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Old 10-30-2012, 05:23 PM   #31
nathyrra

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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.

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Old 10-30-2012, 06:08 PM   #32
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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?

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Old 10-30-2012, 06:24 PM   #33
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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.

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Old 10-30-2012, 06:31 PM   #34
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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.

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Old 10-31-2012, 01:18 PM   #35
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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.

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.

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Old 10-31-2012, 01:21 PM   #36
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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.

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Old 10-31-2012, 02:19 PM   #37
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Fyreflyte wrote:

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?

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.

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.

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.

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."

Here's what happened my four attempts:

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.

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Old 11-01-2012, 11:36 AM   #38
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Scouts are all missing.  First time through the quest on this toon.

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Old 11-01-2012, 01:22 PM   #39
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Cyliena wrote:

4th: Popped out Perrin and got through everything fine and got him back with about two minutes to spare.

Easy solution....give everyone Perrin merc!  lol...

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Old 11-01-2012, 02:10 PM   #40
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[email protected] wrote:

Scouts are all missing.  First time through the quest on this toon.

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.

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Old 11-01-2012, 02:40 PM   #41
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I put their exact locs here, but if they're not showing up on track then I think it's another issue entirely. =

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Old 11-01-2012, 02:50 PM   #42
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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?

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Old 11-01-2012, 03:51 PM   #43
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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?

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Old 11-01-2012, 04:20 PM   #44
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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.

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Old 11-01-2012, 05:49 PM   #45
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Mogrim wrote:

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?

Are you getting stuck on the "Escort the injured scout back to camp" step somehow? Like is the timer not counting down?

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Old 11-01-2012, 06:50 PM   #46
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Fyreflyte wrote:

Mogrim wrote:

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?

Are you getting stuck on the "Escort the injured scout back to camp" step somehow? Like is the timer not counting down?

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.

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Old 11-01-2012, 09:17 PM   #47
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Mogrim wrote:

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.

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).

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.

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Old 11-02-2012, 12:40 AM   #48
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The scouts finally showed up for me.

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.

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).

I'm going to run through a couple more times to see if I can figure out what might be happening.

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Old 11-02-2012, 03:25 AM   #49
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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.

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...

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Old 11-02-2012, 03:31 PM   #50
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omg I'm so sorry! I never even noticed someone else was nearby while I was berating Scout Mortimer.

/hides her head in shame

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