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Thomas J. Boschloo

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Since: Jul 06, 2005
Posts: 1641



(Msg. 1) Posted: Mon Apr 10, 2006 6:55 am
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
Archived from groups: alt>games>warcraft (more info?)

Ashen Shugar wrote:
> My warrior's trying to fight some murloc types on a sunken ship, but
> the moment they get low on health they swim *through* the ship and get
> half a dozen of their friends to come help bash me up!!!

There is two ships, right? Second ship is harder because of more murlocs
inside and because it is deeper (air in lungs).

I soloed them yesterday with my level 19 priest (good DM gear), but it
was annoying. Also because sometimes I had to go up for air and that
would take the murlocs on the second ship so far away from their point
of origin that they would break off their attack and return full health
to their point or origin.

My advice is to switch to a ranged weapon when the murlocs are at about
10% health and hope they die before their can get help.

I only used proximity pulls. On the second ship it seems hard to pull
only one once you get inside.

Just kill them all before they respawn :-S

Regards,
Thomas
--
Robert Heinlein: "When in danger or in doubt, run in circles, scream and
shout"

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Rastus

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Since: Feb 09, 2006
Posts: 162



(Msg. 2) Posted: Mon Apr 10, 2006 6:55 am
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> My warrior's trying to fight some murloc types on a sunken ship, but
> the moment they get low on health they swim *through* the ship and get
> half a dozen of their friends to come help bash me up!!!
>
> Ashen Shugar

Humanoid mobs will tend to flee if low on health, use hamstring just before
they flee to minimise how far they go, but also pull them away from areas
like boats or other obstacles that can hamper your ability to follow them.

You will get used to what sort of objects cause problems, just like getting
used to what mobs are more social than others etc.

Murlocs are a pain in the arse due to proximity to water, relatively large
aggro range and dense spawning. because of this they are not very efficient
to grind, so only hunt them when needed for quests or if you are part of a
group with better runner-stopping ability. Warriors are designed for a very
specific purpose and tend to lack utility, so grouping is highly beneficial.

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Ashen Shugar

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Since: Jan 07, 2005
Posts: 1139



(Msg. 3) Posted: Mon Apr 10, 2006 6:55 am
Post subject: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
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My warrior's trying to fight some murloc types on a sunken ship, but
the moment they get low on health they swim *through* the ship and get
half a dozen of their friends to come help bash me up!!!

Ashen Shugar
--
The lions sing and the hills take flight.
The moon by day, and the sun by night.
Blind woman, deaf man, jackdaw fool.
Let the Lord of Chaos rule!
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Skinner1

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Since: Apr 10, 2004
Posts: 438



(Msg. 4) Posted: Mon Apr 10, 2006 6:55 am
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mon, 10 Apr 2006 19:41:25 +1000, "Rastus"
<fubar-removeme.RemoveThis@uq.net.au> wrote:

>> My warrior's trying to fight some murloc types on a sunken ship, but
>> the moment they get low on health they swim *through* the ship and get
>> half a dozen of their friends to come help bash me up!!!
>>
>> Ashen Shugar
>
>Humanoid mobs will tend to flee if low on health, use hamstring just before
>they flee to minimise how far they go, but also pull them away from areas
>like boats or other obstacles that can hamper your ability to follow them.
>
>You will get used to what sort of objects cause problems, just like getting
>used to what mobs are more social than others etc.
>
>Murlocs are a pain in the arse due to proximity to water, relatively large
>aggro range and dense spawning. because of this they are not very efficient
>to grind, so only hunt them when needed for quests or if you are part of a
>group with better runner-stopping ability. Warriors are designed for a very
>specific purpose and tend to lack utility, so grouping is highly beneficial.
>

I cannot add anything to the explaination here.... but I might ask...

Why, over a year after release are these kinds of little things still
causing problems??
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Thomas J. Boschloo

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Since: Jul 06, 2005
Posts: 1641



(Msg. 5) Posted: Mon Apr 10, 2006 7:55 am
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Skinner1.TakeThisOut@hotmail.com wrote:
> On Mon, 10 Apr 2006 19:41:25 +1000, "Rastus"
> <fubar-removeme.TakeThisOut@uq.net.au> wrote:
>
>>> My warrior's trying to fight some murloc types on a sunken ship, but
>>> the moment they get low on health they swim *through* the ship and get
>>> half a dozen of their friends to come help bash me up!!!
>>>
>>> Ashen Shugar
>> Humanoid mobs will tend to flee if low on health, use hamstring just before
>> they flee to minimise how far they go, but also pull them away from areas
>> like boats or other obstacles that can hamper your ability to follow them.
>>
>> You will get used to what sort of objects cause problems, just like getting
>> used to what mobs are more social than others etc.
>>
>> Murlocs are a pain in the arse due to proximity to water, relatively large
>> aggro range and dense spawning. because of this they are not very efficient
>> to grind, so only hunt them when needed for quests or if you are part of a
>> group with better runner-stopping ability. Warriors are designed for a very
>> specific purpose and tend to lack utility, so grouping is highly beneficial.
>>
>
> I cannot add anything to the explaination here.... but I might ask...
>
> Why, over a year after release are these kinds of little things still
> causing problems??

You can't get a clean pull in e.g. Elwynn Forest anyway. Their strenght
is that they work together. Disadvantage of this is that you get less XP
per kill (since they perform like they are higher level when they work
together).

I like the Murlocs very much. You just die a lot until someone comes
around to help you out ;-D

hth,
Thomas
--
Robert Heinlein: "When in danger or in doubt, run in circles, scream and
shout"
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RogerM

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Since: Nov 02, 2004
Posts: 612



(Msg. 6) Posted: Mon Apr 10, 2006 9:55 am
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rastus wrote:
>
> Murlocs are a pain in the arse due to proximity to water, relatively large
> aggro range and dense spawning. because of this they are not very efficient
> to grind, so only hunt them when needed for quests or if you are part of a
> group with better runner-stopping ability. Warriors are designed for a very
> specific purpose and tend to lack utility, so grouping is highly beneficial.

True. Warriors are NOT a good solo class. Very good at what they do, but
very limited.
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Marshall

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Since: May 16, 2004
Posts: 598



(Msg. 7) Posted: Mon Apr 10, 2006 11:55 am
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"Ashen Shugar" <deathsabyss RemoveThis @yahoo.com.au> wrote in message
news:443a259b.9517671@news-server.bigpond.net.au...
>
> My warrior's trying to fight some murloc types on a sunken ship, but
> the moment they get low on health they swim *through* the ship and get
> half a dozen of their friends to come help bash me up!!!

Yeah, that's a PITA. Always been that way- mobs swimming through
decks and walls of ships is something Blizzard has never fixed, for
some unknown reason.
-Marshall
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RogerM

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Since: Nov 02, 2004
Posts: 612



(Msg. 8) Posted: Mon Apr 10, 2006 12:55 pm
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
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Marshall wrote:
>
> "Ashen Shugar" <deathsabyss DeleteThis @yahoo.com.au> wrote in message
> news:443a259b.9517671@news-server.bigpond.net.au...
> >
> > My warrior's trying to fight some murloc types on a sunken ship, but
> > the moment they get low on health they swim *through* the ship and get
> > half a dozen of their friends to come help bash me up!!!
>
> Yeah, that's a PITA. Always been that way- mobs swimming through
> decks and walls of ships is something Blizzard has never fixed, for
> some unknown reason.
> -Marshall

Just like being able to click on chests and other usable objects through
the walls.

Like the total lack of collision detection in combat, which is simply
absurd.
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Thomas J. Boschloo

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Since: Jul 06, 2005
Posts: 1641



(Msg. 9) Posted: Mon Apr 10, 2006 1:55 pm
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
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Marshall wrote:
> "Ashen Shugar" <deathsabyss.RemoveThis@yahoo.com.au> wrote in message
> news:443a259b.9517671@news-server.bigpond.net.au...
>> My warrior's trying to fight some murloc types on a sunken ship, but
>> the moment they get low on health they swim *through* the ship and get
>> half a dozen of their friends to come help bash me up!!!
>
> Yeah, that's a PITA. Always been that way- mobs swimming through
> decks and walls of ships is something Blizzard has never fixed, for
> some unknown reason.

Path finding is a very expensive computer operation. Just remember how
much trouble your computer had with Dune 2, and the enemy units weren't
real smart in that. This is 3D (extra dimention to calculate in) and the
servers have loads of computations to do as it is.

Believe me, you wouldn't like WoW if the murlocs didn't swim through the
walls. Be glad that mobs cannot do a ranged attack through a structure.

Then again, land units find their way towards you fine (and sometimes
drag their friends with them if they happen to pass them I think)

Regards,
Thomas
--
Robert Heinlein: "When in danger or in doubt, run in circles, scream and
shout"
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3phase

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Since: May 01, 2004
Posts: 86



(Msg. 10) Posted: Mon Apr 10, 2006 10:55 pm
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"Ashen Shugar" <deathsabyss.RemoveThis@yahoo.com.au> wrote in message
news:443a259b.9517671@news-server.bigpond.net.au...
>
> My warrior's trying to fight some murloc types on a sunken ship, but
> the moment they get low on health they swim *through* the ship and get
> half a dozen of their friends to come help bash me up!!!


Sounds like you are doing that "deep ocean vast pita" quest. It is hated for
a good reason.
My advice would be to wait until it is green and use a water breathing
potion. And as someone said... use Hamstring to slow their swimming.
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Thomas J. Boschloo

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Since: Jul 06, 2005
Posts: 1641



(Msg. 11) Posted: Tue Apr 11, 2006 6:55 am
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
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Ashen Shugar wrote:
> I think it was "3phase" <3phase.TakeThisOut@electrickery.com> that wrote something
> like...
>
>> "Ashen Shugar" <deathsabyss.TakeThisOut@yahoo.com.au> wrote in message
>> news:443a259b.9517671@news-server.bigpond.net.au...
>>> My warrior's trying to fight some murloc types on a sunken ship, but
>>> the moment they get low on health they swim *through* the ship and get
>>> half a dozen of their friends to come help bash me up!!!
>>
>> Sounds like you are doing that "deep ocean vast pita" quest. It is hated for
>> a good reason.
>> My advice would be to wait until it is green and use a water breathing
>> potion. And as someone said... use Hamstring to slow their swimming.
>>
>
> Well, I've gotten one of the chests. Drowned about 1m from the
> surface on the way back as I got jumped by a single before I could
> open the chest and had to kill it before I could open the chest.
>
> Fortunately my warrior picks flowers and mixes drinks, and just picked
> up 3 pieces of kelpweed, so if I can just find *where* in the ship the
> next chest is, I should be able to make it. Without *too* many
> deaths. ; )

There is one trick you might like.

When you get the second box, cast heartstone.

That way you won't drown or encounter mobs on the way up to the surface.

Regs,
Thomas
--
Robert Heinlein: "When in danger or in doubt, run in circles, scream and
shout"
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Ashen Shugar

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Since: Jan 07, 2005
Posts: 1139



(Msg. 12) Posted: Tue Apr 11, 2006 6:55 am
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I think it was "3phase" <3phase.RemoveThis@electrickery.com> that wrote something
like...

>
>"Ashen Shugar" <deathsabyss.RemoveThis@yahoo.com.au> wrote in message
>news:443a259b.9517671@news-server.bigpond.net.au...
>>
>> My warrior's trying to fight some murloc types on a sunken ship, but
>> the moment they get low on health they swim *through* the ship and get
>> half a dozen of their friends to come help bash me up!!!
>
>
>Sounds like you are doing that "deep ocean vast pita" quest. It is hated for
>a good reason.
>My advice would be to wait until it is green and use a water breathing
>potion. And as someone said... use Hamstring to slow their swimming.
>

Well, I've gotten one of the chests. Drowned about 1m from the
surface on the way back as I got jumped by a single before I could
open the chest and had to kill it before I could open the chest.

Fortunately my warrior picks flowers and mixes drinks, and just picked
up 3 pieces of kelpweed, so if I can just find *where* in the ship the
next chest is, I should be able to make it. Without *too* many
deaths. ; )

Ashen Shugar
--
The lions sing and the hills take flight.
The moon by day, and the sun by night.
Blind woman, deaf man, jackdaw fool.
Let the Lord of Chaos rule!
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RogerM

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Since: Nov 02, 2004
Posts: 612



(Msg. 13) Posted: Tue Apr 11, 2006 8:55 am
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Dan wrote:
>
> RogerM <rodger.mckay.TakeThisOut@ns.sympatico.ca> wrote:
>
> >Like the total lack of collision detection in combat, which is simply
> >absurd.
>
> The alternative can be worse. Project Entropia has collision
> detection and doesn't let you run through other characters or
> objects. As a result it's very easy to get pinned in a corner or
> against an object by someone who refuses to get out of your way -
> either deliberately or just through being afk. It does give you the
> option to teleport to the nearest ressurection point, however
> ressurection points are often the cause of the trouble - people res
> and then go afk without moving, the next person to res gets placed
> between that person and the wall... and is stuck. And then there's
> nothing they can do about it but wait for the person to move or idle
> out of the game.
>
> Dan

Easy to avoid that - just turn off collision for friendly characters.
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Dan

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Since: Feb 14, 2006
Posts: 562



(Msg. 14) Posted: Tue Apr 11, 2006 8:55 am
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RogerM <rodger.mckay.TakeThisOut@ns.sympatico.ca> wrote:

>Like the total lack of collision detection in combat, which is simply
>absurd.

The alternative can be worse. Project Entropia has collision
detection and doesn't let you run through other characters or
objects. As a result it's very easy to get pinned in a corner or
against an object by someone who refuses to get out of your way -
either deliberately or just through being afk. It does give you the
option to teleport to the nearest ressurection point, however
ressurection points are often the cause of the trouble - people res
and then go afk without moving, the next person to res gets placed
between that person and the wall... and is stuck. And then there's
nothing they can do about it but wait for the person to move or idle
out of the game.

Dan
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chocolatemalt

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Since: Jun 02, 2005
Posts: 220



(Msg. 15) Posted: Tue Apr 11, 2006 9:11 am
Post subject: Re: These %$%@^$@!'s cheat!! [Login to view extended thread Info.]
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In article <443B9BFD.EE8282CE.TakeThisOut@ns.sympatico.ca>,
RogerM <rodger.mckay.TakeThisOut@ns.sympatico.ca> wrote:

> Dan wrote:
> >
> > RogerM <rodger.mckay.TakeThisOut@ns.sympatico.ca> wrote:
> >
> > >Like the total lack of collision detection in combat, which is simply
> > >absurd.
> >
> > The alternative can be worse. Project Entropia has collision
> > detection and doesn't let you run through other characters or
> > objects. As a result it's very easy to get pinned in a corner or
> > against an object by someone who refuses to get out of your way -
> > either deliberately or just through being afk. It does give you the
> > option to teleport to the nearest ressurection point, however
> > ressurection points are often the cause of the trouble - people res
> > and then go afk without moving, the next person to res gets placed
> > between that person and the wall... and is stuck. And then there's
> > nothing they can do about it but wait for the person to move or idle
> > out of the game.
> >
> > Dan
>
> Easy to avoid that - just turn off collision for friendly characters.

Or allow a "push" function (we had that in Return to Castle Wolfenstein)
and also a smaller character object collision model to allow you to
squeeze by other stuff and especially other characters. The standard
mechanism in those games is usually full sized collision models like
stiff metal robots, meaning if 1 millimeter of your shoulder snags a
corner of a wall or another character, your own character comes to a
solid halt. Pretty silly.
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