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#1
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![]() For this episode, I want to cover the ever popular Agnostic Ogre Warrior who can serve as a baseline for the other Ogres, faction wise. I'm sure this warrior, had I picked Cazic Thule as a diety, would of had worse faction with the "goods" and slightly better faction with the "bads".
As with before, I ran around conning as many different factions as I could on Al'Kabor, the mac server. The devs should be able to easily look up the actual name of the faction attached to the NPC's i've conned. I dont have this info, sometimes its online, sometimes its not. I concentrated on the "grey" areas where it would not be sure if the Ogre was kos or not. I did not waste my time trying to get into the Paladin Guild of Freeport, for example, to see what my faction was. Assume KOS to the more "good" factions. Agnostic Ogre Warrior Turning in guild note gave: + Craknek Warriors + Clurg - Greenblood Knights Oggok Guntrik = Amiably Snarg Bonesmaker = warmly Bouncer Wrok = warmly Chef Dooga = indifferently Zulort = Indifferently Soonog = Indifferently Grobb Basher Trak = dubiously Zimbittle = dubiously Ootok = indifferently Ranjor = dubiously Hukulk = dubiously Urako = dubiously Neriak Guard D'zel = dubiously X'Ta Tompi = dubiously Putad = apprehensively Guard Swang = indifferently Uglan = dubiously Guard Lumpin = apprehensively Namarg = indifferently Perrir Zexus = dubiously A Ghoul = warmly Nezzka Tolax = dubiously Xon Quexill = dubiously Pazin Punox = dubiously Spice = dubiously (wtf, ogre hooker dosent like me??) Calabis Trooper Chikzik = KOS Crusader Bodli = KOS Klok Naman = dubiously Paineel Noclin Saah = KOS Guard Menbuknar = KOS Azzar Habbib = KOS Ak'Anon Watchman Dreeb = threateningly Zondo Hyzill = KOS Oren Furdenbline = dubiously Clockwork XIIB = threateningly Freeport Guard Jacsen = threateningly Vesagar Nekio = apprehensively Saxarivza Zexus = dubiously Quan Nektogo = dubiously Qeynos Grahan Rothkar = dubiously Argyn Shieldstan = dubiously Guard Quedal = threateningly Zamel = threateningly Moran Smith = dubiously Menkes Tabolet = threateningly Trumpy Irontoe = dubiously Corporal Lancot = threateningly Tomer Instogle = threateningly Tubal Weaver = indifferently Erudin Sentinel Flavius = threateningly Halas Garn McMarrin = threateningly Dansie McVicker = dubiously Kaladim Guard Gabel = KOS Rivervale Deputy Vastin = threateningly Hanga Wiskin = dubiously So even an ogre with the "best" faction is very limited in where they can go safely. Several of the "dubious" factions above, are merchant NPCs that I think in the very beginning of the game would of been KOS. Was changed to dubious in.. velioius? kunark? to stop people from training merchants away with their KOS status. tl;dr Ogres are not safe anywhere except Oggock, Grobb, and Neriak. They are barely tolerated by the "underworld" shady people of Freeport/Qeynos. | ||
Last edited by Palemoon; 09-22-2011 at 02:05 PM..
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#2
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![]() I don't see how this belongs in the bug forum.
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#3
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![]() Where should it go then? I'm trying to help fix the "bugged/wrong" factions currently on p99.
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#4
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![]() You'll need to point out what's wrong and how it should be. That there is just a list of what some things /con to an agnostic ogre warrior.
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#5
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![]() The data is helpful. But in isolation, we can't identify how each of the race/class/deity mods is actually contributing to the final result. In the case of the ogre/war/agnostic, it's pretty safe to assume that the ogre portion is going to be the only negative mod in the good cities, but we don't know if that's being offset by a positive warrior mod.
It's more optimal to focus on a specific group of factions in an area and try to narrow down how each race/class/deity affects them. The only way to do this is to throw a ton of fresh characters at them with each race/class/deity combo. Example: I've been running around on live a bit trying to narrow down the mods in the qeynos area. So I start with a human/war/agnostic. Run around and con representatives from the local factions. I use this as the base and change to human/war/bertoxx. Con the same factions, see what the difference is. I now have a good idea the numerical faction adjustment for Bertoxx worship in the qeynos area. Then I can switch to human/sk/bertoxx, con again, check differences from human/war/bertoxx. That gives me a good idea of SK mods for those factions. It's even worse since we only know the final con result, which represents a large numerical range in many cases. | ||
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#6
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![]() Mostly fixed, pending update. Work in progress.
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