Nadox - Elementals: cont.

Abelfaec

Dalayan Adventurer
In an attempt to better udnerstand this zone i: parked a rogue in the room in question using hide/sneak and took a monk to "test" the mobs referenced in the previously trashcanned post.

What I found was either:

A) When the roaming elemental in the first room is aggro'd an air elemental spawns at the exact same spot EVERY time. This position that the elemental spawns at is placed perfectly to aggro everything in the center cluster in the middle of the room.

B) The elemental in this room appears to have the ability to become completely invisible, probably designed similar to option A to discourage people from pulling these elementals and encouraging them to go around the room.

In option A, it is malicious, and because it is so un-inituitive most people don't actually believe that is what is occuring. In option B, i would think the difference with these elemntals warrants a name change for those mobs. It becomes required that adventurers kill all forms of the unstable elementals, but this encounter with the malicious set in the first room discourages anyone from doing so.

In option B, it would be appropriate to emphasize some difference in the elementals also, because clearly, these are different.

I would ask that anyone at all, even a dev pet that has progressed within nadox if they -EVER- kill those elemnetals.

The only people I have known to progress in this zones are the ones who get given hints by devs to avoid those, which is very poor logic in developing progression.

I currently have killed challenger 5 times, and spent mindless hours attempting to progress onward from challenger.
 
I did remove one of the roamers and the room should be considerably easier after the zone reboots once. Hint: the 3 roamers in the first room were linked. That was the whole trick.

in light of this, is there any way to add a small variation to the walkspeed/runspeed of the different elementals? the earth is slower, definitely. But if these are linked with a variance in runspeed timing this would be very realistic. Maybe the 3rd doesn't need to be removed, but with 1 earth elem walking slow, and the other types all at a set speed the end result is something similar to the stacking of djinni's in poair. But being linked :/

Thank you for taking this seriously though, because it was a bottleneck that wasn't obvious.
 
The only people I have known to progress in this zones are the ones who get given hints by devs to avoid those, which is very poor logic in developing progression.

Hey. This is totally false ok. My group spent 11 hours in Nadox and killed the 6th boss with no "help" from anybody. This is how you get through Nadox: get a group of people that know how to play the game and adapt.

To be honest, I don't think the elemental room needed to be dumbed down for people since it is really not difficult to understand if you pay attention to what is going on and have a competent group.
 
yah i havent made it "to" far into the zone. but i've made it past that point. took a few tries but yah. no hints from dev's no cheats. just intuition and attentivness. keep at it u'll figure it out but the room operates as its supposed to
 
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