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  1. #21
    Bwest Fwiends Memnir's Avatar
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    Quote Originally Posted by Lynnabel View Post
    awesomeness
    Quote Originally Posted by Cordovan View Post
    good stuff
    Quote Originally Posted by Fants View Post
    crispy fried awesomeness
    Quote Originally Posted by FlimsyFirewood View Post
    on-brand amazingness
    “Too much of anything is bad, but too much good whiskey is barely enough.” ~ Mark Twain

    .57194.

  2. #22
    Hero JOTMON's Avatar
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    Quote Originally Posted by Lynnabel View Post


    Just hopped into the dungeon space and you're right - it's definitely a lever.

    It currently does nothing. It's within the geometry of one of the pillars and isn't hooked up to anything - so even if you were to somehow clip out of bounds and pull it, it wouldn't do anything.

    What do you think, remove it? Leave it?
    Hook it up to the gate, currently I unstealth, aggro the kobold without hitting it so I don't redirect his aggro so he rings the gong to open the gate.
    If the kobold doesn't ring the gong I don't think the gate can be opened.
    May have to check that by going down there and killing it before it can ring the gong.
    Last edited by JOTMON; 08-06-2019 at 10:12 PM.
    Argo: Degenerate Matter - 200
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  3. #23
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    I just gotta say.. I read this thread's title in an Ahnold voice every time.

    "Where is this lever.. and what does it do?"

  4. #24
    Community Member lyrecono's Avatar
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    There are a lot of old remnants of level design hidden away in quests.

    When "someone" unpacked and opened sunken sewer, the optional path (that requires a trapper) has a small area that is no longer connected, made unreacheble to players.

    I was currious about slavelords, on lamania, i remember a straight, narrow hallway with a indiana jones rolling boulder mechanic, near some slipery metal grate platforms (that were electrified), when "someone" opened these up, there were no hidden rooms with these mechanics.

    Some of the newer quests have assets hidden away from the eyes of the players but don't seem to do anything.
    Others seem to have had branching paths tucked away, no longer used.
    Quote Originally Posted by FlimsyFirewood View Post
    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  5. #25

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    I want a modification to that quest! Please add this optional:
    Find the True Kobold Gem and swap

    You need to stealth down to the lever (have it behind a secret door); pull lever. This then opens up a secret room on the upper level, so you sneak back and go into this room. There, hidden in some ancient dusty place, is a real Kobold artifact. Grab it and return to the fake gem, swap. So the kobolds were right, they sniffed out the presence of the real Gem but just got confused.
    Wiki dashboard with some useful stealthplay links
    Proud Knight of the Silver Legion, Cannith: Saekee (main; epic completionist), Naerfelka (farmer), Saelegion (parked at level 4!)


  6. #26
    Community Member Ballrus's Avatar
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    Quote Originally Posted by Lynnabel View Post


    Just hopped into the dungeon space and you're right - it's definitely a lever.

    It currently does nothing. It's within the geometry of one of the pillars and isn't hooked up to anything - so even if you were to somehow clip out of bounds and pull it, it wouldn't do anything.

    What do you think, remove it? Leave it?
    Please, dont remove it!
    Instead, add more hidden levers/collectables/doors/(strange)things behind walls etc.

    Small things can be great things.

    Ps. I spent near one hour trying to find a way to reach the top of that hole in that quest in Kortos.
    And enjoyed every minute...
    Last edited by Ballrus; 08-07-2019 at 04:06 PM.
    Quote Originally Posted by erethizon View Post
    ...Raiding is pointless because gear will eventually be replaced by better gear. Past lives are forever and thus are the only character improvement that is worth the trouble of acquiring...
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    ...99 million combinations of characters and only 2 grouping options...

  7. #27
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    Quote Originally Posted by byzantinebob View Post
    Leave it. Make it trigger an optional worth 0 XP with the text "Working as intended!"
    I second this one.

  8. #28
    Community Member DYWYPI's Avatar
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    The video provided by Fants [Post #11] possibly helps explain why within 'The Lords of Dust' quest there is what looks like an "inactive" blade trap with no Control panel. One that you can; detect, Search for, and reveal. Although not until after the door is opened, etc.

    It's positioned around the door frame by the second set of Shrines near:

    (Standard): You are at: r1 lx104 ly200 i2050 cInside ox-24.81 oy-214.01 oz-258.17 h85.8

    Personally I would have liked to see a functional trap there - it would be pretty devious. >;-)

    Albeit it still doesn't explain why the vertical type (hinges on the right side) working Trap control Panels are created for left-handed people. If you notice the panel doors swing in an inefficient manner for right handed people as the hinge is on the right side. Hinges of the left are more efficient; if you are right-handed and using your right hand with a held object, e.g. Thieves' Tools.
    Last edited by DYWYPI; 08-11-2019 at 02:53 PM. Reason: You have no control over the future.

  9. #29
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    Quote Originally Posted by DYWYPI View Post
    Albeit it still doesn't explain why the vertical type (hinges on the right side) working Trap control Panels are created for left-handed people. If you notice the panel doors swing in an inefficient manner for right handed people as the hinge is on the right side. Hinges of the left are more efficient; if you are right-handed and using your right hand with a held object, e.g. Thieves' Tools.
    Maybe because the trap designer *didn't* want to make it easier/efficient to disable the trap?

  10. #30
    Community Member DYWYPI's Avatar
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    The Monsters' Union likely have specialist Trap control panel maintenance guys and inspectors for the panels to check they're functioning on regular basis (Monster: Health and Safety rules). Thus the monster priming the panel would have an even greater difficulty setting-up the trap panel than the person tampering with it - for hinges on the right side and the door opening towards them. ;-)

    If you want to see some faulty panels that don't open visit: Grim and Barett. In [U39] those two panels were actually fixed. However, currently they are bugged and in reversed state again. I think the DDO Developers are plotting to thwart the monster trap manufacturing enterprises.
    Last edited by DYWYPI; 08-12-2019 at 01:24 PM. Reason: Its dry humour if you are wondering.

  11. #31
    Community Member Bunker's Avatar
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    Has anyone notice the Wayward Lobster light going on/off randomly?

    Mothergoose - Kardinal - Bunks

  12. #32
    Community Member CarpeNoctu's Avatar
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    Make it drop a Kobold "pinata". The pinata should have a huge amount of HP, and the ability to do some damage to the players (perhaps a moderately powerful guard) and, upon its destruction, drop something completely useless (potion of wonder, 1xp, a weapon that only hurts the wielder, a monk with GMoF... Something along those lines).

    Quote Originally Posted by Lynnabel View Post


    Just hopped into the dungeon space and you're right - it's definitely a lever.

    It currently does nothing. It's within the geometry of one of the pillars and isn't hooked up to anything - so even if you were to somehow clip out of bounds and pull it, it wouldn't do anything.

    What do you think, remove it? Leave it?

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