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-   -   NPC Spawn Issue: Corrupted Seafury Cyclops (/forums/showthread.php?t=66652)

dali_lb 02-29-2012 11:08 AM

Corrupted Seafury Cyclops
 
This epic mob spawn in OOT is bugged and spawning all over the cyclops island. Currently there is propably like 20 off them around the island. It is also a static spawn, wich it shouldn't be.

Theoretically there isn't supposed to be more than 1 up at a time.
On live there were the occasional time where 2 were up at once.

Both tainted and corrupted wich is triggered by killing tainted should have a similar pathing like the rest of the cyclopses on island, be a one up at a time each and if possible be able to move them to another island and they should roam that island instead. That's how the mechanics worked on live servers.

nilbog 03-02-2012 12:55 PM

Quote:

Originally Posted by dali_lb (Post 574008)

Theoretically there isn't supposed to be more than 1 up at a time.
On live there were the occasional time where 2 were up at once.

So what would you say could be the max number of simultaneous spawns?

dali_lb 03-03-2012 10:55 AM

Maybe 2 or 3. I'm not sure how the mechanics worked on live, but I remember that i have seen 2 or maybe 3 up at once.
Not sure wether the tainted/corrupted is a seperate spawn or part of the regular cyclops spawns, but right now they seem to be spawning randomly in any cyclops spot making less regular exp. mobs, and with 10+ up at once it makes it more harzadous to kill on the island plus the people that can kill tainted, drop the corrupteds all over zone in water where they agro people that are not aware.

alsa 03-03-2012 03:51 PM

Been killing seafury cyclops for a while myself. Corrupted spawns on the spot where a tainted dies. When that happens, a corrupted will stand at that spot and was removed from the spawn cycle(game consider that tainted placeholder died respawn timer starts).

After the last patch, there can be only one tainted up at a time. But if people keeps killing tainted, it will spawn more and more corrupted and that's why after a while you see 20 or more corrupted.

It's been a long time so I cannot remember correctly. But the corrupted either despawn after a period of time or it keeps the spawn of the tainted killed. So on live you might not see as many corrupted up upon one time.

dali_lb 03-04-2012 04:59 AM

Corrupted Don't despawn, but on live he roams from where he spawned.
On live however it was possible to agro him, and run to eg. Garg Isle or AC isle, root him or mem blurr him or camp out, and he would roam on that isle instead. Not sure that is possible on emu. There most likely were a max of 2 or 3 at once on live, cause I have never seen any of the Corrupted mobs having more than 2 or 3 up at once.

Like I see it, either a max of 2 or 3 and/or an apropriate despawn timer would solve the problem, so that either 1 or 2 were up for epic questers and the danger of unaware running into one is limited but not removed.

Sylexis 03-23-2012 10:59 AM

They hurt, trying to kite specs this weekend had me dodging 4 dropped corrupted on that island and in the water nearby, I was dead inside half an hour, it was nearly impossible to avoid them.

Ellia 04-05-2012 08:44 PM

bump

maybe....

if npc_corrupted_seafury_cyclops = 1 then DONT SPAWN ANOTHER?

Swindle 04-06-2012 07:27 PM

I just did a census. 20 Corrupted up atm, that I can see.

Slave 04-07-2012 12:34 AM

Would be pretty great to get some assistance on this one especially because it is really messing with the economy.

nilbog 04-29-2012 02:08 PM

Quote:

Originally Posted by dali_lb (Post 574008)
Both tainted and corrupted wich is triggered by killing tainted should have a similar pathing like the rest of the cyclopses on island, be a one up at a time each and if possible be able to move them to another island and they should roam that island instead. That's how the mechanics worked on live servers.

Are you positive the giants should obtain different grids based on locale? It's possible to implement but I have never seen it done elsewhere.

Looking at the npc magelo for this, I see them isolated to a single island.
http://eq.magelo.com/npc/414948

My proposal is limit the corrupted spawns to 2, and when spawned, they path on the island as indicated.

Thoughts/suggestions/more research?


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