User talk:Captain Bulldozer

Sig
Please change it. See GWW:SIGN, but basically, you're violating the policy in several different ways. -- FreedomBound  00:14, 3 November 2009 (UTC)

enemy levels do not change after leveling up without abandoning and re-taking the quest
That behavior seems anomalous to me: when originally introduced, these foes were based on the highest level in the party, regardless of when the quest was taken. Similarly, as it stands now, you can reduce the foe level by simply adding a lower-level party member (as long as they are at least L10). Are you sure that you have to retake the quest? Maybe you just have to rezone (which would be similar to how other things work in the game). Thanks. — Tennessee Ernie Ford ( TEF ) 22:59, 14 April 2011 (UTC)
 * I agree that this is somewhat strange, which is why I added the note. I'm not sure if this is some sort of anaomoly/bug or not however, as many quests seem to place some importance on the conditions present when you took the quest. What I can say is that I was just out doing today's quest (Charr), leveled from 16 to 17, rezoned and found the quest foes all exactly the same level. When I abandoned and retook the quest, the foes were the correct level for a level 17 player. [[Image:User_Captain_Bulldozer_Bulldozer1.jpg|24px]] Captain Bulldozer  23:10, 14 April 2011 (UTC)


 * That seems like as much testing as anyone can do. But it's strange because while quests might care about conditions when you take them (e.g. pre-reqs), spawns only care about which quests are active. I can't think of another situation in which the type/level/number of spawns (enemy or friendly) is affected by anything other than the quest log status; I can't think of any situation in which when you take a quest is more important than which quests are active. Thanks for your prompt reply. — Tennessee Ernie Ford ( TEF ) 23:20, 14 April 2011 (UTC)
 * Yes indeed. This seems like something that would be hard to recreate, so I have no idea if what happened to me always happens or not. At any rate, its easily remedied. Off the top of my head, I can't think of any other quests where the spawned foe levels are dependent on the player's level. Even so, you would think that the accessing of a new instance would require a level check to spawn the foes properly. [[Image:User_Captain_Bulldozer_Bulldozer1.jpg|24px]] Captain Bulldozer  23:28, 14 April 2011 (UTC)


 * Well, we know that rezoning does affect this. If you zone into Northlands with your L5 gate monkey: no vanguard foes. If you rezone and drop the GM before entering the next time: vanguard foes. So... Well, with luck, someone will either replicate your results or others will post a different experience and we can go from there. — Tennessee Ernie Ford ( TEF ) 23:35, 14 April 2011 (UTC)