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Unread 12-21-2006, 06:17 PM   #1
JoarAddam

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After LU 30, on the Othysis Muravian fight, a D'morte Preserver spawns Under the World.  We have a workaround, but it would be better to be able to do it the correct way
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Unread 12-22-2006, 02:15 AM   #2
Chanah
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have had the same bug :
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Unread 12-22-2006, 02:51 AM   #3
NrD

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Thx Dev's for snowball ... and bug !
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Unread 12-22-2006, 03:15 AM   #4
MellowBob

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Makes you wonder if it really is the correct way with this ninja change...Hopefully a dev will confirm the bug/fix.
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Unread 12-22-2006, 05:39 AM   #5
FuRiouSQ

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same problem here, but doesnt stop us from beating him. oh and you forgot to mention he is stealth untill attacked with an AE.
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Unread 12-22-2006, 05:50 AM   #6
mkd1200

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they dont spawn under the floor, just cant see em, make a target macro w/ a damaging fast casting spell and kill em.

 

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Unread 12-22-2006, 05:51 AM   #7
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They're not stealthed nor invisible as you cannot see either in their see-through form with both see inviz and see stealth.  Even without see inviz or see stealth you can still target them with your mouse if you happen to mouse-over where ever they may be standing (which you cannot do for mobs stuck under the world).  They stay in this phantom state for about 10 seconds before suddenly reappearing.  If you happen to get them on target, you can see the target ring at their feet and any implied or direct target arrows above where their head should be, if you have that function turned on.  This could be an encounter change but sounds as if it's just a graphic bug.  If they're intended to be invisible or stealthed, they should become visible with the appropriate vision buffs.  If they've given these mobs a third type of stealth, they should atleast have a buff on them in their target window to clarify that they are, in fact, supposed to be harder to detect via traditional vision enhancements.  As was stated before, still doable, but something's not right with the encounter.
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Unread 12-22-2006, 01:07 PM   #8
HomeChicken

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if this is honestly how they intend the encounter to go ill be furious, i am just chalking this up to a graphics bug
we were in there the day of the patch and had a hell of a time figuring out [Removed for Content]was going on with this encounter until we realized it they were invis
i dont mind it being a harder encounter than it originally was, but at least let us see the mobs so we can handle them
no way any mob should spawn adds that are graphically bugged that can heal the named heh, that just isnt fair
 
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Unread 12-23-2006, 12:35 AM   #9
SourChikn

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i hope this is how its suppose to be.. its more fun that way... you guys try using sonic vision? i think thats it the one that detects body heat. maybe thats how you see them. havent tested it but just maybe.

Message Edited by SourChikn on 12-22-2006 11:39 AM

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Unread 12-23-2006, 05:19 AM   #10
HerzenFunia

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Btw does nameds in FTH gave sp before LU30? I dont remember myself, but atm nameds dont give sp there.
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Unread 12-23-2006, 09:27 AM   #11
Druid03

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HerzenFunia wrote:
Btw does nameds in FTH gave sp before LU30? I dont remember myself, but atm nameds dont give sp there.


i dont remember getn any SP off them (at least off the shreader) before or after LU30

 

and we got the same bug where you cant see the mobs :smileysad:

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Unread 12-23-2006, 06:40 PM   #12
JoarAddam

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The way to go right now us /target a d'morte preserver and /taunt...  there are other things to make /target work better bu i'm confident you'll get it
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Unread 12-24-2006, 09:13 AM   #13
pawnipt

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OMG we just wiped so many times on this mob cuz of stupid dev bugs, please fix this, i hate you!!! i'll love you devs when you fix this, thanks!We did kill it tho... but if this  ***BUG*** is left unfixed this encounter will always be a headache to all that fight it.

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Unread 12-25-2006, 04:09 AM   #14
Necs

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" EverQuest 2 where bugs become a reality"

we had the same thing happen to us, macros work

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Unread 12-28-2006, 01:20 AM   #15
Scadie

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Fix this bug SOE asap   :smileymad:
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Unread 12-28-2006, 01:05 PM   #16
FuRiouSQ

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maybe they did? untrackable/seeable stealth working as intended,  i kinda like it.
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Unread 01-02-2007, 04:12 PM   #17
NoNameChosen

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We had this issue last night as well, didn't change much for the entire to us, but still rather annoying, if they die under the world, so will the corpses be...
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Unread 01-02-2007, 06:27 PM   #18
MeridianR

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As stated above use a Target macro, and then when they are dead press the same key to find the corpse and use a macro to loot them, problem solved.Granted it should still be fixed, but it's easily worked around.
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