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  #11  
Old 08-31-2010, 02:56 PM
Phallax Phallax is offline
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Quote:
Originally Posted by Aarone [You must be logged in to view images. Log in or Register.]
The rare Sea Monster that would spawn in Lake Rathetear was a good one...
This was actually real but always bugged so it got taken out.


OH and this thread was done in "Off-Topic"

http://www.project1999.org/forums/sh...ad.php?t=11503
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  #12  
Old 08-31-2010, 03:15 PM
Raavak Raavak is offline
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Having a traveller's stone made you drink less water.

All kinds of Ancient Cyclops myths, like more than one cannot be up in the game at a time.
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  #13  
Old 08-31-2010, 03:20 PM
hedbonker hedbonker is offline
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Right after epics were put in, you could give Brother Zephyl a lantern and he would hit for like 5 - But that did not last long...
  #14  
Old 08-31-2010, 03:22 PM
Striiker Striiker is offline
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Quote:
Originally Posted by Slade_the_Slide [You must be logged in to view images. Log in or Register.]
Care to explain this one? I never heard of it before...
The Anti-camp radius was a mythical method put into the game to prevent players from camping a spawn. This was never implemented of course but I was in so many groups back in the day where we actually camped away from the spawn point lest the anti-camp radius kick in. The idea was that if players were within some unknown distance from a spawn point which could pop a rare spawn OR the spawn had some rare item, the anti-camping code would either prevent that rare spawn from showing up (instead the placeholder would pop) or the spawn would not have the rare item.
I can recall two specific instances of this..
1) Camping the Arch Ghoul Magi in Lower Guk. We waited down the hall and around the corner. We'd wait to see the casting message before going to attack.
2) Camping the Ghoul Assassin - We waited down the ladder until something popped.

In both cases the group was sure that either the spawn would not show or that the rare spawn would only have the common item. Actually, I think I even remember there being some of this mindset while camping Drelzna for the Jboots. [You must be logged in to view images. Log in or Register.] It's been a long time but it's funny to read this and suddenly remember about these crazy notions.
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  #15  
Old 08-31-2010, 03:23 PM
Striiker Striiker is offline
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I saw a post in the Bugs section because someone was complaining that guards in West and North Karana don't attack Werewolves. Someone mentioned the old myth that the guards were in fact werewolves and that they would change into them now and then. Heh!
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  #16  
Old 08-31-2010, 03:27 PM
Bigcountry23 Bigcountry23 is offline
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There was another hidden zone under Akanon (through a tunnel underwater) and the clockwork dragon lived there. Multiple theories on how to access it (including having people stand on the windmills and click the windmills to stop them all spinning at once, or standing by the little greenish yellow cube "lights" in the zone that spin when you click them).

The clockwork dragon had been a piece of EQ lore from the start (there was a book in game talking about how it defended the gnomish city from a real dragon attack, but was damaged in the process).
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  #17  
Old 08-31-2010, 03:31 PM
Raavak Raavak is offline
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That a ranger should eat a DT because they are just going to die anyway.

Oh wait, that is true.
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  #18  
Old 08-31-2010, 03:58 PM
Alawen Everywhere Alawen Everywhere is offline
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That snow bunnies in Eastern Wastes had an ultra-rare Lucky Rabbit's Foot, a high charisma range item. I slaughtered thousands.
  #19  
Old 08-31-2010, 04:32 PM
Humerox Humerox is offline
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That pirates boarded the boats and slaughtered newbs that were traveling.
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if your reason to be here is to ruin other peoples experiences and grief them off the server, then not only do you not deserve the privilege of playing here, but i will remove your ability to do so.
  #20  
Old 08-31-2010, 04:36 PM
jps1979 jps1979 is offline
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Quote:
Originally Posted by Striiker [You must be logged in to view images. Log in or Register.]
The Anti-camp radius was a mythical method put into the game to prevent players from camping a spawn. This was never implemented of course but I was in so many groups back in the day where we actually camped away from the spawn point lest the anti-camp radius kick in. The idea was that if players were within some unknown distance from a spawn point which could pop a rare spawn OR the spawn had some rare item, the anti-camping code would either prevent that rare spawn from showing up (instead the placeholder would pop) or the spawn would not have the rare item.
I can recall two specific instances of this..
1) Camping the Arch Ghoul Magi in Lower Guk. We waited down the hall and around the corner. We'd wait to see the casting message before going to attack.
2) Camping the Ghoul Assassin - We waited down the ladder until something popped.

In both cases the group was sure that either the spawn would not show or that the rare spawn would only have the common item. Actually, I think I even remember there being some of this mindset while camping Drelzna for the Jboots. [You must be logged in to view images. Log in or Register.] It's been a long time but it's funny to read this and suddenly remember about these crazy notions.
Anti Camp Radius does/did exist. http://forums.station.sony.com/eq/po...d=73153#935045
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