Vex Thal is a raid zone that has features that detect how far a raid force has progressed in the zone. As key mini-boss and boss mobs are defeated, the zone is suppose to remove "warder" mobs which otherwise spawn and stand in the path of a would-be-cheater and a mini-boss or boss. The reason you can not walk into the zone after first zoning in is because you are passing an invisible zone line which really acts as a trip wire to let the zone know where you are so that it can spawn or despawn a warder depending on other spawns. As it is misconfigured at the moment, that same "trip wire" is trying to zone you out instead. I discussed this months ago with cavedude, but we never got around to figuring out how to make this zone work. The other thing that is broken in this zone are the "clickables" that serve to transport a raid force around the zone. Lastly, certain yard trash in this zone, maybe it was all the yard trash, I can't recall, when you kill it, it is suppose to cause an identical mob to spawn upon death. So for every one yeard trash mob, you really have to kill it twice.
Almost forgot, there are other minor detaisl about this zone that are wrong as well. For example, you can't really snare or root Aten Ha Ra.
I have dont 20 some Vex Thal raids on EQ live back in the day so I can share a lot of detailed information if someone wants to work with me to get this zone to work. I have also done the Ssra Temple raids as well. And there is also the matter of the vex thal key quest as well.
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