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#52 Aug 11 2013 at 11:45 AM Rating: Excellent
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Wizorb wrote:
broonsbane wrote:
Okay but quick confession (and why I brought up the intricate gear a minute ago) I may have been the greatest threat in the end, but I overcame myself; because someone tell me what Virionele is wearing in that picture? It's the first time she's had anything on her head, and when she spawned I was likes, "That looks like very much like it could be intricate head gear" and I actually thought a few times, "there could be an accident... it, it just slipped my mind, if forgot it was area effect- I was tired... " because is it isn't it? It's intricate defiant headgear isn't it?


Seeing how she's level 20 and how intricate gear is the color orange, that's most likely simple defiant gear.


Yeah I bought an intricate defiant headgear in the bazaar and it is orange and black (pretty cool looking for headgear and goes with my robes for the first time); so that's really good news to me. I would've forever felt like scum if I would attacked her, ruined the best chance to get her to the gate, then ended up with simple defiant. But I passed the test, so that's good news.

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Anyways great stuff, kinda sad that it didn't lead to some unlisted quest with an unknown reward, but it was a pretty interesting read.


Oh it's definitelty an unlisted, unsolved quest with an unknown reward. Just not for me- not here and now at least.
#53 Aug 11 2013 at 11:55 AM Rating: Excellent
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Friar Bijou wrote:
Taterkuk, as in one who cooks 'taters.


Makes sense; I know I had flashes of tater tots making me hungry those last 15 minutes or so, so the name definitely gets the idea in there.

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Way to leave me out of the screenshot.Smiley: mad


lol dude I was so tired that night it was all instinct. I almost didn't even do the final screenshot but snapped up and was like "oh yeah screenshot"; I didn't even stand in the shot myself this time because it was so crowded.

But you literally saved the day when you showed. Literally. Perfect timing. Thanks again, I owe you.

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I did try several random phrases on all the NPC's...nothing. I'm apprehensive, though, so maybe they'd ignore me regardless.Smiley: laugh



Yeah the triggers are just too specific. I was hoping for "assist" or "rescue" or "help" but they're probably proper names and such so no one can stumble into them.


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ALSO: See? Don't engage with gbaji, he'll give you heartburn.Smiley: tongue



I'm going to plead my 5th amendments rights at this point ;)

Edited, Aug 11th 2013 1:57pm by broonsbane
#54 Aug 11 2013 at 6:02 PM Rating: Good
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Grats on hitting "sage" status with less than 52 posts Broonsbane. Clearly you've entertained folks here with your FV tales. :)
#55 Aug 13 2013 at 3:43 PM Rating: Decent
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Just to be contrary... ;)

broonsbane wrote:
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Your argument is like saying that a given gnoll in blackburrow was selected to spawn in one particular spot for some important reason.


If that given gnoll's spawn location is also at the end of a protection quest then yes it is very obvious to anyone (should be) why the gnoll spawns in that location. I mean, no offense but this is becoming really absurd.


Except you're assuming that a protection quest exists in the first place. Circular logic.

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But overwhelmingly that's just the random spot in the zone that someone designing the zone thought "this would be a good spot to have a gnoll".


Which just happens to threaten the final position of 4 named mobs which move to that position and then never despawn. Because these 4 named mobs used to despawn. But not anymore. Because before someone forgot to delete them from the database, they first completely removed their despawn. Yes this all sounds completely reasonable bro.


You're assuming that he was placed there to threaten those mobs. You're assuming the mobs used to despawn at that spot (as far as I can tell, you are the only source for that assumption. I don't remember them despawning, but just standing there just outside the outpost at that hill).

That's a lot of assumption in order to avoid the much more likely explanation that before the revamp that hill spot was the location where a set of good NPCs would hang out, and after the revamp the same hill was the location where an evil NPC would hang out. Perhaps it's just a nice location to put some mobs?

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I can most certainly deduce that a unique spawn location that threatens final positions of a moving named mob that doesn't despawn as being a factual correlation. No assuming required.


There's nothing unique about the location though.

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If you and me are out roaming, and we come across Fynius Brzaer and he's walking and walks to the top of a tall hill with a druid circle, stands there for 5 minutes as we hail and get no response, then 4 gnolls spawn at attack and kill him. I turn to you and muse "I wonder what that's for?" and you look at me and with a straight face say ... .... ...... (wait for it) ... "It's most likely nothing, probably an error made by the designers" (rim shot)


If the gnolls spawn in that area and kill anything on opposed faction whether he's there or not, then I'd assume that the gnolls spawned there because that's where they spawn. If he happens to roam into the area where they spawn and gets attacked, then I'd assume that he happens to roam into the area where they spawn. There are thousands of mobs that do this in EQ. Very very few of them have anything more to them than that they spawn where they spawn, or roam where they roam, and sometimes they run into each other and fight.

In Oceangreen Hills, there's a named NPC who roams along the path. When she encounter Blackburrow lurkers, or poachers, they fight. Guess what? There's nothing more to that than that there's a roaming guard who occasionally runs into roaming enemies. It's about creating a dynamic world. Nothing more. If I protect the roaming guard along her route, you know what will happen? Nothing. Because she just paths up and down the path and sometimes runs into bad guys and kills them (or they kill her).

Not everything is part of some large grand quest.

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And you know this exactly how, now? Are you one of the designers? Well, use your mystical powers and tell me what named mobs aren't made to be interacted with.


There are hundreds. There's the one I just mentioned (Jessica Marsdaughter IIRC) in Oceangreen Hills. There's a couple other guard types in Oceangreen Village as well. There's dozens in every city and town in EQ. The literally serve no purpose except to fill the world with NPCs that don't do anything except exist so that the world seems more like a real world. As I said earlier, if every single thing in the world had a quest associated with it, or was something that players could interact with (other than I suppose killing the NPC), then it wouldn't feel like a real world.

In Kaladim, there's a king on a throne. He sits there. You know how many quests are associated with him? Zero. He just sits there. He's got guards. They just sit there. You can kill him. He's even got loot and faction hits. But that's it. The world is full of named NPCs that aren't part of any sort of quest, nor do they sell anything. They just are there.

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There are literally thousands of named NPCs in various zones in EQ that do not do anything at all except stand or walk around. Go into any friendly town. Walk around. Every NPC is "named". Why? Because they're supposed to appear to be real townsfolk. But most of them don't have anything specific to do with regards to player characters. They're just there for color.


And you know this, how? Revelations from heaven?


Huh? Go travel around. They're all over the place. Tons of NPCs with names aren't associated with quests.
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More words please
#56 Aug 14 2013 at 12:05 PM Rating: Excellent
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^Okay there you got the last word on that, so please let's just let this thread be about the info at hand as is now.

Ive posted on the official forum and will update this thread with any pertinent info. Here is the first reply with some substance:

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for some reason I seam to think they have something to do with the wurmslayer and that's why they are still there. the npc used in the wurmslayer quest is apart of the same script the 4 npc's you mention are.


this is posted by user Bigz_Zupdarty who I thank for this info.
#57 Aug 15 2013 at 4:12 PM Rating: Decent
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The Wurmslayer Quest doesn't directly involve them, but it is entirely possible that the same code section that spawns the two mobs involved with the quest also spawns the four you've been playing around with. I'm not familiar enough with how zone spawns are handled in EQ (especially in older zones where the code was a complete mess), but it's possible that they couldn't easily remove those four without breaking the quest mobs spawn as well (and thus breaking the quest).

Dunno. It's possible I suppose.
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King Nobby wrote:
More words please
#58 Aug 15 2013 at 4:19 PM Rating: Excellent
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It's possible it's gremlins. You don't know that's not true. It's possible it could be leprechauns. It's possible. <-these are the words of a fool

It's more likely gremlins. You don't know that's not true. It's more likely leprechauns. It's likely. <-these are your words
#59 Aug 15 2013 at 4:24 PM Rating: Excellent
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By the way, I stand by my assessment that you're "a good guy" so don't take me the wrong way. If you take me far enough, I'm going to berate you for bad reasoning; but I'm not wanting you or anyone to think I don't like you as a person, or anything like that- just so you and everyone knows this; my words can be direct and unflinching, but it's just in respect to this topic and our words here
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