Matthew on 19/8/2008 at 20:44
IIRC a couple of the harder guilds in, I think it was Everquest or something like that, banded together to take down the hardest boss in the game only for the admins to pull the boss just as it was about to die, resulting in no loot or XP at all. Anyone remember that?
june gloom on 19/8/2008 at 20:54
No, but what the fuck
a flower in hell on 20/8/2008 at 00:26
I remember friends of mine telling me shit about that. SOE is a bunch of killjoys.
Koki on 20/8/2008 at 09:49
Quote Posted by Matthew
200 players took 4 hours to kill Kerafyrm the Sleeper.
And that was back in EverQuest. Wow.
Quote Posted by OLGWiki
Lore: It is almost unkillable because, in a rare and ill-fated experiment with something approaching dynamic content, the sleeper was to be freed by a heroic group of players acting against the wishes of the Claws of Veeshan. Kerafyrm is the spawn of dragons of two different colours, meaning its genetic structure is that of a very large and angry dragon. It took the combined might of dragonkind to seal him in a lair - a lair conveniently stocked with a massive timesink of a crawl and lots of loot. His various golem and dragon guards have the loot; once all four dragon guards are dead, Kerafyrm is free to wreak havoc over Norrath. That is to say, pre-arranged scripts run in a few zones such as Skyshrine, The Great Divide, Nagafen's Lair and Permafrost, and Sleeper's Tomb. The event was allowed to run only once per shard and resulted in new (read: lesser) loot tables in the parent zone. The result of this superpowered dragon romping through zones populated by players of various non-uber was massive, uncontrollable death and general outrage, angst, etc on the whineplay boards.
Numerous patches have made the zone more tolerable in its "awakened" state, however there has been no method created to put the genie back into the bottle.
That's what I'm talking about!
a flower in hell on 22/8/2008 at 02:49
The maximum "raid" size in FFXI is 18 players. Most everything in FFXI is done in the standard party of six. Square Enix was never fond of the nightmare logistics in 40+ player bosses.
a flower in hell on 24/8/2008 at 05:00
Turns out that Square Enix has listened to player response and has put out a little blurb stating that the encounter with Pandemonium Warden is essentially bugged and cannot be killed the way it was designed. Thus leading to the 18-hour fight.
So basically, they were doing it wrong, but couldn't do it right due to a script not triggering properly, a weakness not exploitable as intended. The three boss monsters (Pandemonium Warden and a few other "unkillable" bosses) will be getting fixed in the next update in September.
Unlike Blizzard, Square apparently admits when they screwed up and doesn't leave something broken for months on end... *coughc'thun1.0cough*
june gloom on 24/8/2008 at 06:09
That sounds disturbingly like SOE's rationale for the Sleeper in EQ.