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Dead
 
PostPosted: Thu, Jan 30 2014, 13:24 PM 

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There is no such rule.

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Naivatkal
 
PostPosted: Thu, Jan 30 2014, 13:55 PM 

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Yep it was said recently that there is no rule on that.

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MoshingChris
 
PostPosted: Thu, Jan 30 2014, 14:14 PM 

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Probably the easiest way to accomplish anything here would be to create exact duplicate spawn group of the Pirate and Loot. The duplicate group would drop the loot from the Pirate. Players would have no way of telling whether the loot or the Pirate is going to drop loot for them.

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Goldwater
 
PostPosted: Thu, Jan 30 2014, 14:55 PM 

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That's a clever idea and would add a bit of a twist to things! You'd get the dashed hopes of seeing loot drop only to find it's from the +4 bin, but oh well!


 
      
Mictian
 
PostPosted: Thu, Jan 30 2014, 18:01 PM 

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Or, there could be another idea... You have to fight both of them, same as now, but!

1) Door remain open, seriously I am fan of "No risk = No gain + No fun", but it could kill new players who do not know what to expect.
2) You'll have to kill both of them, no matter who will die first.
3) You'll have 5% chance (same as now), to spawn new chest (classic, not the bitting one :lol: ) where will be loot - Only if both creatures will be killed.

I think that could work?

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555444333
 
PostPosted: Thu, Jan 30 2014, 19:46 PM 

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MoshingChris wrote:
Probably the easiest way to accomplish anything here would be to create exact duplicate spawn group of the Pirate and Loot. The duplicate group would drop the loot from the Pirate. Players would have no way of telling whether the loot or the Pirate is going to drop loot for them.


This is the winner! 2 duplicate spawns, but with a 50% chance that the epic loot drop is from the much maligned Pirate as opposed to the 'easy' chest!

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Goldwater
 
PostPosted: Thu, Jan 30 2014, 20:09 PM 

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Agreed, someone repost it in IA for Glim?


 
      
Shroud
 
PostPosted: Thu, Jan 30 2014, 20:28 PM 

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MoshingChris wrote:
Probably the easiest way to accomplish anything here would be to create exact duplicate spawn group of the Pirate and Loot. The duplicate group would drop the loot from the Pirate. Players would have no way of telling whether the loot or the Pirate is going to drop loot for them.

This is a decent idea. I support this.

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Naivatkal
 
PostPosted: Thu, Jan 30 2014, 20:44 PM 

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That's a... weird way of doing it. You'll just see players leaving the one behind when they get lucky and kill the one that has the loot chance. It will reduce the possibility of the current theme happening, but it doesn't enforce the who interesting aspect of this being the only boss spawn of it's kind. Might as well just remove one of boss creatures from the spawn, it would achieve the same results.

I'd rather see it work the way it should be, where you have to kill the pirate to get the magical key or something in order to kill the loot. Or even you can kill the loot but it won't drop anything until the pirate is killed because you needed his key.

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Shroud
 
PostPosted: Thu, Jan 30 2014, 20:46 PM 

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There is no need to overcomplicate the solution. Chris's suggestion would eliminate 95% of the problem, literally, because there's only 5% chance that either of the monsters drop loot. If anything, I would be perhaps amused to find the Mimic there all by its lonesome, whilst the pirate had been put to rest and plundered.

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Mushidoz
 
PostPosted: Fri, Jan 31 2014, 2:12 AM 

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How about also a chance for a super captain spawn with the chest's physical resist and the pirate's strenght?... ok, that's sadistic :D

*Was just a joke by the way.. or was it?!

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MoshingChris
 
PostPosted: Fri, Jan 31 2014, 2:45 AM 

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Don't bother littering IA with it, I'll post it on the Dev Forums later tonight. This topic is kind of done by the way.

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DerkDerkistan
 
PostPosted: Fri, Jan 31 2014, 3:17 AM 

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Naivatkal wrote:
That's a... weird way of doing it. You'll just see players leaving the one behind when they get lucky and kill the one that has the loot chance. It will reduce the possibility of the current theme happening, but it doesn't enforce the who interesting aspect of this being the only boss spawn of it's kind. Might as well just remove one of boss creatures from the spawn, it would achieve the same results.

I'd rather see it work the way it should be, where you have to kill the pirate to get the magical key or something in order to kill the loot. Or even you can kill the loot but it won't drop anything until the pirate is killed because you needed his key.


Part of the danger is having to fight both at the same time. Separating the two makes the encounter easier.

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