I think you broke the gargoyle spawn with this update. Been in there about 15 min and not a one. Plenty of skunks, but no gargoyles.
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors." -Raesh
GRIM45
PRIMEQ
Re: Crossing Monastery Hunting Update
01/03/2020 06:21 PM CST
>>I think you broke the gargoyle spawn with this update. Been in there about 15 min and not a one. Plenty of skunks, but no gargoyles.
I haven't checked, but I thought the idea was to split up the creatures? So the skunk area shouldn't have any gargoyles?
Maybe try moving to a different area to find the gargs.
- Navesi
The First Land Herald -- Zoluren's newspaper. https://elanthipedia.play.net/The_First_Land_Herald
I haven't checked, but I thought the idea was to split up the creatures? So the skunk area shouldn't have any gargoyles?
Maybe try moving to a different area to find the gargs.
- Navesi
The First Land Herald -- Zoluren's newspaper. https://elanthipedia.play.net/The_First_Land_Herald
GRIM45
Re: Crossing Monastery Hunting Update
01/03/2020 06:30 PM CST
>Maybe try moving to a different area to find the gargs.
Thanks. One would have assumed the change would have kept the areas at least reasonably similar to how they were before but...:shrug:.
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors." -Raesh
Thanks. One would have assumed the change would have kept the areas at least reasonably similar to how they were before but...:shrug:.
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors." -Raesh
BURGERM
Re: Crossing Monastery Hunting Update
01/03/2020 09:55 PM CST
I would have though that the idea was to keep death spirits from wandering in and squashing people. I always thought the skunks were just a random atmospheric as they just run away
DR-ZADRAES
Re: Crossing Monastery Hunting Update
01/05/2020 04:42 AM CST
Sorry if there was confusion, but I thought it was clear in the announcement: "These hunting areas are now separated to prevent the creatures of (wildly) different levels from mixing with each other." If a low level was after skunks before, it wasn't fun to constantly be running from gargoyles or spirits. Likewise, if you were after the spirits, wasting time on the others wasn't a great situation either. The goal was to give each a distinct area with their own, non-overlapping spawn.
The area is still mapped generally the same, just some directional links were replaced with trails/paths/"portals" to block creature roaming.
Zadraes
The area is still mapped generally the same, just some directional links were replaced with trails/paths/"portals" to block creature roaming.
Zadraes
BURGERM
Re: Crossing Monastery Hunting Update
01/05/2020 05:54 AM CST
Any chance you could wander over wall off the crossing sewers to keep silverfish from wasting our time when we are hunting thugs? :)
STANLEYJ
Re: Crossing Monastery Hunting Update
01/14/2020 09:46 AM CST
Here I thought it was a feature before.
Nice change. Always was interesting to get a stray death spirit amongst other critters.