When the grimlings took over the zone I petitioned to have it reset (after a while, like days) and the guide said that the time it takes for a reset is dependent on who the conquerer is. He said it was NOT bugged so they ain't gonna fix something that they say is not broken.
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Apparently the owlbear prince does pop but killing him does nothing.I spent 8 hours spanking every wolf in the zone including named and named PH's and I swear the wolf prince does not exist.....If it takes an hour to get one tribe to dominate all 3 areas and over 8 hours to reset it then that is pretty sucky..
Bah...anyway, whatever is supposed to happen it is still broken.I kinda wonder if after the zone was scripted someone in EQ decided that allowing players to effectively reset entire zones was a little too much.Possibly there is some exploit there that they are worried about.
Also I got to the zone minutes after a patch and the 3 tribes were not in there own areas so I assume the spawns are/can be random.I do not know if there is any methodology behind which tribe goes on the offensive or not.
With the amount of people now trying their hand at SS they need to either address this issue and/or change the loot table so they are common off any wolves/owls.
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Originally posted by brilgainOk, last scenario. Before our last patch, on Mith Marr, the grimlings were controlling the southern islands. The wolves were all still in their cave and controlled that. The owlbear cave was filled with grimlings. Does this mean that the owlbears were extinct and the only way to get bears to the southern islands was with zone reset?
the guide said that the time it takes for a reset is dependent on who the conquerer is. He said it was NOT bugged so they ain't gonna fix something that they say is not broken.Kradlum O'Kradlum
56th Level Ogre Warrior
Grandmaster Smith (250), Master Fletcher (195), Master Brewer (158)
Ardkor O'Kradlum
29th Level Ogre Shaman
Master Baker (175), Master Potter (135)
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Hollowshade not broken
the guide wasnt BSing you. i have witnessed people resetting HM on Xev. it doesnt always "Insta-trigger" or "Insta-flip". just like it takes time for a new force to "conquer an area" after they win the battle, the prince doesnt insta-spawn and the zone doesnt insta-flip upon their death. just have to be patient.
or resentful, since the bears were up (which i needed ATM) and someone reset the zone to do some quest that required a drop from a grimling. bastige. ah well. at least they were doing it for a reason other than just to kill for phat lewtz.
I will add this. MANY people THINK they know the whole mechanics of this zone. I definitely do not, but i do know what i have seen. if someone quickly snaps that "the zone is broken", i would say that its more likely that they just do not (as i do not) know ALL the details regarding the war. this zone is very complex (i would even bet the developer who designed it was a game theory math nut) and without looking at the source code, it would be very difficult to guess all the different factors that make each step happen the way it does.
Frynque Trolkins
Troll Smith of Xev
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Re: Hollowshade not broken
Originally posted by frynqueI will add this. MANY people THINK they know the whole mechanics of this zone. I definitely do not, but i do know what i have seen. if someone quickly snaps that "the zone is broken", i would say that its more likely that they just do not (as i do not) know ALL the details regarding the war. this zone is very complex (i would even bet the developer who designed it was a game theory math nut) and without looking at the source code, it would be very difficult to guess all the different factors that make each step happen the way it does.
Frynque Trolkins
Troll Smith of Xev
I consider it broken.
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working as programmed
dunno. i'd have to see the original design spec.
does the zone work? yes. can it be reduced to a "locked up state"? yes. i've seen this happen too. but i do not know if specifically the zone is bugged or if the game engine (sever side) is bugged and cannot handle the complexity of this zone.
/shrug
i dont want this to become a flame war. i was just pointing out that the zone is not "defacto broken". is it buggy? maybe. but it could easily be a general bug in the game server that is only "glaringly" obvious in this highly complicated zone. dunno. BUT i have seen the zone in a state that i estimated as "bugged" only to see it flipped by a PC with in an hour of first zoning in. so, what at first glance was a bug, turned out to be my ignorance. just have to do more delving on this zone, because i sure as hell don't fully understand it, especially concerning:
1) triggering attacks. they at times appear to be triggerable. other times you can perform the same step 15 times, until another attack occurs. one could be coincidence. the other might be some stop gap randomizer that "makes it interesting and unpredictible".
2) sometimes the prince spawns promptly upon zone unification. sometimes a PH spawns and you have to go thru the usual camping to clear him.
3) zone doesnt always reset immediately upon prince death. this is a sticky one. not sure if killing the prince triggers a timer or what. i've seen the prince die and the zone flips. i've seen the prince die. wait. gate out. come back an hour later, and the zone is flipped and peeps have started making the necessary "mods" for farming. [n.b. they could have /petitioned but i do not know if they did or not]
there are more, but these seem the biggest mysteries to me.
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You're really arguing semantics here with me. I don't care what part of the functionality of the game isn't able to support the zone war. The fact is the zone war DOESN'T work. This would make it BROKEN.
The biggest part that I consider broken is that EVEN IF you see the attack message, EVEN IF you clear the defenders, the zone WILL NOT ALWAYS set as it is supposed to (new mobs spawning in the camp). Heck I've watched the attackers tootle by with no defenders to stop them and no change in the spawns of the south camp. How much more broken can it be before it can be called broken without arguement?
I'm not talking about improper resets, I'm not talking about the utter inanity of having the path to 250 be right over the top of kitty progressive quests. I'm talking about BASIC functionality of the zone NOT WORKING reliably.
And when it happened to me (which is when I put down my smithing hammer until our developers remove their heads from their posteriors) I was told it's a pretty common occurance.
I don't even know about all these other things people consider broken. I'll assume they are, but I don't really care at this point.
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Posterior head removal may have happened.
Waiting with baited breath to see if the Hollowshade War has finally been fixed...
Oh, and a guide FINALLY got back to me about my petition about my lost shadowscream tools and he promised a GM would return them to me. Again, not holding my breath here, but it's a start.
...Zera
PS. Up to 102 cultural combines with no skillup -- grrBaroness Zeralenn Mancdaman - 58 Dark Elven SHD - Smithing (214)
Baroness Milletoux Fleau'chevilles - 66 Gnome CLE (Epic) - Tinkering (222), Pottery (215)
Csimene Penombra - 64 Human MAG (Epic) - Brewing (250) (Trophy), Tailoring, Smithing, Pottery, Research, Fletching, Jewelcraft & Baking (200)
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Kiz - I think that should be "...until the developers remove their collective head from their collective ass." as I am sure it is a group working on the zone and not just one person (as it says developers). And the zone is not broken, it is "working as intended".
Speaking of which, /beg, /plead, /grovel...I have to get my Shadowscream prep tools soon (178 smithing atm). You wouldn't happen to still have your tunic, would ya?
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