to do it however though I am on my 5th or 6th attempt now. Leave the 3rd scout (Mortimer) who is hidden between trees until last. Hail him twice after killing the Orafic Shriekglom sucking him dry. (If you look for those Shriekgloms with the purple line going down you will see the scouts).</p><p>Scout Mortimer is very naughty and causing me a lot of trouble. I think another player came and hailed him when I killed the Shriekglom and then I was locked out of Mortimers battles though I am sure he was initially with me. He also started attacking my Paladin Mercenary, and sometimes he runs about a lot so fast I can't tell where that pesky scout has gone, so for one reason or another I keep running out of time not far from the camp. I'm going to spank that Dark Elfs behind when he's healed up, I swear!</p><p>*edit* I give up. Can't do it. Scout attacks everything that moves and some that don't.</p>
Tylia
10-25-2012, 02:09 PM
<p><cite>Peysel@Runnyeye wrote:</cite></p><blockquote><p>I'm finding this quest difficult, I'm determined to do it however though I am on my 5th or 6th attempt now. Leave the 3rd scout (Mortimer) who is hidden between trees until last. Hail him twice after killing the Orafic Shriekglom sucking him dry. (If you look for those Shriekgloms with the purple line going down you will see the scouts).</p><p>Scout Mortimer is very naughty and causing me a lot of trouble. I think another player came and hailed him when I killed the Shriekglom and then I was locked out of Mortimers battles though I am sure he was initially with me. He also started attacking my Paladin Mercenary, and sometimes he runs about a lot so fast I can't tell where that pesky scout has gone, so for one reason or another I keep running out of time not far from the camp. I'm going to spank that Dark Elfs behind when he's healed up, I swear!</p><p>*edit* I give up. Can't do it. Scout attacks everything that moves and some that don't.</p></blockquote><p>The scout can be "stolen" by another player, which is very annoying. Also, he takes the long way around back to the camp. You more or less have to follow him, and help him fight every mob he can find along the way. I think he is holding a grudge against the jungle or something. I was finally able to get him back to camp with 3 seconds to spare.</p><p>Edit to add: Some kind of indication that you need to hail this scout a second time would be VERY helpful. It's just not intuitive.</p>
SlashnGut
10-25-2012, 04:34 PM
<p>The issue with this quest is that the scout wants to fight every mob yuou come across on teh way back to camp and refuses to continue going forward until mobs are dead. No way to finish this in time allotted due to this issue. Tried multiples of times - all with same result.</p>
Majrie
10-25-2012, 05:11 PM
<p>I was able to finish this with over a min to go on the timer, seems to be working just fine, might just have to clear out some of the trash in the way before you hail the 3rd scout to start the timer.</p>
Tylia
10-25-2012, 07:42 PM
<p><cite>Majrie@Najena wrote:</cite></p><blockquote><p>I was able to finish this with over a min to go on the timer, seems to be working just fine, might just have to clear out some of the trash in the way before you hail the 3rd scout to start the timer.</p></blockquote><p>I think it's all going to depend on how long it takes a player to kill mobs in the area, and how many mobs there are between the scout and the camp. There are a lot of factors involved and what works great and easily for one player might not be the case for another. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Fyreflyte
10-25-2012, 11:26 PM
<p><p>Well he definitely should not be attacking mercs O.o That's a bad, bad scout!</p><p>I just retested this quest, and it's much harder than initially intended. A lot of that population was not there when I first created it. I'll try lowering his aggro range a little and see if that helps, as he does seem to be going out of his way to attack anything and everything along the way. As Majrie mentioned, clearing the path for him will also help.</p><p>He shouldn't be stealable at all, since hailing is disabled once he starts running. Each player that speaks to the "lying-down" version of him should get their own copy to escort (which is what caused the confusion in having to hail him a second time). I could just make it so that there is only 1 copy of him, but I hate clogging people up on main questlines like that. I'll see if I can't resolve some of these issues first.</p></p>
Peysel
10-26-2012, 04:47 AM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p>Well he definitely should not be attacking mercs O.o That's a bad, bad scout!</p></blockquote><p>I'm sure it's the Mercs fault, I think it might just be the Paladin and Shadowknight that has this issue, they do something that ticks off npcs once in a while (Gorge public quest in Great Divide is a funny example that comes to mind - half a dozen angry dwarfs beating on a pally who just stands there innocently).</p>
Whilhelmina
10-26-2012, 06:12 AM
<p>1/ I was confused when first arriving at the scouts "spot". I was told that I had found the scouts while seeing none around (it updated at -46.99, 10.66, 749.45 )I then spotted the first scout by his book but he's far away (aka -109.44, 5.19, 756.57 )</p><p>2/ yeah, mortimer definatedly needs to have is aggro limited. First he more or less dropped in geometry to attack random Orafic Shriekgloom and then I ran ahead and cleared the path to the camp, but he still managed to aggro a prowler that was 40 metres away!</p>
Peysel
10-26-2012, 07:35 AM
<p>Could we get the red book quest feather above these NPCs heads when we escort them, to help us locate them easier as we travel?</p>
Tylia
10-26-2012, 01:21 PM
<p><cite>Peysel@Runnyeye wrote:</cite></p><blockquote><p>Could we get the red book quest feather above these NPCs heads when we escort them, to help us locate them easier as we travel?</p></blockquote><p>That would be very helpful, especially when a lot of people are doing the quest at the same time, as long as you only see the book over "your" version.</p>
elowith
10-26-2012, 01:36 PM
<p>It would really be nice if the entire camp didn't spawn aggro mobs as you approach it. Perhaps separating the bit where people NEED to kill mobs from where you need to be so this can be avoided without making the earlier parts impossible?</p>
Peysel
10-26-2012, 02:10 PM
<p>Dismiss your merc before you hit camp if you are getting Tsol Ew lizardmen attacking, they pop when they detect the mercenary.</p>
denmom
10-26-2012, 09:45 PM
<p>I ran this one today...three times...by the fourth I was ready to just leave him there to be sucked dry. >_<</p><p>He not only fought the mobs that he was supposed to, he would go out of his way to get what he could! I saw him veer from the path, go over a log, and start a fight with a scorpion on the way back. The first and second times, he veered right into shriekgloms and anything else on the way over.</p><p>I tell ya, what's a real pain are the two ethernere prowlers. The damned things teleport you, and when you get double ported, it's hard to take them down and get Morty to the medic fast. I'm so glad my Paladin can cast. <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p>
therealnakorox
10-27-2012, 07:17 PM
<p>Are you kidding...what was the tactic that you thought would make this fun?</p><p>First say these are soloable...</p><p>Next have a npc that the player has absolutely zero control over randomly aggro mobs...</p><p>Next assume some players have very low dps and make it impossible for them to kill the adds that are aggroed</p><p>Next don't let healers heal the scout...</p><p>If adds are precleared then have scout stop when within view of camp, say he is close and then spawn adds he can commit suicide on...</p><p>Oh boy!!! Fun times!!!</p>
Peysel
10-27-2012, 08:47 PM
<p>I betabuffed today and discovered how EASY this quest is with actual masters and maxxed aa and much much better gear than I was wearing from Live. So my previous attempts as my ordinary self were pretty darn good, given my armour and adept III spells (part previous tier) & non maxed AA don't come close to the buffed stuff. Unfortunately, on live I won't have buffed spells and gear which which does an incredible difference to dps and time spent killing on this quest, which is why I'll have to recopy my character for a more accurate idea of how things are, for those of us who will be tackling this stuff on live with below par gear/spells/aa.</p><p>A lot of mobs are pathing in the hill lately, the 93^Tirun Soulbreakers are also pathing through the scout patch (mostly underground) too which they weren't before but that may be intended.</p>
denmom
10-27-2012, 09:59 PM
<p>Oh, one more thing: those CRACKS in the ground. </p><p>I can't tell you how many times my Ratonga Paladin kept falling into them and getting stuck during combat on her pegasus. Maybe it's because she's a short race, I dunno, but it was a pain. I dismounted but couldn't jump out. I had to kill the mobs and then remount and fly straight up to get out.</p><p>Not fun...</p>
Arweena69
10-28-2012, 07:11 PM
<p>So I just tried to do this quest, no merc, got him back to the edge of the camp with 30 sec to spare and then suddenly he was dead, nothing around he just went from full HP to dead. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p><p>OK got the quest finished on the 2nd try. Only had 2 minor issues, 1st he pulled a mob out of the ground almost immediately after starting the run, annoying but not to big of a deal. The other was that when I got to the part with the 2 etherglade prowlers he was warping around which made it a bit harder on me to kill the mobs since they were staying on him and so running after him every time he warped.</p><p>Also I was on the quest Soul Diet and did not get updates for the 2 prowlers. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Alienor
10-29-2012, 11:08 AM
A lot of mobs are attacking from underground at the scout's location. Mortimer is still a royal pita; if he is wounded he should calm down for a while and don't aggro half of the zone.
therealnakorox
10-29-2012, 12:46 PM
<p><cite>Peysel@Runnyeye wrote:</cite></p><blockquote><p>I betabuffed today and discovered how EASY this quest is with actual masters and maxxed aa and much much better gear than I was wearing from Live. So my previous attempts as my ordinary self were pretty darn good, given my armour and adept III spells (part previous tier) & non maxed AA don't come close to the buffed stuff. Unfortunately, on live I won't have buffed spells and gear which which does an incredible difference to dps and time spent killing on this quest, which is why I'll have to recopy my character for a more accurate idea of how things are, for those of us who will be tackling this stuff on live with below par gear/spells/aa.</p><p>A lot of mobs are pathing in the hill lately, the 93^Tirun Soulbreakers are also pathing through the scout patch (mostly underground) too which they weren't before but that may be intended.</p></blockquote><p>I agree this is not a problem with a toon that can dps. Whether your dps is limited due to class, spec or spell levels makes little difference when you can't make it back to camp due to things out of your control. To make mercs unusable is a joke in a quest where "some" classes need them badly. SOLO quests that are intended for EVERY class should not be designed to make it a cake walk for some classes and impossible for other classes. BTW my 95 fully mastered Mystic with heal spec gave up on this quest and my 92 Wizzy did it on first try without breaking a sweat... </p><p>On the plus side I have already decided my low dps classes won't be doing these SOLO quests until 95(PL in SS) and I am helping guildies... Guessing that finding a grind group for a PoW geared Mystic will be way easier than completing these solo quests...</p>
Obann
10-29-2012, 01:41 PM
<p>Had to free the scouts twice. On the first run Scout Mortimer fell beneath the geometry and I lost him. Second time he stayed on good old ground and was able to complete the quest. Not only is he falling beneath the geometry but so are so of the mobs making this a rather irksome quest to finish.</p>
Fyreflyte
10-29-2012, 04:41 PM
<p><cite>Peysel@Runnyeye wrote:</cite></p><blockquote><p>A lot of mobs are pathing in the hill lately, the 93^Tirun Soulbreakers are also pathing through the scout patch (mostly underground) too which they weren't before but that may be intended.</p></blockquote><p>I'll do a little shuffling here to make sure there are less aggro mobs in his vicinity. That should eliminate initial aggro, especially with ^ mobs. I've also added a bit more time onto the quest, for those with lower dps.</p>
Peysel
10-29-2012, 05:06 PM
<p>That's great <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Also by "pathing in the hill" I meant it quite literally, some of the mobs are pathing under the hill, this makes it looks safe when it's not and mercs/pets will fight it where you can't heal ect.. it took me a while to lure the merc/mobs out to a place where I could target the mob and heal the merc.</p><p>The cracks mentioned above by another player..I fell in one on this quest yesterday and had to fly out. Not all characters have flight so we need an escape route from this crack or make it so we can't fall in.</p>
Fyreflyte
10-29-2012, 05:10 PM
<p>Sounds like something funky may be going on with the pathin in that area. Do you happen to have any specific instructions to reproduce the NPCs going underground? If I have something solid, I can forward it along to the coder that handles pathing.</p>
Peysel
10-29-2012, 05:59 PM
<p>The 93 ^Tirun Soulbreaker enter the hill from the left waypoint -44.03, 11.52, 797.45 and exit the other side of the hill on the right (past the crack)as though on a flat path at -33.69, -0.41, 706.65 (Roughly!) Sometimes they path toward the Tourbillion and out of it to attack you. I'm sure The soulbreakers were not pathing this way before Friday afternoon GMT, I think it happened when more was added in the update, that area gained blue graphics coming from the crack and lost ground in two places (showing sky instead).</p><p>Was fighting at -39.56, 11.54, 745.14 orientation 333.86 when my merc (was to my right) took off underground to fight the mob under where the Tourbillion passage is. Or where I guess it was. I can't be more specific sorry, I really don't understand what's happening. I've just seen several of those Orafic shriekglom disappear underground then come out of the tourbillion back to the lower ground near the hill. I can't really be more specific.</p>
Fyreflyte
10-29-2012, 09:00 PM
<p>Oh wow, found him... he's trying to path <em>wayyyyyy</em> below the geometry O.o Thanks for the info, that helped a lot. We'll definitely get him fixed up (whole area is doing funny things and may need a pathing pass).</p>
Mogrim
10-30-2012, 11:41 AM
<p>I was escorting him and he got angry and attacked some things... and he locked encounter and I couldn't help, so he died.</p>
Mogrim
10-30-2012, 12:52 PM
<p>Upon failing this quest once, the scouts have not respawned. I deleted quest and rebooted multiple times, over 2hrs and haven't seen them respawn.</p>
nathyrra
10-30-2012, 05:23 PM
<p><span style="color: #888888;">as of last night morty still locking encounters and running into big agro and then dying. I ran him 10 times in the course of an hour and he did the same thing each time. scorpion grp near the camp was the worst. i even tried clearing them first but they respawned very quickly. Morty did path a bit better but its still funky and difficult to complete.</span></p>
Fyreflyte
10-30-2012, 06:08 PM
<p>I've seen the encounter locking happen before, but I can;t seem to replicate it. Can you pin down the specific sequence of events that leads to him locking an encounter (like does it have to aggro you briefly before aggroing him, does it grey out, etc)? Also, does he lock all encounters for you, or only some of them?</p>
Mogrim
10-30-2012, 06:24 PM
<p>Immediately upon having him start following me, he mentions we're being attacked. As soon as he does this, he immediately locks to an attacking djinn, which proceeds to wipe the floor with him after a short battle in which he is clearly overmatched. After this happened and the quest failed, half a day later, the scouts have not respawned. I have deleted the quest and started over, but I cannot get past the point of talking to the one scout who is in good condition.</p>
Fyreflyte
10-30-2012, 06:31 PM
<p>I don't know how the scouts got killed, but I did put in a fix where they'll now respawn if this happens. I'll hop on Beta in just a bit to respawn them manually.</p>
Chalysa
10-31-2012, 01:18 PM
<p>scout mortime is still auto locking his encounter's checked my group options, and only the group leader should be able to do that. also tried using call for help, but since I was locked out of the encounter it didn't work. he need's to be adjusted so that he follows you, not you haveing to follow him.</p><p>it also doesn't help that the respawn rate in the area means that if you fail, you have maybe 20 seconds to re-clear the area, and then get morty out and it doesn't help that instead of being able to take the direct route, you are FORCED to follow this dumb little scout.</p>
Peysel
10-31-2012, 01:21 PM
<p>He doesn't just autolock he often greys them out so you don't get xp at all. He's hit first when he locks iirc.</p>
Cyliena
10-31-2012, 02:19 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p>I've seen the encounter locking happen before, but I can;t seem to replicate it. Can you pin down the specific sequence of events that leads to him locking an encounter (like does it have to aggro you briefly before aggroing him, does it grey out, etc)? Also, does he lock all encounters for you, or only some of them?</p></blockquote><p>When this happened to me it was right after one of the etherglade prowler triggered spawns phased him into a group of those scorpions. The scorpions locked to him and there was nothing I could do to save him.</p><p>It took me four attempts to finish this quest. Very frustrating. What usually got me was trying to keep him alive during the second group (only reason I finally got it was because I temporarily popped out my merc for the extra dps). Considering the annoying phase shift the prowlers have, I'd suggest only having one of these spawn instead of two.</p><p>Also, the quest shouldn't update for hailing Mortimer until you've freed the other two. I tried doing it backwards my second attempt (starting with Mortimer) and got all three updates then an immediate timer of "escort back the injured scout" when I wasn't near him. Maybe make it so you rescue the first two then an additional quest step of "find Scout Mortimer" pops up.</p><p>As mentioned above, you have to hail him twice, and by then your timer is already going. The timer should not start until he says "Let's go."</p><p>Here's what happened my four attempts:</p><p>1st: Tried to fly back with him. Hey, it works for some timed escort quests, so why not? Had no idea he would only run back and by the time I landed and realized he wasn't with me, he was dead. That was my bad, so live and learn, right?2nd: First fight went fine, second fight the prowlers phased the scout into the scorpions. The scorpions locked on the scout and there was nothing I could do to save him.3rd: First fight was fine, second fight I could not get aggro on the prowlers no matter what I tried. They nommed him up good.4th: Popped out Perrin and got through everything fine and got him back with about two minutes to spare.</p>
Peysel
11-01-2012, 11:36 AM
<p>Scouts are all missing. First time through the quest on this toon.</p>
therealnakorox
11-01-2012, 01:22 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p>4th: Popped out Perrin and got through everything fine and got him back with about two minutes to spare.</p></blockquote><p>Easy solution....give everyone Perrin merc! lol...</p>
Finora
11-01-2012, 02:10 PM
<p><cite>Peysel@Runnyeye wrote:</cite></p><blockquote><p>Scouts are all missing. First time through the quest on this toon.</p></blockquote><p>Same here. I've scoured the area. I bought a tracking scroll. I've looked all over and I can't find any scouts anywhere (Except Ely of course to get it started for finding the others), even outside of the highlighted region for the quest.</p>
Cyliena
11-01-2012, 02:40 PM
<p>I put their <a href="http://eq2.zam.com/wiki/eq2_quest:Emergency_Exit" target="_blank">exact locs here</a>, but if they're not showing up on track then I think it's another issue entirely. =</p>
Finora
11-01-2012, 02:50 PM
<p>Yup, I checked the locs too, just to make sure after I did my search. No sign of them. Are they possibly disappearing after someone completes the quest/takes the scouts & not respawning?</p>
Mogrim
11-01-2012, 03:51 PM
<p>Conceptually what I think is happening here is the quest shifting the dynamic layout of what the player sees. If the quest fails before turn in, but AFTER the scouts were "rescued" the first time, it seems to no longer let the player see the scouts. It may be helpful to have the quest programmed in such a way that upon talking with Ely Havensaft, the injured scouts are spawned?</p>
Peysel
11-01-2012, 04:20 PM
<p>I haven't done it before on this copy version though, She only just got the quest and they're not there where they should be. I've done it on 2 characters, a deleted one and another. The shriekgloms that are supposed to sucking them are in position just not the scouts.</p>
Fyreflyte
11-01-2012, 05:49 PM
<p><cite>Mogrim wrote:</cite></p><blockquote><p>Conceptually what I think is happening here is the quest shifting the dynamic layout of what the player sees. If the quest fails before turn in, but AFTER the scouts were "rescued" the first time, it seems to no longer let the player see the scouts. It may be helpful to have the quest programmed in such a way that upon talking with Ely Havensaft, the injured scouts are spawned?</p></blockquote><p>Are you getting stuck on the "Escort the injured scout back to camp" step somehow? Like is the timer not counting down?</p>
Mogrim
11-01-2012, 06:50 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Mogrim wrote:</cite></p><blockquote><p>Conceptually what I think is happening here is the quest shifting the dynamic layout of what the player sees. If the quest fails before turn in, but AFTER the scouts were "rescued" the first time, it seems to no longer let the player see the scouts. It may be helpful to have the quest programmed in such a way that upon talking with Ely Havensaft, the injured scouts are spawned?</p></blockquote><p>Are you getting stuck on the "Escort the injured scout back to camp" step somehow? Like is the timer not counting down?</p></blockquote><p>What happened is thus:First time I attempted the quest, I got to the part of escorting the scout back. Immediately upon telling him to follow me, he engaged and encounter locked something far too big for him to chew and died. Upon this, I have not been able to ever see the scouts again. Deleting and re-adding quest did not work, uninstalling and re-downloading Beta did not work. Whatever made the scouts disappear upon getting as far into the quest as I did has prevented me from ever seeing them again, even though I was not able to complete the quest.</p>
Fyreflyte
11-01-2012, 09:17 PM
<p><cite>Mogrim wrote:</cite></p><blockquote><p>Upon this, I have not been able to ever see the scouts again. Deleting and re-adding quest did not work, uninstalling and re-downloading Beta did not work. Whatever made the scouts disappear upon getting as far into the quest as I did has prevented me from ever seeing them again, even though I was not able to complete the quest.</p></blockquote><p>They were dead - probably due to someone's paladin merc killing them =( I fixed that issue, but it has to be patched in (hopefully with this most recent update).</p><p>As for the locking issue, I identified the NPC that was doing this and updated him, though you will need to wait for the next patch for that fix. In the meantime, you have to make sure you kill the Orafic hovering over Scout Copperhair shortly before you start the escort with Mortimer. That's the NPC that is becoming locked.</p>
Finora
11-02-2012, 12:40 AM
<p>The scouts finally showed up for me.</p><p>Scout Mortimer is completely insane however. I am used to grouping with an insane berserker so that isn't quite so bad. What is bad is that twice now he has poofed within sight of the camp with 10 & 20 seconds remaining respectively.</p><p>He wasn't below half health the first time & was barely damaged the second. I had a tracking scroll active and he also disappeared from track. I do not have a mercenary on this character at all so it wasn't a merc (at least not mine).</p><p>I'm going to run through a couple more times to see if I can figure out what might be happening.</p>
RiruKiru
11-02-2012, 03:25 AM
<p>I ran into Finora on my first attempt at this quest. At first I thought she was calling me an idiot and I wondered if I had accidentally messed something up for her. When I got to Scout Mortimer, I quickly realized who she was calling an idiot.</p><p>I also realized that I shouldn't have buffed my bruiser Berja to 92 or deleted my old gear, because when the expansion goes live, I'm still going to be level 90 with gear that is considerably lesser quality than what I'm testing with. Up until Mortimer I was finding everything to be of reasonable difficulty. I think I may be in for a world of hurt on live unless I get a merc...</p>
Finora
11-02-2012, 03:31 PM
<p>omg I'm so sorry! I never even noticed someone else was nearby while I was berating Scout Mortimer.</p><p>/hides her head in shame</p>
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