Another Chardok gripe...

Problem with pathing,spawns etc - post here
Bonehead
Posts: 107

Another Chardok gripe...

Post#1 » Tue Aug 04, 2009 3:58 pm

Ok besides my post here http://www.thehiddenforest.org/forum/viewtopic.php?f=9&t=502, there is another problem me and my guildmates have experienced three times now...the doors near the royals.

There are 3 doors down in the royals area, one at the Prince, one leading to the library, and one on the library's bottom floor leading to the king/queen. All of these doors are locked and require a rogue to open them. Now, normally, that is no problem, just get next to the door, #bot spawn Omgopendoorplz (Roguebot), and pick the lock. But on 3 separate occasions, the door to the Prince couldn't be picked, and the other doors ended up only being able to be picked from one side or the other so after passing through, no way to get back out.

If someone could test this out, that would be great, would be nice to know if we're the only ones experiencing this problem.

An easy solution to this problem would be to make the doors open like normal. I mean, everyone who goes into the zone has the ability to open the doors already, summoning a bot just adds a few minutes to the time spent down there. Or, another solution would be have a key drop from a specific mob, like one of the named that drop no loot (Councilman Buzdarloan III, Councilman Garkerok III, Councilman Ysabrial III, Councilman Laanari III, Councilman Gwalnax III, Councilman Caroeth III, or Councilman Neyir III).

I just wanted you to know what problems we've been having down there, let me know if this can be recreated or if I'm messed up in the head...

Aarcore

P.S. - Omgopendoorplz is the best roguebot name ever...

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Tyler
Posts: 4365

Re: Another Chardok gripe...

Post#2 » Tue Aug 04, 2009 4:01 pm

Yea - i will/can/could remove the lockpick as with bots it's just a hassle to pick them in the first place. Only doors like NTOV door will remain in place.

As for a couple of other things, i NEED the Editor to work tho.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Jeido
Posts: 1265

Re: Another Chardok gripe...

Post#3 » Tue Aug 04, 2009 4:11 pm

LILLU!!!!!!!!!!!
Jeido, Founder of Evolution

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TheBloodmoon
Posts: 391

Re: Another Chardok gripe...

Post#4 » Tue Aug 04, 2009 4:28 pm

Could we add the locked doors in Ssra to this list? The locked doors leading to AL and XTC/HP can't even be picked by a PC rogue with 260 skill (max without a mod). You have to summon a rogue bot to pick it.
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The Bloodmoon Clan

Jeido
Posts: 1265

Re: Another Chardok gripe...

Post#5 » Tue Aug 04, 2009 4:37 pm

The ssra doors otw to AL etc have keys. You camped the commanders for how long and never looted the keys? omg :P The only doors with no keys to them are the 2 otw to emp, which rogues can pick just fine.
Jeido, Founder of Evolution

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TheBloodmoon
Posts: 391

Re: Another Chardok gripe...

Post#6 » Tue Aug 04, 2009 6:19 pm

Yeah I've got the keys. I realized that there were keys for the doors after I made the post. Still ... seems mildly pointless to have them locked as a rogue bot can pick em just fine.
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The Bloodmoon Clan

Koeril
Posts: 1764
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Re: Another Chardok gripe...

Post#7 » Tue Aug 04, 2009 8:03 pm

In my opinion, if a door is Rogue pickable (for example <260 pick lock skill), just remove the lock altogether. Anyone can open them given enough time to spawn the bot and type the command so it is more of just a hassle than anything else.

I'm a Rogue so of course it would be nice to feel needed to open doors (every class secretly desires to have that niche which gives them an irreplaceable spot in a group) but really, I think it is uneccessary.

Of course leave in locks like the NToV door and progression related locked doors, I'm not talking about those.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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Tyler
Posts: 4365

Re: Another Chardok gripe...

Post#8 » Tue Aug 04, 2009 8:32 pm

Actually now with Striat back, i rather disable Rog bots.

There are doors that are not meant to be picked by #summonbotrog02.

We can remove unnecessary locks in exchange. We'll see what's possible.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Kiowa
Posts: 131

Re: Another Chardok gripe...

Post#9 » Fri Aug 07, 2009 7:15 am

tonight with 7 named 4 antiloot dropped on a trip down to royals

to me that seems more then 50% drop rate...and we been down here alot. seems to be way too common for that to drop. seen ring twice, back item once, 2 bobbing corpse earrings, numerous skeleton augs, and 2 voice of the unseen.

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Topsy
Posts: 517
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Re: Another Chardok gripe...

Post#10 » Sat Aug 08, 2009 2:47 am

I'm gonna have to agree, Every time i visit chardok its the same thing. Getting anti-loot 50% of the time wouldn't be nearly as bad if it actually had some significance at all other than (insert random loot generater) laughing at me. I mean in 5 runs of chardok getting anti-loot 50% of the time from named drops. I know damn well i'm not that lucky. The odds of getting it that many times in a row is rediculously high.

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