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View Full Version : A warning about city faction loss in Qeynos Newbie Zones


Hellswrath
02-18-2007, 03:33 PM
<p>This thread only affects you if you ever return to newbie zones for mentoring or to do lowbie quests.</p><p>I noticed this issue when I was mentoring a lower level guildy in the Forest Ruins near Qeynos.  I picked up a quest in there with my guildy which asked us to kill Blackfurl Pirates to recover some stolen possessions.  This was a multipart quest which had uncommon autoupdates, so killing multiple pirates was required.  Since the goal was to get as much experience as possible for my guildy, we ran both inside the castle and on the beach, clearing as we went.  It was after about 45 min of being in the zone that I saw a message in my general chat that my faction had gone down with the Academy of Arcane Science.  I was horrified when I looked further to see that I had lost over 6000 faction in that short period of time.  This equates to over 40 writs.  Those who are faction hounds like myself can understand my terror.<img src="/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="SMILEY" /></p><p>After a bit more research (not with my main this time!) I made sure to kill every mob not flagged as belonging to one of the all important city factions.  The results are as follows:</p><p>    1  These are the mobs which murdered my faction with the Academy of Arcane Science are the Blackfurl Scout, Blackfurl Oarcaller, Blackfurl Swabbie, Blackfurl Deckhand, Blackfurl Lubber, and a Blackfurl Medic.  Each of these mobs will add -100 to the Academy of Arcane Science faction.  They are not flagged as belonging to this faction, as every other mob in the game that drops a city faction is.  Also, one would not think of pirates as belonging to a mage faction.  In addition, they are quest mobs needed for a quest from an NPC that is not labeled as belonging to Qeynos and can be received by evil toons.  They spawn in the Forest Ruins near Qeynos.</p><p>    2  There is another mob in The Caves, a desperate defender, which adds (-) faction to the Qeynos Guard.  This mob is also unlabeled with regards to city faction.</p><p>    3  There are no unlabeled mobs in Freeport newbie zones which cause a hit to any city faction, good or evil.  Those looking to adventure near Freeport rejoice!</p><p>This issue has been brought to Dev attention.  This is just a warning for all those people who like to mentor/help out their fellow guildies in these zones.  If anyone else has found unlabeled mobs elsewhere in the game which lower city factions, feel free to respond.</p>

Brigh
02-19-2007, 06:27 AM
In another words, you are a stinking FP citizen roaming around the outskirts of Qeynos killing those that are raiding a Qeynos ruins.

TheMightyTaco
02-19-2007, 01:34 PM
<cite>Brigh wrote:</cite><blockquote>In another words, you are a stinking FP citizen roaming around the outskirts of Qeynos killing those that are raiding a Qeynos ruins. </blockquote> Okay... that reply doesn't make any sense. Quite simply, killing lowbie mobs in Qeynos newbie quests causes status reduction with city factions. Which is something people will not want to do.

Quda
02-19-2007, 01:38 PM
<p>No I think the OP is right, there should be some notice or label for mobs that are attacted to factions.</p><p>There should also be some balance, if there is a mob that lowers faction when kill there should be a mob that raises faction when killed.</p><p>But over all, the whole faction process is a joke, it is completely out of balance, some factions are completely worthless.  Yea, I got an increase in some obsure faction, only to find out that, there is no way possible for me to find, or benefit from it.</p>

nimrodblack_EQ2
02-19-2007, 01:51 PM
<p>As far as responding to the OP--I dunno if we need factions attached to every mob out there that has a kill benefit/loss.  I think people should have to pay attention to the chat log a bit more.  It sucks but...the notice is right there.</p><p>However...</p><p>I do think that there are factions that serve no useful purpose and that they should be....cleaned up or augmented in some way with a benefit.</p>

Zagats
02-19-2007, 01:52 PM
<p>It is kinda hard to know which mobs are on a faction if it's not listed under the mob's name.  I was in the graveyard in Freeport (on my Paladin) killing mobs for the Bone Bladed Claymore quest (theyre one-shot mobs, and they respawn quickly).</p><p>I noticed that in certain areas, you'll lose faction with Spirits of Marr (which i think is just those skeletons/zombies).  Not a huge deal, but was unexpected.</p>

ZeyGnome
02-19-2007, 01:52 PM
<p>I'm lost.  If you are from Qeynos, then that faction is worthless to you.  If you are from Freeport hunting in Qeynos then it would matter.  Regardless, you get the faction loss message after every kill, so why would you keep on hunting them if you knew it was hurting a faction you were wanting to keep high?</p>

Cusashorn
02-19-2007, 04:11 PM
<p>We're from Qeynos. Why should we care if we kill the faction of the opposing city's mage faction unless we plan to betray?</p><p>It's been known that the pirates lower faction for a long time now.</p>

Brigh
02-19-2007, 04:18 PM
<p>Yes. The OP is short on details and explanations.</p><p>If people read the lore in-game, they would know these pirates are in league with the Academy, doing their dirty work as it were. They even have Academy mages among them, especially when they raid at night from the beach, kiling unsuspecting newbies unfortunate enough to be in their path when the raid spawns.</p><p>The ruins here are an old Qeynos mage guild, if I remember right....not exactly the Order of Three from EQ1, but maybe another building that came after it.</p>

Cusashorn
02-19-2007, 04:32 PM
<cite>Brigh wrote:</cite><blockquote><p>Yes. The OP is short on details and explanations.</p><p>If people read the lore in-game, they would know these pirates are in league with the Academy, doing their dirty work as it were. They even have Academy mages among them, especially when they raid at night from the beach, kiling unsuspecting newbies unfortunate enough to be in their path when the raid spawns.</p><p>The ruins here are an old Qeynos mage guild, if I remember right....not exactly the Order of Three from EQ1, but maybe another building that came after it.</p></blockquote> It was the Order of the Three.

Krystara
02-19-2007, 04:55 PM
<p>Wait, Academy of Arcane Sciences is the Freeport mage guild.  So it's entirely appropriate for my faction to go down with them.. I'm KOS in Freeport already so what does one more group wanting me dead there matter?</p><p> Or are you from Freeport yourself.</p>

Hellswrath
02-20-2007, 08:47 AM
<p>Actually, the OP was <i>not </i>short on details <i>or</i> explanations.  You just have to read more carefully and have a little knowledge of your own city factions.</p><p>First, I am only refering to city factions here.  These are the factions in your home city which you do writs for.  These could be the Concordium or the Qeynos Guard if you are a resident of Qeynos, or the Academy of Arcane Science if you are a Freeportian.  Very few people care about the Spirits of Marr faction and I agree that labeling every faction mob in the game is silly and unnecessary.</p><p>Next, to those who are saying that they are from Qeynos and couldn't care less what unlabeled mobs drop a Freeport city faction.....try reading again.  There is also an unlabeled <i>Qeynos</i> city faction mob.  Yes, this is only one mob and you are not likely to find yourself a few thousand faction in the hole because of him.  But he should still be labeled like all the other city faction mobs in the game.</p><p>The truth is that most players care little or nothing about any of the in game factions except their city factions.  And why would you be watching for messages about factions when the only ones you care about are the ones you do writs for?  After all, those all have <i>big</i> warning labels that say what faction they belong to.  lol, hence the reason for this post.  This was meant as a heads up.  Not as the start of a debate on EQ2 lore or obscure faction mobs.</p>

baddogshaun
02-20-2007, 08:57 AM
<p>Im just suprised anyone who is long established enough to "mentor/help out their fellow guildies in these zones" (a phrase that frankly comes across as trying to make what is being done sound good when it is a bit cheap) wouldnt ever have noticed that these guys are factioned there.</p><p>Basically if you are going to do those types of mobs, or quest mobs at all, in the opposing sides areas then its in your court to be aware of what you are up to and its implications. Nothing the devs need to change here I think. As for there being none of this kind with identical labelling situationin freeport zones, if one is paying attention to labelling I would imagine one would also be paying attention to messages about faction?</p>

Hellswrath
02-20-2007, 12:26 PM
<cite>baddogshaun wrote:</cite><blockquote><p>Im just suprised anyone who is long established enough to "mentor/help out their fellow guildies in these zones" (a phrase that frankly comes across as trying to make what is being done sound good when it is a bit cheap) wouldnt ever have noticed that these guys are factioned there.</p><p>Basically if you are going to do those types of mobs, or quest mobs at all, in the opposing sides areas then its in your court to be aware of what you are up to and its implications. Nothing the devs need to change here I think. As for there being none of this kind with identical labelling situationin freeport zones, if one is paying attention to labelling I would imagine one would also be paying attention to messages about faction?</p></blockquote><p> Ah, because I must be getting <i>loads </i>of AA when mentored to near level 8.  Not to mention the great quest rewards in the Forest Ruins.  If I were out for myself, I'd be spending my time questing in Loping Plains or going on an OoB run.  Go find some other thread to troll.</p><p>As for the second part, I play evil characters.  That's it.  I'd never even been to the forest ruins until my guildy asked for help.  Why should I expect to run into mobs from my own city factions when there are no equivalent mobs in the Freeport newbie zones?  Why should I be expecting unlabeled city faction mobs when they are so meticulously labeled everywhere else in the game and the <i>are</i> no unlabeled city faction mobs elsewhere in the game?  Again, get out from under my bridge.</p><p>This is not a thread for the "Oh woe is me" pity parade that you seem to be responding to.  I'm not trying to get a Dev to say that it needs to be fixed.  I already have.  The <i>only </i>reason this post is here is to inform people who did not already know this.  If you already knew about it, great.  <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" />  Enjoy playing.  If you didn't, I hope this helped.  If you have any other such mobs that exist elsewhere that I did not list, please post here.</p>

ShaenO
04-19-2007, 04:01 PM
<cite>Zagats wrote:</cite><blockquote><p>It is kinda hard to know which mobs are on a faction if it's not listed under the mob's name.  I was in the graveyard in Freeport (on my Paladin) killing mobs for the Bone Bladed Claymore quest (theyre one-shot mobs, and they respawn quickly).</p><p>I noticed that in certain areas, you'll lose faction with Spirits of Marr (which i think is just those skeletons/zombies).  Not a huge deal, but was unexpected.</p></blockquote> <p>I noticed that too, but it was not so unexpected. The mobs in question were the undead remains of the warriors that served Mithaniel Marr in life. Being a Paladin, I was worried at first but then I realized that Spirits of Marr and the faction of Marr himself if he is your god are separate things. I too was running in circles in the Graveyard killing everything in sight for the BBC quest.</p>

zaun2
04-19-2007, 04:42 PM
I wish there were some way to up those factions that get killed.  Those pirates hurt faction really quickly. For example, if you trash Freeport's mage faction enough, if/when you decide to betray, you will be unable to get writs, respec, get city raids, or buy any city items.  You might be unable to betray FROM freeport because the guards in some of the places will try to kill you when doing the various pre-quests (like dropping mics in the FP warrior guild.) Thankfully, SOE didn't do the faction game with Kelethin, so one can betray to Kelethin without damaging existing Freeport factions, just the main city one.

Hellswrath
04-20-2007, 01:33 AM
<cite>zaun2 wrote:</cite><blockquote>I wish there were some way to up those factions that get killed.  Those pirates hurt faction really quickly. For example, if you trash Freeport's mage faction enough, if/when you decide to betray, you will be unable to get writs, respec, get city raids, or buy any city items.  You might be unable to betray FROM freeport because the guards in some of the places will try to kill you when doing the various pre-quests (like dropping mics in the FP warrior guild.) </blockquote><p> Indeed, it takes little time to hurt faction when killing these pirates.  This is the reason I posted this thread to begin with.  You can quickly damage your ability to move about freely in your own city, not to mention being unable to ever raise the faction, due to your faction being too low to receive the writs necessary to do so. lol.  It's a catch 22 once you hit KOS in that faction.</p>