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Quests::Submissions This is where you submit your quests for review |
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07-27-2006, 11:34 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
I don't completely understand it, but it seems that the day, month, and year shouldn't make a lot of difference in the database, the big thing seems to be the hour and minute (the example shows 9 PM and 6 AM if I'm reading that right). I haven't messed with it, but let me know if you'd like me to try and set this up for you and I'll add it to my list this weekend.
In all reality, a quest event would probably be the easiest way to do this.
Now, the problem I see with your quests is that, unlike in Live, it forces a spawn right after something is killed rather then the mob actually respawning. The result? Easier farming. I don't know about you, but the one thing I can say about EQ farming was that it was suspenseful (and aggravating) because you never knew whether or not your named thing would spawn. If you do the spawning through those quest files with no timers, then you take away the suspense. Just by looking at it, it would seem more then possible for a group of maybe 4 people to kill Quillmane 10 or more times in a matter of minutes.
Just my thought on it. Maybe you should try messing around with the spawngroups. I wouldn't go this route to achieve what you're doing, though, unless you are going to add timers to the quests to give it a more live-ish feel.
Also, take out the debug statements when you try to release a quest like this if you would. It's distracting to the end user when they kill something and it says "Spawning Quillmane2." =P It's good for testing to ensure that it's working, but not necessary for your end users. =)
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You haven't camped Quillmane - if you did, you'd know he doesn't spawn in the same place his place holder does, and he spawns right away, with death of his place holder. This might be a little different on live, but very close.
The debug statements are already quoted out, they can be un quoted if needed, for testing.
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07-28-2006, 12:04 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Don't get me wrong. I camped Quillmane. I just never got the opportunity to kill him. XD
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07-28-2006, 01:28 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
Don't get me wrong. I camped Quillmane. I just never got the opportunity to kill him. XD
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I got him a few times, always by splitpaw and, i was killing the ph'r's that ran through there.
here's an interesting post on him;
http://www.rpgexpert.com/3149.html
and this one;
Well for some reason I can't get back to allakhazam.com this morning, I found one similar to the above post, but a little different here;
http://eqbeastiary.allakhazam.com/zonelist.html click on South Karana, then click on Quillmane, find the long post on him and his cycle. if you start getting stuff like; [an error occurred while processing this directive] , welcome to the club!
I guess the point is, not to make the game so easy, one way or the other. Stuff like this is what makes Everquest so interesting.
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07-28-2006, 02:40 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Hmm, okay, well, then we're both wrong in our solution. Apparently, the respawn time on his PH is 74 seconds and not immediately. So, 1 minute and 14 seconds.
So technically it's possible to have this guy's corpse on the group 6-7 times before his first corpse disappears?
That sounds entirely wrong, but okay. =)
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07-28-2006, 03:10 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
Hmm, okay, well, then we're both wrong in our solution. Apparently, the respawn time on his PH is 74 seconds and not immediately. So, 1 minute and 14 seconds.
So technically it's possible to have this guy's corpse on the group 6-7 times before his first corpse disappears?
That sounds entirely wrong, but okay. =)
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There would have to be a flag of some sort, becuase I don't think no one ever has seen two Quillmanes at one time.
This guy may be right, or just thought he was right - hard to tell, because trying to figure out spawns like Quilmane, has gone on for years now.
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07-28-2006, 03:28 AM
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Discordant
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Join Date: Sep 2004
Posts: 253
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Well, I'm not completely positive on that one.
I used to do a lot of Multi-questing on the Journeyman's Boots--- was lucrative business; 2000 platinum per multiquest had me all my equipment when I needed it for all of my characters. The trick to spawning the AC was to kill a few oddly named creatures. Most people would kill EVERYTHING and I'd watch as they camped the Ancient Cyclops for days and never see him where I could spawn him in two game days reliably.
I'm fairly positive that the respawn time on his placeholders was a little lower then normal, too. In fact, it's quite possible that it may have been between 30 seconds and 4 minutes, but definitely not the slightly over 10 minutes that PEQ has most spawns for. However, I never saw this guy pop more then once per game night.
I'm thinking that maybe we should (in the database), lower the spawn time, SERIOUSLY decrease his chances (I've got him and Grizzleknot both as 5% now) and set a Spawnlimit 1 flag on their spawngroup. It's not quite live, but at least we won't be seeing more then one of him at a time and the spawn times will be closer to accurate.
So, on your quest files, implement a timer before the spawn to tick off 74 seconds, and then randomly spawn one of your PHs, but I'd lower the chances of getting a Quillmane. There'd be nothing worse then having one of his corpses lying on the ground and one of him spawned.
You could set a death flag for Quillmane and, as long as he has a corpse, it doesn't remove his spawn flag?
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07-28-2006, 05:47 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Sarepean
Well, I'm not completely positive on that one.
I used to do a lot of Multi-questing on the Journeyman's Boots--- was lucrative business; 2000 platinum per multiquest had me all my equipment when I needed it for all of my characters. The trick to spawning the AC was to kill a few oddly named creatures. Most people would kill EVERYTHING and I'd watch as they camped the Ancient Cyclops for days and never see him where I could spawn him in two game days reliably.
I'm fairly positive that the respawn time on his placeholders was a little lower then normal, too. In fact, it's quite possible that it may have been between 30 seconds and 4 minutes, but definitely not the slightly over 10 minutes that PEQ has most spawns for. However, I never saw this guy pop more then once per game night.
I'm thinking that maybe we should (in the database), lower the spawn time, SERIOUSLY decrease his chances (I've got him and Grizzleknot both as 5% now) and set a Spawnlimit 1 flag on their spawngroup. It's not quite live, but at least we won't be seeing more then one of him at a time and the spawn times will be closer to accurate.
So, on your quest files, implement a timer before the spawn to tick off 74 seconds, and then randomly spawn one of your PHs, but I'd lower the chances of getting a Quillmane. There'd be nothing worse then having one of his corpses lying on the ground and one of him spawned.
You could set a death flag for Quillmane and, as long as he has a corpse, it doesn't remove his spawn flag?
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Could probably just figure out how long it takes the corpse to expire and stall the $variable cancellation with a timer.
But what I have now is, the two cycles of PH, that are ona one out of three chance to spawn, then if the proper npc spawns, he has a small chance to spawn Quillmane elsewhere in the zone. Might be able to get away with lowering the chance for the Ph to spawn, if I lower spawn time.
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