Citadel Chest Update

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+Veritas
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Citadel Chest Update

Post by +Veritas »

There has been a modification to the elixer chest in The Citadel. Please refer to the following link for more information:

http://www.uoex.net/wiki/Citadel_Elixer_Chest

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Fiacha
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Re: Citadel Chest Update

Post by Fiacha »

nvm.
Last edited by Fiacha on Thu Jul 08, 2010 10:22 pm, edited 1 time in total.
Undertaker
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Re: Citadel Chest Update

Post by Undertaker »

well that would make it too easy now would it ...
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Kaiana
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Re: Citadel Chest Update

Post by Kaiana »

Just curious...what was the purpose of this change? To me it seems a bit unnecessary...I have been a frequent patron of the Citadel for a long time and have never had a problem with the chest. If I recall correctly the item inside only spawns every 30 minutes or so and so there's no real point for anyone to "camp" the chest...and if they did want to camp it this change really wouldn't affect that much aside from forcing them to kill a couple of weak mobs. *shrug*
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+Veritas
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Re: Citadel Chest Update

Post by +Veritas »

It's not a matter of the chest being the problem, but there has been a history of players logging in with alternate characters that are standing next to the chest. They would log in, loot, and log out. Hardly a challenge for a potentially high value item. So, it was very much necessary. I added the additional door and locked both the door and chest to make those who want to still have a character logged out in that area work a bit harder for the item. With a capable character, you're going to wait 5 minutes for the key to drop...tops.

This idea came to me while I was working on another project, and I had an "ah-ha!" moment. So, I implemented it here as well...

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Kaiana
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Re: Citadel Chest Update

Post by Kaiana »

I understand the need; I just wish you had done it differently...the problem being that when I got there today someone had lurestoned some of the key-dropping mobs to behind the locked door, and without a key, now I can't get to them :( Been here ten minutes and no key, so I've got your five minute timer beat, lol

Edit:
Now 20 minutes and no key...I'm beginning to think you set it up so only one mob had the key at a time and that it's the one locked into the room right now....
Also, please don't think I was saying it wasn't necessary, I just wanted to know why it was changed, which you sorted out for me :p Although honestly I think you should have just jailed the people logging out and logging in at the chest for a while, since that's technically against the rules if another player is camping that room (in which case the players are supposed to take turns looting the chest).

Edit 2:
I ended up volcanic eruptioning the guy to death so he'd respawn. He obviously was holding the key and since he was locked into the room, it was impossible to get in....maybe make it so more than one key can spawn at a time?
Remember when you have your ah-ha moments to also think like a conniving player and think of all possible ways that someone could screw with your setup ;) Lure stone being the problem this time...
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Fiacha
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Re: Citadel Chest Update

Post by Fiacha »

One key doesn't spawn at a time I have gotten 2-3 at a time

And you don't need lure stone to make them follow you into that room. Someone could have gotten the key ran into the room while 3-4 things were attacking them, looted the chest with the key and then recalled out after the door closed which meant they were stuck in there.
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+Veritas
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Re: Citadel Chest Update

Post by +Veritas »

Problem solved. The black order guys will now go their natural routes to return to their places or origin, and step on the teleporter that brings both monsters and players out of the locked room.

Also, the best action for situations like this is not to provide continuous monitoring of it. It is better to make a change so you don't have to monitor it. That way I can focus on better things like additional content, events, pages, etc...

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