Frustration Mounts as Patience Wears Thin

A named MoB is a special type of enemy that has a unique name and usually drops rare or valuable loot. Named mobs are one of the three general categories of mobs (monsters) in Everquest: named, placeholder, and static1. Static mobs always appear at their spawn point, while named mobs share a spawn point with non-named or placeholder mobs. Every time a mob spawns at a named/placeholder spawn point, it has a chance of being either the named mob or a placeholder. For example, the Arch Duke Iatol inhabits one of the rooms in the crypt in Sebilis. Whenever a mob appears in his room, it has a chance of being the Arch Duke Iatol, or of being his placeholder (a skeletal duke) instead1.

The problem is that the chance of a named mob spawning is often very low, and can vary depending on the zone, the mob, and other factors. Some named mobs may spawn every few minutes, while others may take hours or even days to appear. This means that players who want to kill a specific named mob for its loot or for a quest have to wait patiently at its spawn point, hoping that it will show up eventually. However, waiting for a named mob to spawn can be very tedious, boring, and frustrating, especially if there are other players competing for the same mob.

Some of the frustrations that players may experience while waiting for a named mob to spawn are:

  • Wasting time: Waiting for a named mob to spawn can take up a lot of time that could be spent doing other activities in the game, such as leveling up, exploring new zones, completing quests, or interacting with other players. Some players may even spend hours or days camping at the same spot, hoping to get lucky.
  • Losing interest: Waiting for a named mob to spawn can also make the game less enjoyable and exciting, as players may lose interest in the game or in their character. Some players may feel that they are not progressing or achieving anything in the game, or that they are missing out on other opportunities or events.
  • Facing competition: Waiting for a named mob to spawn can also be stressful and challenging, as players may have to deal with other players who are also after the same mob. Some players may try to cooperate or negotiate with each other, while others may resort to conflict or harassment. Some players may even use unfair or unethical methods to gain an advantage over others, such as exploiting bugs, using third-party software, or stealing kills.
  • Getting disappointed: Waiting for a named mob to spawn can also be disappointing and frustrating, as players may not get what they want even after killing the mob. Some named mobs may not drop the loot that the player is looking for, or may drop it at a very low rate. Some loot may also be bound to the player who loots it first, meaning that other players who helped kill the mob will get nothing. Some quests may also require multiple kills of the same named mob, adding to the difficulty and frustration.

In conclusion, waiting for a named mob to spawn in Everquest can be one of the most frustrating aspects of the game, as it can waste time, reduce interest, create competition, and cause disappointment. However, some players may still enjoy the challenge and thrill of hunting down rare and powerful enemies, or may find satisfaction and reward in obtaining rare and valuable loot or completing difficult quests. Ultimately, it depends on each player’s preference and playstyle whether they want to wait for a named mob to spawn or not.

Patience is a Virtue?

Qindaar has been spending a lot of time in Jaggedpines.  Too much time.  My patience is wearing thin.  Qindaar has two more spawns to get, an ancient treant and Fiercewind.  The hours that he has spent killing and killing and killing in this zone and neither of these have shown their face.  The temptation to move on grows more and more every day.  Perserverance has got to win out eventually.

EverQuest Updates for September 20, 2023

September 20, 2023
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*** Highlights ***

– Improved the loading time of Overseer agent windows.

*** Quests & Events ***

– Pit Fight (Raid) – The event will only message you about failing the Unshattered achievement once, and will no longer do so when you have not failed that achievement.

*** Spells ***

– Bard – Corrected the spell timer for Nord’s Disdain.
– Magician – Corrected an issue that prevented Remorseless Servant (Level 105) from being properly focused by Enhanced Minion XXV.
– Necromancer – Corrected an issue that prevented Call Skeleton Mob (Level 105) from being properly focused by Enhanced Minion XXV.
– Player spells with Stun and SpinStun effects that do not have explicit level caps set in data will now stun targets up to level 55 in all zones, rather than level 52 in some zones and level 55 in others.
– – The stun levels will be more clearly displayed in their spell descriptions.

*** Overseer ***

– Improved the loading time of Overseer agent windows.

*** Progression Servers ***

– Encounter Locked NPCs will now properly check whether they should attack a player’s charmed pet.
– Encounter Locked NPCs will no longer unlock, when picking a target outside their lock group, if someone on their hate list can still attack them.
– NPCs spawned with a loot lock on servers with the Encounter Lock ruleset will now also be Encounter Locked to the person that spawned them.
– Fixed an issue where the Legacy Experience Bonus was reduced after losing a level, even though the account still had at least 10 max level characters.

*** Miscellaneous ***

– The /follow command now supports the name of another player, as an argument, in place of targeting that player.
– Added the /swarm command with arguments “qattack”, “attack”, and “leave”.
– – These commands have identical effects as the /pet qswarm, /pet swarm, and /pet swarmleave commands.
– Fixed an issue where elemental damage was not being applied appropriately with ranged attacks.
– Added the /extralife command that will open your browser to the Darkpaw Games team page for Extra Life.

*** UI ***

– Fixed an issue that would cause slow loading of items in tradeskill containers when experimenting.
– Fixed an issue that would cause items in the hotbar to not update properly.
– Added a Reset button to the Barter Search window that clears the search text.
– Added a search box to the Dragon’s Hoard window.
– Fixed an issue where UI windows moved with the right-click arrange options were not saving their new positions.
– Split the Achievements chat filter into Achievements (You) and Achievements (Others).
– Added a chat filter for Food and Drink messages.
– Added item quantity to the confirmation message when looting a stack of NO TRADE items.

– Changed –

EQUI_BarterSearchWnd.xml
EQUI_DragonHoardWnd.xml

*** Previously Updated ***

– Fixed an issue that prevented the Stone Cold Summer event from running on some eligible progression servers.
– Fixed a client crash when closing the Parcel window.
– Added a replay timer of 2.5 days to all Agent of Change instances.

– The EverQuest Team

And the Hunt Continues

Qindaar continues his push to accomplish all the Hunters Achievements.  He is currently in JaggedPines with many rare MoB’s to find yet.  On average he manages to get one kill a day.  Sometimes it is frustrating that he can spend days in equivalent hours before one spawns.  He has to overcome the urge to give up and move on.  Something that is very hard if you are impatient as I am.

Once he manages this, I will post a list of hunter achievements he has completed.  But alas, there are hundreds more to do.  One thing I can say, that it is fun to go back to all the old zones and experience them all again.  EverQuest is such a large land that all too often we forget the good old days.  The old MoB’s once you see them again bring back such memories, and now they can’t kill you any longer that you can enjoy the vastness of the zone.