Post#3 » Mon Sep 20, 2010 11:55 pm
I think the design is flawed, personally. The first 20 npcs spawned in the instance seem to always have the collection items needed, and anything beyond that in the zone will not have a piece.
That pretty much means as Nexor said, if the first npc you find doesn't have the item, then you can assume that the instance is bugged.
It should be designed with a more randomized approach, forcing you to hunt down the 20 items throughout the zone, similar to the original live design, instead of killing the first 20 mobs you find and being finished. That seems too linear and simple and doesn't really give way to the dungeon crawling aspect that LDoN was designed for. There should be a limited chance of said item to drop off each npc in the zone, so luck of the draw would determine how quickly you can finish the dungeon. This means that you could very well finish in 20 straight kills if you are lucky enough, but could mean that you'd have to clear the entire zone to finish, with the possibility of having to wait on respawns if you are extremely unlucky (worst-case). Of course, the percentage could be as simple as 50% chance, ensuring success without having to actually clear the entire zone, but still require a hefty crawl through the zone. I mean, the fact that people can pull the first 20 mobs, and very easily AE kill them, loot their 20 pieces, and not even have to leave the front two rooms/hallways of the dungeon is downright ridiculous and I don't believe is exactly what the developers intended or hand in mind when LDoN was released on THF. I could be wrong though, as I am quite often.