Infested Barrows spawn placements
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Area name: ZQA: Helmlands: Uncovered Barrow
Issue Location: Yes.
Quest Name: Infested Barrows
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NPC Name:
NPC Location:
Server Version:
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Time: https://www.timeanddate.com/Issue Description: The spawn points for this quest are all over the place. Granted the party ran in all directions and died but they definitely just spawned random mobs right on top of adventurers and right behind them too.
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Granted the party ran in all directions and died
This part is not necessary to the bug report and does not create a very fun OOC environment. IC digs are always valid and never personal, but dropping it in an OOC forum such as the Bug reports just leads to toxic playing environments.
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Actually - the fact that we did run all over might have something to do with the spawns being all over the place and should be mentioned and taken into consideration.
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I think the spawns just have odd or broken triggers, they dropped from nowhere on Kaston and Alizee and the NPC Voss was possessing when Amadeus was fighting the boss with Genevieve healing Amadeus
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The spawn triggers are in odd places most likely. As we approached a spawn and engaged it, another spawn appeared behind us. And not a small spawn. maybe 5 or 6 hostiles? If not more.
There was no running all over the place. That is an exaggeration. Please lets keep IC actions IC. There was some rushing to the spawns when they were in front of us, but not by long distances. Yes, it could have contributed to the triggering of the spawns, but it should not have been an issue as it turned out to be.
I suspect the trigger for one type of spawn has its trigger and spawn point too close to each other. When we reach a spawn of hostiles, that one gets triggered on top of us.
I hope this was helpful.
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Maybe consider keeping those spawn points as they are - but add some claustrophobic flavor text/warnings. Such that horrible things appear to be bubbling all around you, with odd noises of movement underneath, inside the mycelium „walls“, twisted spore-saturated slime dripping from the ceiling, etc..
I recall this quest as being very hard and very nearly dying when I was along for the ride a few months back - but that extreme danger sort of did feel intended. I.e., if there is meant to be any quest with that kind of punishing spawn-point mechanics on the server - then it is probably that one. The loot and lore are also very good and flavorful imo..
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If its that Beholder/whatever quest, I am pretty sure that as intended in order to emulate you being assaulted from all over.
@SpiffyMeister made that quest so he can probably comment on it more. But its meant to be a very hard(And very rewarding) quest. -
when i did this repeatedly previously the spawns could basically be encountered one at a time without triggering extra spawns. going slow and not rushing to engage makes a huge difference.
i seem to remember one place that had a backspawn but it was engaged seperately to the front spawn as was far enough back from our closely organised party.
the quest is hard and dangerous whatever.
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I it's meat to be hard, ok, but it isn't as rewarding as the difficulty would suggest. If you aren't an evil villain willing to wear obvious contraband and be instantly exiled, the loot was unusable. The supplies were nice but you'd 100% need to use more than you get. Might have been bad rolls on our part, but I'm happy we did it for the plot/lore we needed but probably wouldn't go on my list of quests to do in the future.
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Had a look over the spawns and did some tweaks, note the area will still be very dangerous. A lot of the loot is highly illegal, favouring evil concepts, but not all.
Live 8533
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Backspawns were intentional. If you moved slow and took your time, they were managable.
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@SpiffyMeister So like I said at first - our Leeroy Jenkinness was, indeed, something to take into consideration