Bedlam

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Harabakc
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Bedlam

Post by Harabakc »

So what's the point of breaking bedlam after it being like that for a year? The crypt change alone is verging on crazy, the key drops *maybe* one in 10 kills on a 30+ minute spawn.
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+Rayne
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Re: Bedlam

Post by +Rayne »

I am not sure I understand your question/statement. The drop rate has not been changed.

The Crypt (and all of Bedlam) was tampered with, however. Recalling in and out is prohibited and marking is prohibited. The original settings have been put back into place, and the runes will be dealt with at a later time. This area was never meant to be a quick run through, but a series of steps in order to get the things that one will need.

Happy hunting!

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Re: Bedlam

Post by Harabakc »

...

It's been like that since the quest was put in.
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Re: Bedlam

Post by +Rayne »

I'm sorry but it actually was not. This is why initially people would say "How do I get out of here/where is the exit/I can't recall." I do not know how long this alteration has been in effect, but it did not start out this way. There was a lot of things that one had to figure out as they went along, it was never set up to mark and recall about.

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Re: Bedlam

Post by Harabakc »

It's been like that since I started doing that quest, around 10 months ago. And I never had a problem with the drop rates, because you could come and go as you please. In addition, the utter rarity of the crypt key drop makes going into the crypt virtually pointless.

It's never been a quick run through, specifically because of the sheer rarity of drops, that's why recall never seemed to be an issue.
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Re: Bedlam

Post by A Black Death »

appauling
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Re: Bedlam

Post by +Rayne »

The quest is optional, meaning that you do not have to go to Bedlam for the quest if you do not want to. Just as Labyrinth is non recall and non mark, so is Bedlam. We are in the process of checking all of the locations to see if any others have been disrupted.

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Re: Bedlam

Post by A Black Death »

but all of the others you can just go thru the dungeon w/o having to stop to get to a second level - and then when inside this second level (crypt) theres no way backout thats why the recal feature was intended to work
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Re: Bedlam

Post by Harabakc »

Labyrinth also doesn't include a keyed area that requires a 2+ hour session of killing a mob for a chance at a key that lasts for a single use. Bedlam just went from being one of the easier ones, to being borderline the hardest because of ridiculous drop rates. If you want to correct the drop rate issues I have would be more then happy to see it as is. But the drop rates as they were were set perfectly to match up with the ability to recall in and out again.

I'm well known for enjoying a challenge and completely avoiding druid spells for numerous reasons among them that it's too easy. If I'm one of the people that looks at this way I know I'm only one of a few dozen.

I can virtually guarantee I can gather the components for the Sanctuary gem in half the time I can in Bedlam WITH recall being in effect. Running to Fel isn't a hassle, it's just part of it. Changing Bedlam, that *is* a hassle.
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Re: Bedlam

Post by A Black Death »

same with labby i can complete it in 1 day bedlam would still take me a week to do even recaling in and out and most people are afraid of labby, due to the nature of bedlam every dungeon has different tactics , think the scare is the greater number of people that are getting good enuf to do these quests , (more cuz more people playing the shard) so maby trying to cut back on how many people can actually complete it so fewer of these art 70 items laying around , (my opinion) or would have the patients to complete it already takes incredible ammount of time and investment in character to even have a shot so why tweak it now?
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Re: Bedlam

Post by +Rayne »

A Black Death wrote:but all of the others you can just go thru the dungeon w/o having to stop to get to a second level - and then when inside this second level (crypt) theres no way backout thats why the recal feature was intended to work
You certainly can get out without recalling. It was built that way, though you have to try to find your way out.
Harabakc wrote: Labyrinth also doesn't include a keyed area that requires a 2+ hour session of killing a mob for a chance at a key that lasts for a single use. Bedlam just went from being one of the easier ones, to being borderline the hardest because of ridiculous drop rates. If you want to correct the drop rate issues I have would be more then happy to see it as is. But the drop rates as they were were set perfectly to match up with the ability to recall in and out again.

I'm well known for enjoying a challenge and completely avoiding druid spells for numerous reasons among them that it's too easy. If I'm one of the people that looks at this way I know I'm only one of a few dozen.

I can virtually guarantee I can gather the components for the Sanctuary gem in half the time I can in Bedlam WITH recall being in effect. Running to Fel isn't a hassle, it's just part of it. Changing Bedlam, that *is* a hassle.
I Disagree, as I went through Bedlam extensively with testers when it was being created. It is set up to be a very odd secretive enslaved society. It is meant to be difficult. One may go work in one section, then switch and go to another. You can travel throughout the inside of Bedlam, in all sections for days. It is not meant to be something you complete in 1 hour, or even 1 day. None of the areas are intended to be that way. Bedlam has a back story to it, and once you are there you cannot 'get out' based on normal means. You must find your way out differently. That is how it has always been set up. The story of Bedlam was developed at the beginning of construction. It hasn't been and never will be intended to recall/mark in. I am only sorry I did not catch this tamper sooner.
A Black Death wrote: same with labby i can complete it in 1 day bedlam would still take me a week to do even recaling in and out and most people are afraid of labby, due to the nature of bedlam every dungeon has different tactics , think the scare is the greater number of people that are getting good enuf to do these quests , (more cuz more people playing the shard) so maby trying to cut back on how many people can actually complete it so fewer of these art 70 items laying around , (my opinion) or would have the patients to complete it already takes incredible ammount of time and investment in character to even have a shot so why tweak it now?
Things have not been "tweaked" they have been changed without authorization from their original intended state. There is no 'conspiracy'. I hope that everyone puts in the time and effort to get these great pieces of armor.

As I said, we will be checking all of the Peerless areas to make sure they are as they should be as well. Rules may vary for each location depending on the story line and other factors associated with it. If there are more unauthorized adjustments that have been made, they will be fixed ASAP.

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Re: Bedlam

Post by Chroma »

See now look what you all did.
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Re: Bedlam

Post by Tigerstorm »

Ok I just read all this.. I've been on shard since almost 2 months, only gem I was able to get so far is Blighted grove's.. Granted, i'm not a druid, and mostly hunt alone. Drop rates don't bother me that much, but I always wondered how to enter the crypt (could enter as a ghost and get rezed inside), but didnt even know a guy dropped a key to get in...

I agree that peerless areas should be no mark, no recall with a special means to get out. But, even if I know coding can be hard..how about a rule of recalling out (still no mark though...) possible if u are 21 days or less ? So new players just exploring and stumbling into those areas could get a small fighting chance until they get better ? Or just plain keep the access to people older then 21 days ? (like the newb champ, but reversed)

I personnly freaked out 1st time I went to Bedlam alone.. "What ? I can't get out way I came in ?? " and had to use help to get out, pay 20k for corpse and 60k for pets...Anyway, my guild is growing SLOWLY (small, friendly and under control is my goal) and we will go hunt there and test them all out. Only one i didnt test alone yet is paroxysmus, cause it's far off a bit and not a safe place for me to be alone (especially if u can't recall out neither of the lair, nor out of T2A !!! ) and paroxysmus will see my nobles as T-Bones or ribs...

But I did hear that as far as Bedlam goes, can't heal pets anymore in there ?? Is that correct ? :shock:
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Re: Bedlam

Post by +Colibri »

The thing is, as +Rayne already said, the settings for that area were not as initially intended. The "region controller" as it's called, might have been intentionally or accidentally removed, or perhaps a staff member was doing things to it that don't seem harmful, but infact disrupted it. Also marking runes in there shouldn't be possible. This is what got our attention and after a quick look, we found there's no special settings for that area, even though at first there were, and that's how it was also intended to be.

The thing with players not being able to heal pets was an error on our end, it's been fixed. I hope you can understand but that device has many features, so it's easy to miss one setting.
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Re: Bedlam

Post by fingers »

Well if the place was meant to be a no recall area, so be it! But honestly, I once killed Monsterous Grizzle more then 60 times to get a key. I completed the whole mage quest 8 times, verging on my 9th completion. I beleive the drop average for me has been 1/20. The drop rate should be higher, imo, especially because many Mondain Legacy recepîe requires Grizzled bones.

But what really surprises me is that the quest, all in all, is working. It is far from easy, and if administrators have any doubt about that, I suggest they create a regular character with no admin "god mode" and try to acheive it.

There are sooooo many things that are really broken that would require attention:

- Bushido evasion not working
- Honor virtue not activated
- lightning arrow not working
- serpant arrow not working
- Butchers war cleaver not working as intended
- spell damage increase not working for druid and clerical spells
- acid rope recepie not working
- Slaarion droping a map that poofs away
- and the list could be going on for pages and pages...

Thoses are add-ons that would really enhance gaming experience for all players. But instead, time is invested on "fixes" that only have for effect to displease the few players having the ability and the patience of doing this quest. I beleive that on a shard living from donations, the staff should have a client satisfaction approach, not some:
+Rayne wrote:The quest is optional, meaning that you do not have to go to Bedlam for the quest if you do not want to.
Wich sounds alot to me like: "if you don't agree with what I decide, too bad for you, just do something else, end of discussion".

Anyway, IF we are allowed to give our opinion, for my part, I say fine with no recalling, but please increase the drop rate.
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