Voltor Posted May 28, 2023 Posted May 28, 2023 There are times when I am playing late and I have alts that like to hunt the giants. During these sessions I see many alerts for the Croatoa War and also the new alerts for Eochai and Jack. I see several more alerts for Ghost of Scrapyard and even the Arachnos Flyer, but the 3 giants that sometimes don't appear to be spawning until maybe 8 hours after their last spawn is Jurassik, Babbage and Kraken. I realize that it is a random timer, but sometimes I think the timer isn't running right, or maybe it is. Who knows? But the suggestion for Jurassik, Babbage and Kraken is to make them like Deathsurge, Ghost of Scrapyard, and Caleb, where they can be invoked by defeating x-amount of specific targets. Deathsurge appears after 100 gremlins, Caleb after 100 Nerva ghosts before sundown, Ghost of Scrapyard after beating up the dockworkers. So for Jurassik in Crey's Folly: Defeat 100 Dev Earth to spawn him For Babbage in Boomtown: 100 clockwork defeated to spawn him For Kraken: defeat 100 hydra spawn him 1 5 25 alts with all the badges!
Voltor Posted June 11, 2023 Author Posted June 11, 2023 I would also like to add Paladin in Kings Row to this idea. Last night I noticed that for several hours, jack/eochai would spawn, troll rave would spawn, burning building would spawn, lusca would spawn, but no Clockwork events in KR. So I did a sweep through the zone, no signs of any Paladin's stomping around, but I found one left over clock work from a previous event just sitting at the construction area. I destroyed it, thus hopefully restarting the clock on the KR clock event. But adding Paladin to the suggestion in my above post seems like a good idea. Also perhaps upon defeat any critters that spawned with the giant despawn with it? 25 alts with all the badges!
Arc-Mage Posted June 12, 2023 Posted June 12, 2023 Isn’t the KR event still bugged/not working properly? I thought that was a long term goal for the Devs to revamp that event. Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own. With Great Power Comes Great Responsibility. Let's Go Crack a Planet.
Rudra Posted June 12, 2023 Posted June 12, 2023 (edited) As long as they don't go back to the updated version where you had to defeat 100 Clockwork to spawn. It was very difficult to spawn him when the Live devs changed the event to that. (Edit: I was one of many players that was happy when the Live devs rolled back that change. The trigger Clockwork often didn't spawn correctly. They had set locations where they would spawn, but sometimes weren't there. I think sometimes they spawned inside the buildings.) Edited June 12, 2023 by Rudra
Greycat Posted June 12, 2023 Posted June 12, 2023 2 hours ago, Arc-Mage said: Isn’t the KR event still bugged/not working properly? I thought that was a long term goal for the Devs to revamp that event. The old new one (with the shining stars) was bugged, the new old one (stop the construction) works - also, I have seen event notifications of - i think it's "strange Clockwork activity in KR" so... 1 1 Kheldian Lore and Backstory Guide 2.0: HC edition Out to EAT : A look at Epic ATs - what is, could have been, and never was Want 20 merits? Got a couple of minutes? Mini guide to the Combat Attributes window
Saiyajinzoningen Posted June 12, 2023 Posted June 12, 2023 would be neat if there was an end game TF/SF where we went around hunting giant monsters that could force spawn them. 1 Its easy to criticize a suggestion but can you suggest an alternative?
Voltor Posted June 12, 2023 Author Posted June 12, 2023 6 hours ago, Greycat said: The old new one (with the shining stars) was bugged, the new old one (stop the construction) works - also, I have seen event notifications of - i think it's "strange Clockwork activity in KR" so... The event message is Unusual Clockwork activity in Kings Row but here is what I have observed last night and tonight: several hours of other events, no clockwork event. I go to KR and patrol the zone, no signs of any Paladins so I check the construction sites and last night and tonight I have found some of the non-level clockwork that build the paladin lingering at the site. I do not know if they were left overs from the Paladin being built, or the construction being stopped. But it does seem that the respawn timer won't reset the event unless all those clockwork are defeated. Same now as when you beat Jack or Eochai separately in Croatoa. take down all their spawn as well. 25 alts with all the badges!
AboveTheChemist Posted June 12, 2023 Posted June 12, 2023 2 hours ago, Voltor said: I do not know if they were left overs from the Paladin being built, or the construction being stopped. But it does seem that the respawn timer won't reset the event unless all those clockwork are defeated. The three Paladin construction sites can randomly spawn level-less clockwork that are independent of the Paladin event, so the clocks you saw might not have been leftovers from the event. The timer for the Paladin event can take up to 36 hours. In the meantime, the best way to check for any missed clockwork is to start at each construction site and follow a direct line to: /thumbtack -297 -30 -2368 which is where Paladin ends up if he spawns and leaves. Any level-less clockwork traveling along that line will likely be leftovers from the event. More complete info here: https://homecoming.wiki/wiki/Paladin_Construction 1 1 Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates
Voltor Posted June 13, 2023 Author Posted June 13, 2023 36 hours seems a bit much 25 alts with all the badges!
TheZag Posted June 13, 2023 Posted June 13, 2023 The 3 paladin construction sites are independent of each other meaning there can be several events in close succession as well. It averages out to 12 hour spawn rate. 2
Techwright Posted June 15, 2023 Posted June 15, 2023 On 5/27/2023 at 11:44 PM, Voltor said: There are times when I am playing late and I have alts that like to hunt the giants. During these sessions I see many alerts for the Croatoa War and also the new alerts for Eochai and Jack. I see several more alerts for Ghost of Scrapyard and even the Arachnos Flyer, but the 3 giants that sometimes don't appear to be spawning until maybe 8 hours after their last spawn is Jurassik, Babbage and Kraken. I realize that it is a random timer, but sometimes I think the timer isn't running right, or maybe it is. Who knows? But the suggestion for Jurassik, Babbage and Kraken is to make them like Deathsurge, Ghost of Scrapyard, and Caleb, where they can be invoked by defeating x-amount of specific targets. Deathsurge appears after 100 gremlins, Caleb after 100 Nerva ghosts before sundown, Ghost of Scrapyard after beating up the dockworkers. So for Jurassik in Crey's Folly: Defeat 100 Dev Earth to spawn him For Babbage in Boomtown: 100 clockwork defeated to spawn him For Kraken: defeat 100 hydra spawn him Only 100 needed? That sounds, well, pathetically low to summon something at the status of a GM. I just tackled another 500 Skulls yesterday for the "Kill Skuls" badge. Not to make life a drudgery, but a higher count feels more like a summons for a Giant Monster or Arch-villain. I presume 100 is tied to 1 player. Is it also triggered by 1 team? That would make it sound even easier.
TheZag Posted June 15, 2023 Posted June 15, 2023 The 100 number is tied to the zone. The red side giant monsters spawn after 100 of the correct mob have been defeated in the zone. I can defeat 50 today, someone else defeats 49 tomorrow and a 3rd person kills 1 mob on the next day and the GM would spawn. 100 might not seem like much but it is the current going rate for repeatedly resummonable giant monsters. I personally feel like they spawn often enough if their summoned mobs had a despawn timer.
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