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  1. #1
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    Quest Problems

    This is the thread to post about quest bugs/fixes that are needed. Again please be concise and include:

    Quest faction (good/evil/neutral), quest giver, quest name (as per journal) and exact details of problem.
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    Quest Tokens

    This evening I found that there was a problem with some quest tokens being given out repeatedly to people, this is obviously due to an error with coding and has been reported to Lorien, who shall remedy the situation soon.

    Should anyone else know of any such problem please let us know straight away. Because tokens are there for a reason, it prevents you from repeating the same quest over and over again. And we all know that that is not what we were wanting.

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    I believe the rohan quest works like that as does the white hand token.

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    Moved to bug/error reporting.
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    You can gain multiple Lossoth quest tokens.
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    First Isengard quest is repeatable even with the token
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    Quest Tokens

    I have seen people once more redoing tokened quests even after they have been told that it is not allowed. If I see this again, heads will roll. You have been warned the last time.

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    In the new Rohan quest if the party leader leaves the henchman drops from the party. You can talk to him and he'll say he will join you but he won't rejoin the party. If it happens it screws up many convos down the road and makes the end impossible. Perhaps the action taken script could be changed so that every time you ask him to join you he joins the party instead of once per pc.

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    The Shire postal carying quest is sometimes redoable, even if you have a Shirrifs badge already. The farmer Maggot one works fine though.

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    The new quest seemed to give quite a few problems in Tharbad last night, Uruks kept spawning in the south when players travelled there and then chasing them in to Tharbad.
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    Quote Originally Posted by DM_Araw
    The new quest seemed to give quite a few problems in Tharbad last night, Uruks kept spawning in the south when players travelled there and then chasing them in to Tharbad.
    Not to mention that guards not only do not attack the Uruks on sight when they chase a character into the city, but rather attack the character if he decides to fight Uruks back!

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    Quote Originally Posted by Flamgoch
    The Shire postal carying quest is sometimes redoable, even if you have a Shirrifs badge already. The farmer Maggot one works fine though.
    Here is what i observed for that quest... if you only completed the postal delivry quest you can't take it again, but once you have done the one with farmer maggot, you can take it again. So i think it means that the second shirrif badge will not be detect when trying to take the letter delivry quest.

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    Smile Rohan quest

    Though we had a great time on the new quest we had a minor problem that led to bigger ones, I crashed and was the one with the quest, when I got back on Capt. Divas wouldnt rejoin the group, this created problems finishing his girlfriend quest and when we got to the final part we were unable to get the item to help us finish (dont want to spoil it). Luckily for us Vaire stepped in and helped but we would have been stranded otherwise. Just thought you should know.
    Cindi

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    Forochel, Morek's dungeon in Carn Dum.

    My character has gotten all the way to the Lair, but when speaking to the Projection, he drank a potion when the last line ("Prepare for battle") was still on the screen. This broke the dialogue. I assume an accidential misclick or pressing the Esc key would give the similar result. If the dialogue breaks that way, nothing happens (contrary to the Projection's threats), and it will not speak to the character again, thus breaking the quest.

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    The guards and citizens of Tharbad are Neutral. The uruks belong to an Evil Faction. Ideally we would want the guards to attack them, but the way the factions work at present if we made them hostile to the Isenguard faction they would kill evil PCs.

    This is something that occasionally occurs, but thats the nature of having a place where good and evil characters can meet and interact. It may be possible to include a script for the guards to make then attack on sight specific enemies.

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    Quest: A test of character
    given by Denethor in Minas Tirith (#5)
    Problem: The key from Adela the healer for the tomb of kings.

    Description:
    A) You need the key from Adela to open the tomb. The key disappears when doing so. Yesterday i tried the quest for the first time. One player was not moving quick enough to get into the tomb so i got out again and tried to get another key from Adela which she was not willing to give thus barring us two outside the tomb.
    Maybe that is intended to keep players from collecting keys.

    B) If so - you still can get multiple keys. I had in fact two keys (this was our second try after the first party wipe-out). And so you get them:
    Got the quest (and key), but after i found some help we were busy on another topic so there was not enough time to start this quest too. The server reset and i gathered another party another day, took the quest again and received a second key.

    Solutions:
    A) Adela should check for a key in the inventory and hand one over if there is no one (anymore).
    B) Adela should check for a key in the inventory and refuse to hand over another key if there is already a key in the inventory.

    If B) is the problem, can the time for which the gate stays opened be lengthened? Or could you install a second device from inside to open the gate?

    P.S. The key is droppable in the current configuration.
    Last edited by Kyle Morgan; 27-01-2006 at 01:48.
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    Easier solution to the above problem, more in line with how other quests currently work: upon using the key, a dialogue is presented to the character who did it, asking him whether he wants to enter or not. If he confirms, only then the key is taken from him and the entire party is teleported inside.

  19. #19
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    Another option, is to wait for the last person before entering the tomb.

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    Quote Originally Posted by DM Curumo
    Another option, is to wait for the last person before entering the tomb.
    We were all standing before the gate before i used the key. The player who failed to enter must have been afk for one minute which was enough for the gate to close again.
    Second - it would be nice if you had the option to retreat from the overwhelming foes and recruit more forces for a second try. I did not expect to be attacked by 50 or more Skeletton warriors at a time. There were so many that using a fire-bomb freezed the server for 5 seconds.
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    Quote Originally Posted by Kyle Morgan
    Second - it would be nice if you had the option to retreat from the overwhelming foes and recruit more forces for a second try.
    I think that's the risk you take when you accept a quest. If you can't handle the foes in the quest then you are either not ready for it, or your tatics stink!

    That is a tough quest, but we have completed it with a party of 3/4 higher teens/low 20's characters.....and our tactics stunk!
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    Lag, crashes, random brief disconnects etc happen. So it is not always an option.

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    Clone your tactics always stink Especially when it comes to Gregoire.

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    Eddie, the first time you do a quest there will always be the risk that you run in to trouble, and I think there probably is a level restriction on the quest because you likely cant get it if you haven’t done certain other quests first.

    With regard to Kyle’s comment about the ability to retreat, I think that makes more sense or if there is no opportunity to retreat in the quest then perhaps the quest giver can emphasise this some how, that way at least you know you wont have a chance to retreat if you do run in to trouble. Not having done the quest myself, I don’t think I can comment much more on it.
    Last edited by SNarfel; 27-01-2006 at 13:51.
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    Quote Originally Posted by Eddie the Elf
    If you never done the quest before, how would you know you will run into trouble? You shouldn't be able to get the quest if you were too low level to do it.
    Err....it's a quest. Probably sensible to expect trouble at some point!

    I believe there is a level restriction on the quest (18 I think), but you would only need one level 18 in your party to get the quest.
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