The Tomb of Lord Tsang QA
Re: The Tomb of Lord Tsang QA
Working on Cleanup today, at least of the creatures in the Jin'Ka forest.

Re: The Tomb of Lord Tsang QA
Some of the changes that I've made that I hope is for the better:
Kel'Set Dar Part 2 will no longer require Jin'Ka Flyers. Now you must kill Jin'Ka Frost Maidens.
Adrid Part 2 will no longer require Corrupted Petrified Oak. Now you must kill Jin'Ka Fire Maidens.
I did this because The Frost and Fire maidens weren't being used at all, and the Corrupted Oaks and Jin'Ka Flyers were being used for two different weapon quests for their Part 2. Now all of the four dots in the forest are being used for Part-2-Weapon-Quests and none of them overlap with each other.
Ulaar Part 2 will no longer require Jin'Ka Creepers. Now they must kill Jin'Ka Vinebeasts.
I did this because the Creepers were being used for 3 different Part-2-Weapon-Quests, but the Vinebeasts were only being used for 1. Now all of the 3-dot mobs in the Jin'ka forest will be linked to two of the Part-2-Weapon-Quests.
Kel'Set Dar Part 2 will also require 15 Beach Dwellers (instead of 25), and 25 Hound-Wolves (instead of 15)
Dakkar Part 2 will require 15 Hound-Wolves (Instead of 25) and 25 Creepers (Instead of 15)
I made those changes so that none of the 3 dots will require 25 kills for any more than one of the weapon quests. They will also not require any more than 1 15-kill objective for any of the weapon quests. This evens everything out and prevents bottlenecks from players who need, for example, 25 of the same mob type and have to compete with other classes who are not in the same group.
Jin'Ka Stonegazers are now Cockatrices and not basilisks.
I made this change because the Petrifiers, which look exactly like the old Stonegazers, are the four dot version. Normally I don't care if people don't check to make sure a mob is a 3 or 4 dot, but I felt like having two different mobs have the same appearance (when none of the others do) was a little disingenuous.
Why I intend to do:
I'm going to clean up the whole forest so that there are areas where you can find each of the mob types. There won't be enough there to clear the entire quest amount, so people will still need to run around the forest a bit. The old guides suggest that this is how it was originally set up.
Between these specific spawn spots will be the random spawns that could be any type of the mob needed.
I might still make it so the 4dot mobs do not have a place to themselves and the players will have to chase them down, but I'll figure out that as I go through.
Kel'Set Dar Part 2 will no longer require Jin'Ka Flyers. Now you must kill Jin'Ka Frost Maidens.
Adrid Part 2 will no longer require Corrupted Petrified Oak. Now you must kill Jin'Ka Fire Maidens.
I did this because The Frost and Fire maidens weren't being used at all, and the Corrupted Oaks and Jin'Ka Flyers were being used for two different weapon quests for their Part 2. Now all of the four dots in the forest are being used for Part-2-Weapon-Quests and none of them overlap with each other.
Ulaar Part 2 will no longer require Jin'Ka Creepers. Now they must kill Jin'Ka Vinebeasts.
I did this because the Creepers were being used for 3 different Part-2-Weapon-Quests, but the Vinebeasts were only being used for 1. Now all of the 3-dot mobs in the Jin'ka forest will be linked to two of the Part-2-Weapon-Quests.
Kel'Set Dar Part 2 will also require 15 Beach Dwellers (instead of 25), and 25 Hound-Wolves (instead of 15)
Dakkar Part 2 will require 15 Hound-Wolves (Instead of 25) and 25 Creepers (Instead of 15)
I made those changes so that none of the 3 dots will require 25 kills for any more than one of the weapon quests. They will also not require any more than 1 15-kill objective for any of the weapon quests. This evens everything out and prevents bottlenecks from players who need, for example, 25 of the same mob type and have to compete with other classes who are not in the same group.
Jin'Ka Stonegazers are now Cockatrices and not basilisks.
I made this change because the Petrifiers, which look exactly like the old Stonegazers, are the four dot version. Normally I don't care if people don't check to make sure a mob is a 3 or 4 dot, but I felt like having two different mobs have the same appearance (when none of the others do) was a little disingenuous.
Why I intend to do:
I'm going to clean up the whole forest so that there are areas where you can find each of the mob types. There won't be enough there to clear the entire quest amount, so people will still need to run around the forest a bit. The old guides suggest that this is how it was originally set up.
Between these specific spawn spots will be the random spawns that could be any type of the mob needed.
I might still make it so the 4dot mobs do not have a place to themselves and the players will have to chase them down, but I'll figure out that as I go through.

Re: The Tomb of Lord Tsang QA
I am doing extensive cleanup of this chunk. Whatever you do, don't go to the Jin'Ka beach! Don't do it! I'm warning you!
Really it's because I've got half of the forest's mobs lined up on the beach. I'm going to place them one group at a time. Please don't mess with them (They will slap you silly and do unspeakable things to your corpse).
Really it's because I've got half of the forest's mobs lined up on the beach. I'm going to place them one group at a time. Please don't mess with them (They will slap you silly and do unspeakable things to your corpse).

Re: The Tomb of Lord Tsang QA
sorry should not have posted here disregard
Re: The Tomb of Lord Tsang QA
After two days of concentrated cleanup, the Jin'Ka forest no longer looks like a mess. The beach is safe once more.

Re: The Tomb of Lord Tsang QA
Quest - Fennir, The Dragon Idols - 4229
G'Day,
Two friends and I were doing The Tomb of Lord Tsang Weapon quest today, I (AusMedic, lvl 18 Bloodmage) started and finshed "Fennir The Dragon Idol" quest, I handed in the quest by clicking on the Fennir Jin Tablet and the beam of light over the weapon turned off.
I could highlight the weapon, but couldn't click on it or any part of it's stand (as the respawn was so fast, I only had about 30 seconds) then got attacked by mobs, by the time I could try and click on it again some how, the beam of light was back up.
Is this quest currently not working or bugged or am I missing something?
Thank you for your time
G'Day,
Two friends and I were doing The Tomb of Lord Tsang Weapon quest today, I (AusMedic, lvl 18 Bloodmage) started and finshed "Fennir The Dragon Idol" quest, I handed in the quest by clicking on the Fennir Jin Tablet and the beam of light over the weapon turned off.
I could highlight the weapon, but couldn't click on it or any part of it's stand (as the respawn was so fast, I only had about 30 seconds) then got attacked by mobs, by the time I could try and click on it again some how, the beam of light was back up.
Is this quest currently not working or bugged or am I missing something?
Thank you for your time
Re: The Tomb of Lord Tsang QA
I put in a check for this kind of thing just in case it happened. If you rehail the Fennir tablet, it will give you a text option to drop the light beam again and let you get the weapon.

Re: The Tomb of Lord Tsang QA
Thank you Jakkal,
Will try again in tomorrow. I hope I can click on it and works this time.
Re: The Tomb of Lord Tsang QA
Okay I was going through some of the older scripts. The Devs have recently given us some new functions in regards to quest spawns. So I was looking at the Jan Ra'Jin spawn script and saw that it needs some major updates. For one thing it's not group friendly, Only one person is going to get the update when going through that even and it should be group-wide.
I set up the script so that when Jan Ra'Jin is killed, the group should get the quest "Lord Tsang's Wisdom". Except you won't, because of the way she's spawned - only the one that spawns her is going to get that update.
So I need to redo how this whole thing works from "Medallion of Lord Tsang" all the way through "Lord Tsang's Wisdom". This might take me some time so don't expect it to work in full yet, I'll post when it's up. This post is mostly a reminder to me to update this.
Looks like for now the best way to do this is when one player spawns her by turning in "Medallion of Lord Tsang", she will force complete "Medallion of Lord Tsang" for everyone that has completed it, and give everyone "Jan Ra'Jin". Then when she's killed, that's autocompleted, and she force gives everyone "Lord Tsang's Wisdom".
I also need to set her up so she's group locked, and if they group wipes, they need to be able to confront her again. Either I'll have her respawn upon their re-entry into the chamber, or I'll put a dialogue option on the NPC's script.
I set up the script so that when Jan Ra'Jin is killed, the group should get the quest "Lord Tsang's Wisdom". Except you won't, because of the way she's spawned - only the one that spawns her is going to get that update.
So I need to redo how this whole thing works from "Medallion of Lord Tsang" all the way through "Lord Tsang's Wisdom". This might take me some time so don't expect it to work in full yet, I'll post when it's up. This post is mostly a reminder to me to update this.
Looks like for now the best way to do this is when one player spawns her by turning in "Medallion of Lord Tsang", she will force complete "Medallion of Lord Tsang" for everyone that has completed it, and give everyone "Jan Ra'Jin". Then when she's killed, that's autocompleted, and she force gives everyone "Lord Tsang's Wisdom".
I also need to set her up so she's group locked, and if they group wipes, they need to be able to confront her again. Either I'll have her respawn upon their re-entry into the chamber, or I'll put a dialogue option on the NPC's script.

Re: The Tomb of Lord Tsang QA
I was checking over these quests today and I've come to some conclusions:
#1. The entire chunk needs to be updated to current standards and functionality.
#2. I'm going to revert the Medallion quest so that it begins with the medallion, and once people collect the gems, then they summon Jan Ra'Jin. I think this will make things more streamlined to set up, it reverts the nonsensical changes SOE made for F2P, and it will be less confusing since people often think you turn this in with the questgiver.
Because the entire chunk needs to be looked over and updated, I'm going to do this after I finish updating Three Rivers.
#1. The entire chunk needs to be updated to current standards and functionality.
#2. I'm going to revert the Medallion quest so that it begins with the medallion, and once people collect the gems, then they summon Jan Ra'Jin. I think this will make things more streamlined to set up, it reverts the nonsensical changes SOE made for F2P, and it will be less confusing since people often think you turn this in with the questgiver.
Because the entire chunk needs to be looked over and updated, I'm going to do this after I finish updating Three Rivers.
