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Goin' NukeLear
Join Date: Jan 2007
Posts: 52
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One of the more annoying sets of bugs still present in the game (predominantly in the higher level content zones and underused areas, it seems) is that the respawn point following death has not been properly coded in. While perhaps not a "game breaker" this can be incredibly annoying to solo players or small groups without anyone who can rez. I've only been finding them in Thestra so far, but perhaps others have experienced similar things in Qalia and Kojan.
Examples: If you die in Lost Canyon, you respawn in the Ravaged Coast housing area. That's several chunks away and one heck of a run. And don't try swimming down the coast. It's about impossible to climb up anywhere. Should you kick it while fighting in Vsurog Moore, you will respawn in Ruin Falls. And not even at the alter next to Elani, (which wouldn't be *so* terrible) but I mean you respawn way the hell up in the north end of Ruin Falls. Heros' Plain (and I *think* at least part of plains of anguish) doesn't appear to have a working alter and you, again, wind up back in Ravaged Coast at the housing spot. Here's one that's not "annoying" but is probably being used as a mini-exploit of sorts. Should you be sailing (or running levitated) along the Southern Thestra coast, in the Troll Coast chunk, if you either die or do an evacuate you pop up way the heck up in the northwestern area of Forest's Heart. There's a quick way to get up over those impassible cliffs and quickly on your way to Leth Nurae if you wish to. Any more out there? Getting these fixed would be a big plus for adventuring in these higher level zones and make sorcerers a bit less afraid to hit the evac key after the group finishes a quest line.
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Jakys Enkokiss Sorcerer of Haven Florendyl Server "Build a man a fire, you warm him for one night. Set a man *ON* fire and you warm him for the rest of his life." (Ancient Sorcerers' Proverb) |
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