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  #11  
Old 02-08-2016, 02:08 PM
Ciroco Ciroco is offline
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The amount of ice burrowers up right now is ridiculous. Never remember seeing more than a few on track at a time.
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  #12  
Old 02-08-2016, 11:46 PM
Turp Turp is offline
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tantor is spawning to rare and not dropping tusk at classic rate.
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  #13  
Old 02-09-2016, 09:36 AM
Crom Crom is offline
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Quote:
Originally Posted by Ciroco [You must be logged in to view images. Log in or Register.]
The amount of ice burrowers up right now is ridiculous. Never remember seeing more than a few on track at a time.
/this x100

we went there, two druids, and tried to find something to charm to start killing wurms , after an hour of running around finding a total of one wolf during that hour we left the zone.
The zone has turned into a Second TT Zone with just a few types of mobs in it.

someone needs to take a look at the random spawn code and add "if number of x mob in zone isn't = 10 then next spawn should be x" or something..
and do this for all pathing mobs.
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  #14  
Old 02-09-2016, 10:59 AM
Man0warr Man0warr is offline
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Or just make Burrowers/Drakes/Wyverns one spawn set and the animals another.
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  #15  
Old 02-09-2016, 02:21 PM
the_toecutter the_toecutter is offline
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I did find a post from Luclin era Allakhazam that supports everything being on the same table:

Quote:
CoV critters are mammal placeholders. Eventuallly everything in the zone goes to reptile if cragwyrms, drakes, and wyverns arent thinned out. A guide suggested I do a feedback report, to separate the spawns between mammals and CoV critters. Perhaps if a lot of us did, the zone would be huntable allthe time.
From http://everquest.allakhazam.com/db/npc.html?id=6322

So maybe it's working as intended? It's possible the live server usage of the zone dynamic was different than on p99
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