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Re: Boss Movements
Posted: Sat May 28, 2005 4:25 pm
by geezas
mmatto wrote:Assault would require lots of melees to keep guards occupied while nukes kill Aen. 1 lvl 200+ melee should keep 2 guards occupied easily. 1 healer heals quote many melees.
Some planning and orderly execution of that plan required too
Sounds like fun to try out sometime

not so much for the armor but to do it with manny people and accomplish it in a good functioning team/group

Re: Boss Movements
Posted: Sat May 28, 2005 7:52 pm
by akicks
martinr wrote:I heard in chatter too, that Skoff has moved from FG to GoC.
Anyone else got ones to add?
He certainly is:
Clickity
Yes, that's a yelk his fighting. And yes, he died while the yelk still had full health.
Poor thing.
Re: Boss Movements
Posted: Sun May 29, 2005 8:42 am
by micrix
kyesmith wrote:Bosses are screwed, they are not able to move 50m from their normal spots.
Which means 2 star bosses are in range of their gaurds which can add on you.
Also and for me the most annoying NPC bosses (Aen, Pei, Sirgio and Lixie) are now impossible. The ranged and magic gaurds have larger ranges than you are able to move the boss so unless we are expected to kill all the bosses gaurds and then the boss before the gaurds pop its not possible, which would take the whole server to do.
Ok rant over.
PS
FIX IT PLZ
If they have more range then a player can ever have its maybe unfair. But a boss who leaves the protection of his guards is a dumb one. I think the armors are one of the highest or the highest loots available. It should be near to impossible...
Fighting outposts will be quite similar and not easy. This is what i think after seeing the movie and experiencing the latest changes. I assume that it will be impossible to pull the NPC guards away...
I once was in a group harvesting the boss stinga in Loria. You can not pull a stinga

And it was fun. And yes, it needs a lot pf ppl to do this

Re: Boss Movements
Posted: Sun May 29, 2005 8:15 pm
by kazuki
As to the named mobs GoC has become a real killers playground. The calls for a rez come fast and furious. Zatchel moves amazingly fast for his size (and eats everything on his plate). Skoff pops in to liven things up and I hear that Vispa got bored guarding the pass and says hi to the foragers time to time. The charming and thus far harmless Muncham is a welcome guest.
In discussions with mates we muse... is this to preserve the kami tolerance or perhaps a retaliation for camping the named ones? I personally think the devs need a little holiday, they are getting quite mean.
Re: Boss Movements
Posted: Sun May 29, 2005 11:42 pm
by savvy
It seems killing the named bosses and not looting keeps them from respawning for several hours. This has proven to be very helpful to the GoC harvesters

Re: Boss Movements
Posted: Tue May 31, 2005 2:45 pm
by sehracii
savvy wrote:It seems killing the named bosses and not looting keeps them from respawning for several hours. This has proven to be very helpful to the GoC harvesters
Helps in bog too. Wyac lay dead for 4 hours, plenty of dig time.
I guess Skoff is really getting around, or he spawned a twin, because I saw him in FG just yesterday, twice. Straying further into the FG TP to bog route then I've noticed before.
Re: Boss Movements
Posted: Tue May 31, 2005 3:12 pm
by borg9
*Evil Grin*
Points at all the people how said they wanted 'Their actions to effect the world of Atys'
*Giggles insainly*
Camping a static named mob = Named mobs now roam!
Pulling a Boss/NPC away from their guards so you can kill at lesure = They don't move away from their guards!
Shouting cas you can't run away from mobs cas they never disengage = now they disengage (Did you say when you ask to be able to run away, that you want the chasing mob to wander back to its normal place?)
I am not saying I like some of the new stuff.
I am not saying I agree with the actions taken.
I am not saying I have never done any of the above.
It just seems to me that you have to becareful of what you wish for!
Old AD&D GM (hes was a great GM, but was a sneaky so and so)
I never used wishes after playing with him for a while.
One of my chars wished to be invunerable for all forms of attacks.
(He now lives in a box which has full life support, but hes kinda bored in there)
Another Char asked for a sword that could kill anything.
(He made it appear through my chest

)
So .... it seems we have some 'bugs' or some new features that we don't like.
Wonders what we will wish for next?
Re: Boss Movements
Posted: Tue May 31, 2005 3:18 pm
by gecker
It would seem that some tuning of boss mobs was done around high level forage areas. In Loria, there were 2 spots that were relatively aggro free. Now, Fijoo (named najab) wanders through one every few minutes and Slucer (named torbak) wanders through the other. Neither mob camps the forage area, but seems to come visit regularly.
In Sunken City at my favorite fiber spot, it used to be totally aggro free. Now some voraxes stay nearby and wander through. Also in PR the kitin patrols are moving twice as fast as they were prior to last weeks patch, making it a little harder to dodge them. The same for bandits.
Re: Boss Movements
Posted: Tue May 31, 2005 3:35 pm
by cygnus
There seems to be more mobs in PR now as well as named I've not seen before. last night I kept finding aggro on previously unoccupied spots, mostly kincher or kipesta. I was happily diggin wood and Korzin (named kipucka) walked by. Got a nice pic of him about 20m from me
Gonna have to walk round a bit carefully for the next few days.....
Re: Boss Movements
Posted: Tue May 31, 2005 6:00 pm
by targosz
Also same happened in Grove of Confusion....some mobs groups have been replaced with other of higher level (ie near popular water spot close to Karavan tp- Ocyxs were replaced by Jugulas and there was also change at High Grove but such mobs changes were there before) and Vispa started patroling area on different route....
Also we noticed new named Kiban (or new for us

) at Grove.