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Thread: The Draconian Mystery & More. . .

  1. #61
    Senior Member zodiacboner's Avatar
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    Great thread.
    I wonder about those boots of waterwalking. Wouldnt it take you to the end of map or w.e.. I dont think those existed, or that guy ever had them

  2. #62
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    Quote Originally Posted by zodiacboner View Post
    Great thread.
    I wonder about those boots of waterwalking. Wouldnt it take you to the end of map or w.e.. I dont think those existed, or that guy ever had them
    Sorry, I got facts messed up, in his interview he mentions he got softs and uses the walterwalking as reference, not the other way around, sorry 'bout that.

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    Last edited by Atheist; 02-16-2013 at 10:29 PM.
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  3. #63
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    Environment and IDs; Factor or Coincidence?

    Well, as we all know, when it comes to questing, sometimes there are enviromental factors that pulls you to "quest solving", an example would be a death tree in the middle of nowhere or a room shaped as a freaking pentagram, although sometimes this may just be situational coincidences (I do not believe in coincidence) we cant discard anything after it has been proven possible (e.g. a key in a dead tree).

    As I've mentioned repetedely in this thread if something is possible once it is possible always, so, using the above example, if it's possible to get a key out of a tree, that means every tree is a quest-prospect, insane thinking for insane posibilities.

    Now as the above example is simply too vague, in this part of the thread we're gonna focus on something a little more especific.

    IDs.

    That's right, IDs.

    But how can IDs help us out in questing you say? well it's pretty simple.

    IDs work certain way, for example, we cant see the difference between:



    A dead tree with a key. . .



    . . .and a normal dead tree.


    . . .or. . .



    A pushable switch. . .



    . . . and an unpushable one.


    Since IDs are all about looks, images, shapes or whatever, does that mean we're shit outta luck?, well, ALMOST, here is what ID CAN actually tell us.

    The difference between:


    A simply closed door. . .



    . . . and a closed & LOCKED door.


    Who gives a shit you might ask, well, details like this ones are to be taken into account, for example, there are cases in which there is a locked door BEHIND another locked door, this is an obvious sign of the certain place to be inaccesible or simply decorative, like the Kazordoon fortress example above, but there are certain places (specially places that we can now safely see with Xeno's spy (thanks @DarkstaR)) that show an unlucked door behind a locked one which may be ALSO decorative but gives us a hint!

    Except for a few exceptions; a key is mostly used for only 1 door, in which case, doors behind that closed door must need either another key or to be open, if the bot shows us there's an open door between a closed one (and taking into account that places with SEVERAL locked doors DO exist) we can only but conclude that THAT place is in fact; accesible, if not why would CIP bother differencing them?

    What good is that? well, at least with this info we can know that certain particular places ARE INFACT accesible, you will be sure you arent losing your time with something that's there JUST to look pretty, which is an abysmal difference when RPing.

    But enough digressing, lets get to the real interesting stuff.

    Thanks to IDs we can see the difference between:


    Normal random chests. . .



    . . . & quest chests.

    So now that we think we can distinguish between accesible and non-accesible places, but we are not sure and everything else has failed, we can check if any container inside that locked place is in fact quest-giving or not.

    Ofc there are exceptions to the rule, like the coffin in Draconia where key number 4 is hidden or this:


    Which just contains a scarf but could aswell contain a key.


    Let me use this pic as an example:


    This is inside Hellgate, what concerns to the dead body, it has no volume so it most be quest related (Idk if this is a known quest).



    Again, hellgate, those doors have the same ID, both are closed, but that's not all. . .



    . . . all the containers on the first and second floor of that building have volume, "but wait! they may contain something anyway!" well. . . taking into consideration that the inside of that place IS in fact locked by 2 different doors and it's structure doesnt have at least 1 quest container, I'd say it's simply a distraction, since the skeleton behind the quest door DOES NOT have volume and thus~ contains a quest-related item, so what does this tell me? Nothing concrete, really, but. . . it does help setting your priorities, something like: Forget about the house, focus on getting to the skeleton.

    Again, this is just my opinion.

    (Note that doors IDs arent all the same, they are considered by the estructure sorrounding them)

    Having all this in mind, I think it's pretty clear that in other to FIND you gotta OBSERVE, but not just the obvious shit that's infront of you, also little details like, for example:



    This type of basin we dont see very often. . . if it is used to give offerings in this quest. . .



    . . . why shouldnt this one serve the same purpose?

    Again, and I cant stress this enough, all this is improvisation and deliriums of mine, I'm just throwing out ideas as I get em. See it like Junior High Algebra, it's useless, its only purpose is to excersise the mind.

    Keep posted for more upates,
    Atheist.
    Last edited by Atheist; 09-23-2015 at 05:40 PM.
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  4. #64
    Lifetime Subscriber Sspanky's Avatar
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    Loving this thread. Great read, really making me get back to being interested in Tibia again! might go start exploring a little myself xD



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    Quote Originally Posted by zbizu View Post
    secret sheep level was removed, last videos of it were proven fake
    about this video - it wasn't fake I was on testserver as well as near spectulus after update, I saw people making exp on bugged npc Spectulus, they didn't fixed it after testserver, people were making it till emergency bugfix. You can google more about it, many people had a discussion.
    Cipsoft found buggers probably via their oversized "storages" (database request like in ot).

    My thoughts on bonelords language:
    It's edited enigma encryption somehow related to 4 6 9(maybe a hint on rotators cycle), encryption has only 0-9 cycle instead of A-Z and bits are somehow equeal in binary meaning(eg. small c is 099), but when I started to read about Enigma on wikipedia I gave up trying to decode it in excel.
    Quote Originally Posted by Red View Post
    @zbizu: It would make sense for the Germans to make their secret code a knock-off of the engima code.
    Good idea, wonder if it's ever been proposed.

    Red

    2 quotes from otland that got me thinking ;d

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    Very nice! Ashame I retired. I may come back, however, to try and lend a helping hand.

  7. #67
    Senior Member RoxZin xD's Avatar
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    Quote Originally Posted by martinpwnage View Post
    Very intresting read, i liked how you pointed out that one vial in Draconia that could had been added to 'guide' us closer to the ending of the mystery.

    Not so long ago a friend of mine told me about this book in the Ankrahmun Temple Library, he said it gave the clues about what items and how it would go about it. He sadly din't exactly remember the names of the items (his english wasnt really smooth so he forgot) but he said what i believe was 5 items (2 of course stacked), you can find the book here by yourself:



    •POSSIBLE SPOILERS•
    Horestis' tomb came to my mind as soon as I read the spoilers

    Quote Originally Posted by Atheist View Post
    Enviroment; Factor or Coincidence?

    Well, as we all know, when it comes to questing, sometimes there are enviromental factors that pulls you to "quest solving", an example would be a death tree in the middle of nowhere or a room shaped as a freaking pentagram, although sometimes this may just be situational coincidences (I do not believe in coincidence) we cant discard anything after it has been proven possible (e.g. a key in a dead tree).

    As I've mentioned repetedely in this thread if something is possible once it is possible always, so, using the above example, if it's possible to get a key out of a tree, that means every tree is a quest-prospect, insane thinking for insane posibilities.

    Now as the above example is simply too vague, in this part of the thread we're gonna focus on something a little more especific.

    IDs.

    That's right, IDs.

    But how can IDs help us out in questing you say? well it's pretty simple.

    IDs work certain way, for example, we cant see the difference between:



    A dead tree with a key. . .



    . . .and a normal dead tree.


    . . .or. . .



    A pushable switch. . .



    . . . and an unpushable one.


    Since IDs are all about looks, images, shapes or whatever, does that mean we're shit outta luck?, well, ALMOST, here is what ID CAN actually tell us.

    The difference between:


    A simply closed door. . .



    . . . and a closed & LOCKED door.


    Who gives a shit you might ask, well, details like this ones are to be taken into account, for example, there are cases in which there is a locked door BEHIND another locked door, this is an obvious sign of the certain place to be inaccesible or simply decorative, like the Kazordoon fortress example above, but there are certain places (specially places that we can now safely see with Xeno's spy (thanks @DarkstaR)) that show an unlucked door behind a locked one which may be ALSO decorative but gives us a hint!

    Except for a few exceptions; a key is mostly used for only 1 door, in which case, doors behind that closed door must need either another key or to be open, if the bot shows us there's an open door between a closed one (and taking into account that places with SEVERAL locked doors DO exist) we can only but conclude that THAT place is in fact; accesible, if not why would CIP bother differencing them?

    What good is that? well, at least with this info we can know that certain particular places ARE INFACT accesible, you will be sure you arent losing your time with something that's there JUST to look pretty, which an abysmal difference when RPing.

    But enough digressing, lets get to the real interesting stuff.

    Thanks to IDs we can see the difference between:


    Normal random chests. . .



    . . . & quest chests.

    So now that we think we can distinguish between accesible and non-accesible places, but we are not sure and everything else has failed, we can check if any container inside that locked place is in fact quest-giving or not.

    Ofc there are exceptions to the rule, like the coffin in Draconia where key number 4 is hidden or this:


    Which just contains a scarf but could aswell contain a key.


    Let me use this pic as an example:


    This is inside Hellgate, what concerns to the dead body, it has no volume so it most be quest related (Idk if this is a known quest).



    Again, hellgate, those doors have the same ID, both are closed, but that's not all. . .



    . . . all the containers on the first and second floor of that building have volume, "but wait! they may contain something anyway!" well. . . taking into consideration that the inside of that place IS in fact locked by 2 different doors and it's structure doesnt have at least 1 quest container, I'd say it's simply a distraction, since the skeleton behind the quest door DOES NOT have volume and thus~ contains a quest-related item, so what does this tell me? Nothing concrete, really, but. . . it does help setting your priorities, something like: Forget about the house, focus on getting to the skeleton.

    Again, this is just my opinion.

    (Note that doors IDs arent all the same, they are considered by the estructure sorrounding them)

    Having all this in mind, I think it's pretty clear that in other to FIND you gotta OBSERVE, but not just the obvious shit that's infront of you, also little details like, for example:



    This type of basin we dont see very often. . . if it is used to give offerings in this quest. . .



    . . . why shouldnt this one serve the same purpose?

    Again, and I cant stress this enough, all this is improvisation and deliriums of mine, I'm just throwing out ideas as I get em. See it like Junior High Algebra, it's useless, its only purpose is to excersise the mind.

    Keep posted for more upates,
    Atheist.
    Reading this quote, maybe the Hellgate chests that have container structure aren't just a distraction... Maybe you're falling into what normal players do... if it's not a clickable-to-get-loot chest, it is useless... they might have something.

    Also, this might be useless, but I remember on an otserver that doors weren't locked, going up on that fortress on Kazordoon but leaving because I was low level.. this was 6-7 years ago or something. It might have something related to the emperor's room, as with a bit of logic you find out that they're the "guards" of Kazordoon, but they're common monsters, not like Thais guards or Carlin guards. Also the floors are really long.. I wish I had level spy to check that, but as you guys have, it's a good idea to give it a try.

    I'd join you guys on the server you decide (won't level too much, though as I can't level too many accounts at the same time and I have too many of them), if you need a guy like me who's just interested on RPG but a hard quitter

    And by the way, I think the Jakundaf desert should be the least priority.

  8. #68
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    So whilst looking at the Jakundaf Desert on wikia. I decided to look at the library and came across a book.

    The contents are as follows;
    Code:
    On mixing potions.
    
    Now, being a really old magician, I decided to write down some of the formulas of potions I invented during my lifetime. First I thought it will be best to give clear advices for everyone to mix them. But after some days of crucial thinking I had a vision - everyone would be able to mix these powerful but dangerous potions within minutes without being aware of the consequences! It needs lot of wisdom and willpower to become a experienced and responsible magician. This doesn't mean to be cowardish - it means that you know your powers and that you exactly know your limits! So, to prevent misuse of this knowledge i will write down these formulas in ****, a very old language only known by the wisest sorcerers.
    It is about mixing potions. Now I'm not sure where the book is for the "formulas" but they seem to be written in "****" which is supposedly a "very old language". I'm going to suggest looking a morse code for this.

    Hit me up if you find anything!

  9. #69
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    Made a github

    http://otland.net/f257/post-your-findings-here-181430/

    Information can be found there.

    I'm really interested in doing this, and I shall succeed.

  10. #70
    Atheist's Avatar
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    A sweaty cyclops; an example of CIP's (Knightmare's?) genius?

    For almost a decade A Sweaty Cyclops has existed to torment us with promises of great wepons of old.

    In 2003 it was the promise of the mighty Fire Sword (one of the best reasonably-obtainable weapons) and a few updates later, the promise of the almighty Warlord Sword.

    Mulf stated he got a Warlord sword via questing. . . "no wonder" we used to think.


    The lovely sweaty cyclops openly gives it if you give him the right items, which items? No one knows.

    Ofc, there's also the alternate option around the rumor of:


    This room, where people believe (and Mulf also mentions in his interview) is one of the rooms that may contain a Warlord sword (or Great Axe) as a reward, the legend tells in this room you have to sacrifice all the tibian Tomes in order to get the reward.


    Or even the always intriguin' wonder, where the Dwarven Emperor openly states that we would pay a "Handsome" reward for anyone brave enough to diliver him the Basilisk corpse.

    But this are just rumors, lets get back to what appears to be "the sure thing" the goddamn Cyclops.

    And I call it that way because he OPENLY OFFERS YOU A FUCKING WARLORD SWORD.

    But here's the thing:

    We know that:

    Mulf got that sword BEFORE 2007.

    Alot before 2007 rumors said you had to diliver an ungodly amount of "Pieces of Iron" to the Sweaty Cyclopse to get it. So we know that before 2007 the Cyclopse offered you a Warlord sword.

    & the most important thing. . . in 2007 CIP's servers were hacked, NPC info stolen and filtred (regards to @DarkstaR) and what do we see? well, supposedly "everything" every time an item plays a role in conversations, its ID is mentioned and the (quote) "QuestValue" is entered, which leave little to the emagination, although this was used for "evil" (quest solving) not even then it was clear how to get the rare Tomes/Great Axe/Warlord sword, there was also no entries of the supposed 469 (Beholder/Bonelord) language and certainly, not a damn fucking thing about the Sweaty Cyclopse.

    Even tho~ you guys SHOULD check the NPCs entries I wont make you have to research that rather confusing (at first) way NPCs work. So I'll explain you with a simple example.

    When an NPC entry is quest-related, before the "keyword" there's an entry called "QuestValue" which leaves clear that everything inbetween that is quest-related, this includes words AND items, I'll simplify it for you:

    (Blood Herb quest) Wyda "QuestValue" (now we know it's a quest) > "blood herb" (what you must say) > "13367" (ID of the item Wyda expects).

    It is something like that with every quest-related NPC that needs keywords/expects an item.

    But there is nothing with the Sweaty Cyclopse.

    The option where he offers you a Warlord Sword is there, but it isnt quest related there is no other option other than "You no have stuff me want for"

    So what does this mean?

    It means 1 of this:

    Mulf lied? (Yeahh ok)
    The quest was removed before the data was stolen?
    CIP's just teasing you & that was never the way to get it.

    But how can we know for sure?

    Are they just tryin' to be assholes by offering us an ungettable Warlord Sword?
    Did the quest exist and was removed?
    Was it changed because of the leak and now you need the permission of a mighty dwarven smith and 100 pieces of every steel the cyclopse forges in your backback for him to react? (lol)

    We dont know and what you think you know is INVALID.

    This is just an example, but now. . . think about it.

    It isnt just about weapons, Mulf got Soft boots before PoI, and all the tomes (except Grey, which he states it was gettable by questing anyway) we got every damn NPC information and THERE IS NO CLUE ABOUT ANY OF THIS ITEMS? NOT EVEN 1?

    I mean, I wouldnt be surprised if the quests or clues were there and BECAUSE OF THE LEAK they were changed or something, but it wasnt, there is NOTHING in that NPC info that once led to any of those once gettable rare items.

    I REFUSE to accept that Big Ben (the Cyc) was created almost 10 years ago FOR NO REASON AT ALL, but all the gathered info indicates it could be true.

    And if it isnt and he DID served a purpose and was removed just like that, what tells us they havent done exactly that with every single oldschool brain-teasing quest?

    So. . . what now?

    Atheist.
    Last edited by Atheist; 09-20-2015 at 01:21 AM.
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