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.