quest mobs

Archive of the Sojourn3 Gameplay Discussion Forum.
vynigumba
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quest mobs

Postby vynigumba » Fri Jun 07, 2002 5:59 pm

since I am tired of looking around for mobs that disappaear 1 minute after reboot, I have an idea..
Why dont let the mob stay? or repop (without item) if you need to kill him?

I am not sure if there is a reason why as soon as you quest a mob (in most cases) it disappears.. It would be nice if it stays but without being able to quest again
so poor mortals can EVENTUALLY figure out quests without being spoiled.

am I missing something?
Grungar
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Postby Grungar » Fri Jun 07, 2002 6:01 pm

Word.

I concur entirely.

Would it be too big a pain in the ass to tinker with the mob and quest stuffs? Or perhaps it could pop another mob who says all the same sort of stuffs but "Naah, I don't need that thingamajig today. Perhaps tomorrow." when you get towards the end? Yeah.

Three thumbs up.

- Grungar "I'm a mutant! I'm a mutant!" Forgefire
cherzra
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Postby cherzra » Fri Jun 07, 2002 6:29 pm

It's up to the area writer if he wants the mob to disappear or not... and it's his area, so he gets to choose Image

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Zoldren
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Postby Zoldren » Fri Jun 07, 2002 6:36 pm

"zone" mobs can poof all they want
but i agree, mobs on prime !in major zones should be !poof
combatmedic
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Postby combatmedic » Fri Jun 07, 2002 7:40 pm

You see a sign on the mob's door.

"Gone fishing! Back in one reboot!"



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Kifle
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Postby Kifle » Sat Jun 08, 2002 11:24 am

I agree with zoldren. If its in a Zone zone then it would be fine to poof, but there are many many mobs i have searched for for months and have heard of them loading, but i never get to speak with the bastards cuz they are gone within 2 minutes of boot.

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moritheil
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Postby moritheil » Sun Jun 09, 2002 11:21 pm

The point of coding it this way was to, as kifle put it, be bastardly and restrict the number of items you could eke out of the quest. One per boot. Some quests are coded so the mob does not pop, and those are intended to be quested multiple times per boot.

C'est la guerre.

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Dalar
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Postby Dalar » Mon Jun 10, 2002 4:42 pm

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by vynigumba:
<B>since I am tired of looking around for mobs that disappaear 1 minute after reboot, I have an idea..
Why dont let the mob stay? or repop (without item) if you need to kill him?

I am not sure if there is a reason why as soon as you quest a mob (in most cases) it disappears.. It would be nice if it stays but without being able to quest again
so poor mortals can EVENTUALLY figure out quests without being spoiled.

am I missing something?


</B></font><HR></BLOCKQUOTE>

imho if they mob stayed it wouldn't be consistant with the storyline in some cases. depending on what mob you're talking about ofc, but i know many quests that are highly sought after and would make no sense if the mob stayed after being quested.

I do like Grungar's idea alot though. Could make it so most quests end in giving a reward to a side mob like the kralgar/kri'it quests' elven matron and aide-de-camp.

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Watashi
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Postby Watashi » Thu Jun 20, 2002 3:14 am

this other mud i played rare eq loaded about 1 out of 100 boots. So you people have it easy.
Xebes
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Postby Xebes » Thu Jun 20, 2002 7:10 am

Watashi, there are some mobs that have been seen once or twice in about the past RL year... I think that qualifies. :-P

-xeb

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kiryan
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Postby kiryan » Thu Jun 20, 2002 2:13 pm

i always wondered what would happen if you found a quest mob and were talking to it trying to find out the quest and someone showed up who wanted to quest it. Are you allowed to sit there and talk to it trying to figure out quest or is the other person allowed to simply quest it if you dont know it. Would it depend on what quest items were required?

Could you force people to leave the room if you didnt want them to see what items you handed in to the mob?

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