It has a lot of breakables and a number of side paths that contain breakables.
It has a lot of breakables and a number of side paths that contain breakables.
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There's a few others that have things like that, where you kill/smash everything you can find & still don't get the bonuses, I suspect it might have something to do with those points being set somewhere earlier in the development then being overlooked later on as designs are changed.
I used to be with it, but then they changed what it was, now what's it is weird and scary to me.
I've always assumed it was because they used so many crates/boxes/barrels as set décor that cannot be interacted with or broken but still somehow behind the scenes count as "breakables." Ergo no matter how many you break you cannot break enough to meet the threshold.
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Years ago someone posted screens (on ddo eu codemasters forums) in some low level quest (Durk's I believe, or something in harbor/market) that he went thru wall and breaking out of quest boundaries - and found a stack of barrels that was out of the players' reach.
I think in many quests there could be lot of breakables placed like that to "control" maximum possible ransack bonus, on purpose. I guess same thing happens with traps/kills/hidden doors etc.
Not sure if it's a related issue, but none of the bag drops in WPM contain anything.
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Even though 99% of barrel breaking does not fit that description and (most) players (that i have run with) will skip the breakables that are not on the main path and accept a reduced bonus. It seems like a credible reason for SSG to use mostly because of how non-sensical it is.
It's actually possible to get the 1st tier (Mischief) bonus. The catch is that the glass walls in the crab room all count as breakables and you have to poke holes in almost all of them to get the bonus.
I used to be with it, but then they changed what it was, now what's it is weird and scary to me.