Altdorf 35+ mobs not attackable / salvage anymore

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spanky5240
Posts: 11

Re: Altdorf 35+ mobs not attackable / salvage anymore

Post#11 » Sun Jan 24, 2016 4:15 pm

My rationale was one of "oh, NPCs that are supposed to be friendly to us are killing us in our own capital, what the bloody ****?!" They weren't removed, they were simply made friendly since they're supposed to be.
This makes sense as they are supposed to be.
What part of the economy is most affected by the removal of a way to obtain level 200 curios/dusts/green frags? Probably the high-end talisman market. There's no proof of it 'greatly' affecting the economy, although I do understand that removing the ability to scavenge these creatures will make it harder for Order to make high-end talismans. Since I thought it was a blanket nerf affecting all level 39-40 NPCs, I did not think it would matter for the NPCs I altered. Seemingly I was wrong and will now have to find another way to remedy this.
Which is currently the talisman / character gearing end game. All 175+ mats overnight basically disappeared or increased to astronomical prices. As an example, Polished Gold Dust (175) - Went from ~14 gold to only 1 stack for 100g on the AH currently (time of this post). People this week buying out all +22 Talismans because they think it is impossible to get / farm these mats to get +22s.
Yeah, there's a cellar with 6 Feathered Coin Acolytes, I've made them level 39-40. Will be updated in the next patch.
I may even add level 39-40 Skavens outside the Warpblade Tunnel entrances too, or even some Skeletons at the entrance to the Sigmarite crypt if necessary, to compensate for Destruction's abundance in level 35-40 NPCs.
Awesome, this makes sense lore wise and helps fix the issue at hand. Thanks!

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RyanMakara
Posts: 1563

Re: Altdorf 35+ mobs not attackable / salvage anymore

Post#12 » Sun Jan 24, 2016 4:34 pm

spanky5240 wrote:
My rationale was one of "oh, NPCs that are supposed to be friendly to us are killing us in our own capital, what the bloody ****?!" They weren't removed, they were simply made friendly since they're supposed to be.
This makes sense as they are supposed to be.
What part of the economy is most affected by the removal of a way to obtain level 200 curios/dusts/green frags? Probably the high-end talisman market. There's no proof of it 'greatly' affecting the economy, although I do understand that removing the ability to scavenge these creatures will make it harder for Order to make high-end talismans. Since I thought it was a blanket nerf affecting all level 39-40 NPCs, I did not think it would matter for the NPCs I altered. Seemingly I was wrong and will now have to find another way to remedy this.
Which is currently the talisman / character gearing end game. All 175+ mats overnight basically disappeared or increased to astronomical prices. As an example, Polished Gold Dust (175) - Went from ~14 gold to only 1 stack for 100g on the AH currently (time of this post). People this week buying out all +22 Talismans because they think it is impossible to get / farm these mats to get +22s.
Yeah, there's a cellar with 6 Feathered Coin Acolytes, I've made them level 39-40. Will be updated in the next patch.
I may even add level 39-40 Skavens outside the Warpblade Tunnel entrances too, or even some Skeletons at the entrance to the Sigmarite crypt if necessary, to compensate for Destruction's abundance in level 35-40 NPCs.
Awesome, this makes sense lore wise and helps fix the issue at hand. Thanks!
We're aware that the talisman market is becoming exponentially more expensive and scarce as it is, finding the best ways to combat this is still a work in progress; mostly relating to how many ways we can implement blue/purple fragments. Fixing one thing may ruin another, especially when it comes down to NPCs and their loot. I simply didn't have my head on straight when it came to the effects to the eco, when you remove the only high-end mobs for a specific faction in their own capital. Consider it fixed for the next patch, however. ^^
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spanky5240
Posts: 11

Re: Altdorf 35+ mobs not attackable / salvage anymore

Post#13 » Wed Jan 27, 2016 5:07 pm

The feathered acolytes are still level 23, maybe a database sync needs to happen with the production server.

As an idea, since the acolytes are intended to be lvl 39-40 mobs and are slightly hard to find and in a cramped fighting area. Can we add some 35 / 36 mobs in more of an open area, I noticed one lvl 36 chaos ___ inside one of the cells in the jail building by the library, but it was not lootable / salvageable.

Some areas that makes sense to me and lore wise would be the docks / slums area. We can have gangs of ruffians / thieves in some areas blocking the path, similar to the hero skaven near there.

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ropuch
Posts: 91

Re: Altdorf 35+ mobs not attackable / salvage anymore

Post#14 » Wed Jan 27, 2016 5:49 pm

Well, no scavengable 39+ Plaguesworn Denizens in IC either ;)
A Pounce Too Far: http://imgur.com/KeSt8WL

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