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Message ID: 13141
Date: Sun Jan 16 02:59:30 GMT 2000
Author: Kyle Sibbald
Subject: RE: Cazic Thule Exploits (was bard vs enchanter)


I have heard that the GM's have somehow placed a monitor on the top of the
temple. If someone up there casts a spell or attempts to camp out, this
monitor thing reports it to a GM. I don't know if it will report simply
being up there.

I have also heard that the eventual solution to this is to lower the
ceiling of the zone to touch the top of the temple, therefore not allowing
anyone to get up there.

As for the pathing bug, Verant is *very* aware of it. A friend bard of mine
was one of the first on the archon when it started dropping the rubi arms
and used to sit up there playing clarity for groupmates hours on end. He
would just sit himself down and go do something else for a few hours. He
also got good at agrro'ing the entire temple and using the step trick. One
day he saw a PC there with an odd colored name. Pink I think (before the
/role colors were added). He watched as this PC started walking around the
top level very slowly, weaving in and out of the walls. Turns out the PC was
a WorldBuilder checking the pathing there. My friend ended up having to tell
the guy everything about what they were doing and the zone was brought down
for a day or so. I'd guess that they couldn't fix the pathing easily and
left it at that.

Good Journey

Sineras Silverlyre, The Divine Alliance (Cazic-Thule)

-----Original Message-----
From: Blitz Krieg [mailto:blitz_krieg@...]
Sent: Saturday, January 15, 2000 2:46 PM
To: eqbards@onelist.com
Subject: [eqbards] Cazic Thule Exploits (was bard vs enchanter)


From: "Blitz Krieg" <blitz_krieg@...>

>
> Ok, Cazic-Thule spoiler time.
>

This is not a spoiler... This is an Exploit. If caught, you will get
banned.

I've been fighting at the top and the bottom of the temple for about 2
months now. If you engage a mob and run to the bottom, the mob will
eventually follow you all the way down and you can fight it without
exploiting. The frustrating part is when a small group ( 1 or 2) will sit
in the temple halls, steal the pulls, and exploit the mob. (In many cases
this is a level 50 and a level 25 or so, get the hint?) I normally let
people play however they want to play, as long as it doesn't effect me, no
matter how cheesy and lame the tactics may be. However, when I head back up
the temple to find what happened to the Archon I pulled and find someone
exploiting in this manner (Numerous other mobs as well), I am forced to
/petition. It was funny to hear from the guide that these players claimed
to not know they are exploiting. How can anyone kill anything without risk
to themselves like this and think it is a fair tactic? And when you're
ruining the fun of another group who is playing fair, at that.

To combat this, I've started to use charm to pull when the temple holds more
groups than mine. (Just to keep this thread on topic :)

Darkfox Reven'tsol
Xegony
>
>
>
>
> The Archon Temple is very buggy pathwise. There are two primary ways in
> which groups exploit this:
>
> 1) A puller is SoWed and (with or without levitation) runs down the tiers
> and away from the Archon's steps to pull. He punches a lizard in the nose
> and runs back to the group at the base of the steps. Generally speaking
> that lizard hasn't followed him back, it is somewhere away from the Archon
> steps, aggrod and "frozen". Quite often groups will curse the bad pathing
> and run to the lizard to defeat it (nothing wrong with that). However, if
> the puller stands *on the steps* themselves at the Archon Temple top, the
> lizard will unfreeze and run to the puller at the steps. To be perfectly
> clear: You MUST stand upon the steps for the mobs to come to you.
> Therefore, the puller's presence on the steps becomes something of an
on/off
> switch for mob activity and movement. The exploit part of this occurs
once
> these lizards have come to the puller at the steps. If the puller to whom
> the lizards are aggrod removes himself from the steps they will once again
> "freeze" due to the pathing bug. The group can now fire at will with
little
> chance of the lizards leaving the steps to actively engaging them in
melee.
> Other melee members of the party can sometimes melee the lizard on the
steps
> in safety - it's as though the hate list of these buggy lizards doesn't
> reorganize itself. Regardless of the damage others do to them, the
lizards
> remain aggrod on the first guy that bonked them on the head. If the
lizards
> *do* engage in melee, the entire party can move away from the steps to the
> first 90 degree corner (either seems to work) and the lizards have another
> very good chance of freezing when the party reaches the corner. A group
> that knows how to work the pathing of the lizards up there can have a
*very*
> safe time of taking out lizzies.
>
> I have been in groups that had the puller deliberately go out and smack as
> many lizzies as possible to create a 12 liz train to the Archon. Once
> there, the puller stands on the steps and takes a bit of abuse while all
the
> lizards catch up. Then the puller does his best to arrange the lizards
into
> as closely knit a group as possible on the steps, then jumps from the
steps
> freezing them all in place. Wizards and Mages then AE the whole bundle
down
> at their leisure. I quickly departed these groups because this is BORING
as
> hell, and actually not any faster (I'd argue slower) than a good
> old-fashioned fight or three. The only reason I was invited was as a mana
> pump for the casters. Basically I was to stand around watching and
playing
> Clarity continuously. Forget it - the Throne Room is more fun and better
> potential loot in that case.
>
> 2) Mobs that are aggrod to a party cannot reach the actual flat top of the
> temple. If (when) trains of lizards occur, simply run up the sloped walls
> of the Archon's Temple and you will be both out of melee range and out of
> spell range. The mobs will remain aggrod on you, but will mill around on
> the Archon steps. Casters can cast on the lizards from here in relative
> safety (this is an confirmed exploit by Verant, you can get BANNED if
caught
> doing this). Large races will either need a levitation (maybe a shrink
> would work too) or old Guise of the Deceiver in order for them to reach
the
> top. If the situation with the lizards gets unmanageable, simply camp out
> up here and come back to clear their aggro lists. All members of your
party
> must camp for this to work. I have camped overnight on the top here many
> times. Lizards simply cannot get up here, and the two or three times that
> I've seen it they 32k (suicide) themselves. I have *never* heard that
> running to the top to escape lizards is an exploit, only that casting from
> here is.
>
> Use your knowledge wisely.


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