There's an interesting mechanic going on in Icewind Pass: you can be quite some distance from a cairn, and yet a Skeletal Frost Giant (and often his undead buddies as well) will seek you out. It's like they had a seek-and-destroy mission for me tonight: every few minutes the giant would come charging over the hill straight at me. The fight isn't difficult, just annoying since I'm usually parked well out of the way of any encounters so I can do something else -- manage professions, type in chat, inspect powers and aspects, refine enchantments, etc.
On the one hand, it's annoying. On the other hand, I like how the zone keeps you on your toes. Anyway, has anyone else experienced this? It's not like I'm pinging away with radar or something to attract their attention.
Maybe they don't like my redcap hat.
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Post edited by hustin1 on
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
edited June 2014
Lol no kidding,
I was at Corrupted Bears today and ended up fighting 3 full sets of the Frost Giant undead crew. Then when Prospecters spawned fought another two after that... and that's a LONG ways from the spawn points.
At first I thought someone was Training us purposely, but there was no one around who wasn't fighting.
It doesn't affect the fight much other than add a ton of mobs to it, but its like... huh? what's that doing here?
I have experienced this quite a few times. Two times it was hilarious as it wasn't just the skeletal frost giants but the wights that are around some of them too. After killing the Skelly giants the wights did some "moon walk" (that is what it looks like they are doing) with their head pointed side ways at me to never be seen again.
The following is based on my personal observation of such incidents:
- the undead skeletal giant (USG) spawns after a 'giant cairn' is 'sanctified' (or activated by TT questors, only for TT side)
- for that TT quest (sanctify the cairn something), three (3) giant cairns need to be visited by the questor and, hence, three (3) possible USG (and a handful of undead) can spawn
- upon spawn (which is delayed by a couple of seconds after cairn activation), the USG will try to locate the nearest player from its position which is usually the TT questor
- sometimes the TT questor will quickly move (far) away from the cairn area and lose the aggro from the USG trailing behind
- the USG loses its target and tries to locate another player nearby (nearest from its current position)
- because of such, the USG is found wandering outside its normal 'patrol area'
I'm not sure if being inside the safe zone (forgot the name of the village on top of the hill) makes a player 'invisible' to the USG's radar.
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited June 2014
I was wondering why I would be questing on my merry own and suddenly a Giant Skeleton would walk up and attack me. Typically I get attacked randomly by them while I fight the Giant with the two wolves next to it just off the road. The first time it happened was quite the experience since not one but two of them suddenly arived.
Also they don't ever appear dragged to me. No other player runs past me when it happens. It actually seemed, to me, like they just came to aid their living relatives or something because they really do just walk straight for me with no apparent cause.
I am trying to complete the achievements for Arcane Brotherhood quests first so I had no idea there was a TT quest which spawned giant skeletons. That explains a lot and certainly makes this either a bug or something which should be looked into at least in tethering or perhaps at least only homing in on a TT player.
which is delayed by a couple of seconds after cairn activation
I tried waiting around to see if they spawn one time and they didn't, maybe I should've waited around longer, didn't know there was a delay as other monsters are usually spawned immediately.
They are an annoyance, they wander around quite freely while other monsters usually stay near their spawn points. I haven't done a single HE in Icewind Pass that's near the cairns without couple of them showing up and while in HEs with lots of people the giant is not too much trouble, if you try to solo protect the merchant and two of these guys show up, well it's a quick teleport to the campfire.
My suggestion is to either reduce the spawn time or restrict the giant's movement a bit. Or both.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited June 2014
Seen posted in zone chat: "Please clean up your skeletal frost giants. Don't litter!"
Yes, it is quite entertaining when one of these shows up at a heroic encounter. I get the impression that they do despawn if left alone long enough, but I have no idea how long they wander around first.
I zoned into Icewind pass to see one of them happily beating on anyone unlucky enough to load in slow or was AFK at the camp fire. It was pure chaos for a good 5 minutes as people would zone in, find themselves near dead, and bolt for the hills. Only to have the big skelle come back to the gate so he could murder some more.
And here I thought it was the work of some epic train to the zone. Or a deliberate troll tactic.
Comments
I was at Corrupted Bears today and ended up fighting 3 full sets of the Frost Giant undead crew. Then when Prospecters spawned fought another two after that... and that's a LONG ways from the spawn points.
At first I thought someone was Training us purposely, but there was no one around who wasn't fighting.
It doesn't affect the fight much other than add a ton of mobs to it, but its like... huh? what's that doing here?
- the undead skeletal giant (USG) spawns after a 'giant cairn' is 'sanctified' (or activated by TT questors, only for TT side)
- for that TT quest (sanctify the cairn something), three (3) giant cairns need to be visited by the questor and, hence, three (3) possible USG (and a handful of undead) can spawn
- upon spawn (which is delayed by a couple of seconds after cairn activation), the USG will try to locate the nearest player from its position which is usually the TT questor
- sometimes the TT questor will quickly move (far) away from the cairn area and lose the aggro from the USG trailing behind
- the USG loses its target and tries to locate another player nearby (nearest from its current position)
- because of such, the USG is found wandering outside its normal 'patrol area'
I'm not sure if being inside the safe zone (forgot the name of the village on top of the hill) makes a player 'invisible' to the USG's radar.
Also they don't ever appear dragged to me. No other player runs past me when it happens. It actually seemed, to me, like they just came to aid their living relatives or something because they really do just walk straight for me with no apparent cause.
I am trying to complete the achievements for Arcane Brotherhood quests first so I had no idea there was a TT quest which spawned giant skeletons. That explains a lot and certainly makes this either a bug or something which should be looked into at least in tethering or perhaps at least only homing in on a TT player.
They are an annoyance, they wander around quite freely while other monsters usually stay near their spawn points. I haven't done a single HE in Icewind Pass that's near the cairns without couple of them showing up and while in HEs with lots of people the giant is not too much trouble, if you try to solo protect the merchant and two of these guys show up, well it's a quick teleport to the campfire.
My suggestion is to either reduce the spawn time or restrict the giant's movement a bit. Or both.
Yes, it is quite entertaining when one of these shows up at a heroic encounter. I get the impression that they do despawn if left alone long enough, but I have no idea how long they wander around first.
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And here I thought it was the work of some epic train to the zone. Or a deliberate troll tactic.