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Old 10-23-2012, 09:37 PM   #1
Mookachooka

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Quest Step "Free the captured scouts (0/3)"

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.

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Old 10-25-2012, 09:55 AM   #2
Hordolin Awanagin

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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.

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Old 10-25-2012, 10:09 AM   #3
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Have been told to free the scouts - but there are none to free or escort.

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Old 10-25-2012, 10:39 AM   #4
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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).

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!

*edit* I give up. Can't do it. Scout attacks everything that moves and some that don't.

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Old 10-25-2012, 02:09 PM   #5
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[email protected] wrote:

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).

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!

*edit* I give up. Can't do it. Scout attacks everything that moves and some that don't.

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.

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.

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Old 10-25-2012, 04:34 PM   #6
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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.

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Old 10-25-2012, 05:11 PM   #7
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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.

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Old 10-25-2012, 07:42 PM   #8
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[email protected] wrote:

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.

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.  SMILEY

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Old 10-25-2012, 11:26 PM   #9
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Well he definitely should not be attacking mercs O.o That's a bad, bad scout!

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.

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.

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Old 10-26-2012, 04:47 AM   #10
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Fyreflyte wrote:

Well he definitely should not be attacking mercs O.o That's a bad, bad scout!

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).

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Old 10-26-2012, 06:12 AM   #11
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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 )

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!

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Old 10-26-2012, 07:35 AM   #12
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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?

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Old 10-26-2012, 01:21 PM   #13
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[email protected] wrote:

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?

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.

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Old 10-26-2012, 01:36 PM   #14
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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?

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Old 10-26-2012, 02:10 PM   #15
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Dismiss your merc before you hit camp if you are getting Tsol Ew lizardmen attacking, they pop when they detect the mercenary.

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Old 10-26-2012, 09:45 PM   #16
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I ran this one today...three times...by the fourth I was ready to just leave him there to be sucked dry.  >_<

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.

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. 

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Old 10-27-2012, 07:17 PM   #17
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Are you kidding...what was the tactic that you thought would make this fun?

First say these are soloable...

Next have a npc that the player has absolutely zero control over randomly aggro mobs...

Next assume some players have very low dps and make it impossible for them to kill the adds that are aggroed

Next don't let healers heal the scout...

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...

Oh boy!!! Fun times!!!

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Old 10-27-2012, 08:47 PM   #18
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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.

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.

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Old 10-27-2012, 09:59 PM   #19
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Oh, one more thing: those CRACKS in the ground. 

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.

Not fun...

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Old 10-28-2012, 07:11 PM   #20
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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.  

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.

Also I was on the quest Soul Diet and did not get updates for the 2 prowlers. SMILEY

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Old 10-29-2012, 11:08 AM   #21
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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.
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Old 10-29-2012, 12:46 PM   #22
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[email protected]ye wrote:

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.

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.

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... 

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...

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Old 10-29-2012, 01:41 PM   #23
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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.

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Old 10-29-2012, 04:41 PM   #24
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[email protected] wrote:

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.

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.

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Old 10-29-2012, 05:06 PM   #25
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That's great 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.

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.

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Old 10-29-2012, 05:10 PM   #26
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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.

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Old 10-29-2012, 05:59 PM   #27
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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).

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.

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Old 10-29-2012, 09:00 PM   #28
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Oh wow, found him... he's trying to path wayyyyyy 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).

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Old 10-30-2012, 11:41 AM   #29
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I was escorting him and he got angry and attacked some things... and he locked encounter and I couldn't help, so he died.

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Old 10-30-2012, 12:52 PM   #30
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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.

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