by glynn » Fri Nov 03, 2023 5:15 pm
I'm not sure if this is a bug or a feature, but the trollocs looking for Aren that were part of the tinker quest have spawned additional mobs. There were intially 3 mobs. Most recently there were 10 mobs (~3pm server time today, Friday Nov 3).
I speculate that the repop was adjusted to avoid trapping people outside the boulder without a way back in, but doesn't check the number of mobs in the room on repop. For example, if a player kills one of the mobs, allowing them to advance to the next step in the quest, the other two remain and three more are added on repop, and again, and again, and again..
I won't follow the usual procedure with a log and specific details about where or what mobs, as this would spoil the quest for others and the people who would investigate this know where it is and what I'm talking about without any more information!
Certainly it is reasonable that this is a feature. If it wasn't intentional, I'd just note that, given the flee mechanics of the final room, it is now noticeably harder for a small group of non rogue players to complete this quest than it was with 3 mobs, particularly if there are ds players around.
Thanks!
Glynn
I'm not sure if this is a bug or a feature, but the trollocs looking for Aren that were part of the tinker quest have spawned additional mobs. There were intially 3 mobs. Most recently there were 10 mobs (~3pm server time today, Friday Nov 3).
I speculate that the repop was adjusted to avoid trapping people outside the boulder without a way back in, but doesn't check the number of mobs in the room on repop. For example, if a player kills one of the mobs, allowing them to advance to the next step in the quest, the other two remain and three more are added on repop, and again, and again, and again..
I won't follow the usual procedure with a log and specific details about where or what mobs, as this would spoil the quest for others and the people who would investigate this know where it is and what I'm talking about without any more information!
Certainly it is reasonable that this is a feature. If it wasn't intentional, I'd just note that, given the flee mechanics of the final room, it is now noticeably harder for a small group of non rogue players to complete this quest than it was with 3 mobs, particularly if there are ds players around.
Thanks!
Glynn