Author Topic: Spawn owning.... a way to keep it from happening...  (Read 7942 times)

Neryam

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« Reply #15 on: August 23, 2005, 04:18:54 am »
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Originally posted by Jakob
I think if people are camping, and a certain spawn point determines that JoePublic has killed 90 out of the last 90 spawns, and is still there, the next spawn should be an Ulbernaut which kills JoePublic then walks out of the area into the ruins outside hydlaa, or just disapeers again... :D

HAHAAH yes, that would be hilarious. But I dunno, wouldn\'t make much sense?  :D
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DaveG

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« Reply #16 on: August 23, 2005, 06:27:25 am »
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Originally posted by Jakob
I think if people are camping, and a certain spawn point determines that JoePublic has killed 90 out of the last 90 spawns, and is still there, the next spawn should be an Ulbernaut which kills JoePublic then walks out of the area into the ruins outside hydlaa, or just disapeers again... :D

Actually... last I heard, ulbernaut spawns were one of the main things camped...  :P
« Last Edit: August 23, 2005, 06:27:48 am by DaveG »

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Sensotaka

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« Reply #17 on: August 23, 2005, 06:41:24 am »
I never said that rotation camping was evil or against PS rules, but it certainly doesnt seem fair or honorable...unless of course you are one of the campers.

Neryam

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« Reply #18 on: August 23, 2005, 07:17:41 am »
Don\'t know.. I mean at least rotation camping is sharing.. I\'ve been part of those and we talk and laugh, but We always though 6 people round 1 monster was quite enough and stretched and we didn\'t want any more. We did share though. And when the numbers were few we did let people in, as long as they were courteous and honest
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Krey

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« Reply #19 on: August 23, 2005, 11:21:12 am »
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Originally posted by DaveG
First of all... last I checked shields still don\'t work...


I realize they don\'t work, which is why I am making them work by switching stances. Yes of course I could just as well equip two claymores and use the same tactic but where is the realism in that :P
Thing is with anything faster than claymores it becomes a bit too hard to use well though.

Jakob

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« Reply #20 on: August 23, 2005, 01:53:56 pm »
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Originally posted by DaveG
Actually... last I heard, ulbernaut spawns were one of the main things camped...  :P


Yeah, but this is an Uber Ulbernaut with twice our maximum stats, and is impervious to attack from other members of the group...  :D

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Dashiel

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« Reply #21 on: August 24, 2005, 10:41:06 am »
In my opinion there are a few thing that should make hunting monsters more interesting

1. Randomise spawning points
You simply can\'t camp when you never know, where the next monster will appear.
Also different monsters could appear in the same spot. So let\'s say you found an area with lots of rats. Nice. But suddenly a Gobble/Rogue/Fanatic/Tefusang/... appears and you would have to flee... :D

2. Amount of monsters should depend on amount of players in an area.
There have been times, when you run around in the sewers, (I\'m still to weak to hunt anywhere else...) where there are so many players, that it is hard to find something to kill. So why not letting spawn more rats and other stuff when more players are around and reduce the spawn rate when the number of players in this area decreases.

3. Randomise the strength of a monster
No I don\'t think there should be \"killer-rats\". But why not give monsters a kind of variation? So the Strength of a rat could be randomised between 10-20, the Strength of a Gobble vary from 25-45 (just choosing a few numbers to make myself clear ;) ). Do the same with something like Defense or the amount of Hitpoints and you would get a wide range of monsters that are different to fight against.
Also the amount of experience you can get from fighting a monster could depend on it\'s stats.

4.  create some \"events\" (not only against spawn camping)
Let\'s say the rats have had a nice time down in the sewers. They found a lot to eat and to few people killed and reduced their number. Now all of a sudden there are so many rats, that the whole sewers are crowded (or they even crawl out and try to find some more food in the city...). The players would have to gather their Strength and work together to reduce the number of rats back to a harmless one.
Or for the people who are more interested in mining: When there is a new area to be discovered there could be a massive huge stone that blocks a path to this area. Now everyone who has a pickaxe would have to work on this stone and after a (high) number of /dig commands the stone will become smaller and smaller until it is gone and the new area can be discovered. This can also be used to make an event inside of a mine where there is an accident and some players are trapped until others come to free them...

*getting more and more ideas for events so better stoped wrinting before I completely get off topic*


PS: please excuse me if I made spelling or grammar mistakes, as english is not my naural language

DaveG

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« Reply #22 on: August 24, 2005, 05:14:58 pm »
#1 was already discussed; read the rest of the thread, and the other one this is based on.

For #2, I agree with you, but in the opposite direction.  :P  More people would scare off the rats, not attract them.  (to continue using the rats example)  But because this would get annoying, I\'d just like the number of people in the sewers to not affect the rat population by anything other than people killing them off.

For #3, I don\'t like random stuff.  Along those lines, however, what I\'m thinking is that the newly spawned monsters could be smaller and weaker.  (also allowing them to scurry by without being attacked easier)  They would grow with time, and get stronger.  Rats would have a max size similar to what they are now, but a max strength that\'s a little higher.  Ulbernauts, on the other hand, could just keep getting bigger and stronger for ~much~ longer...  :D

At #4, yes, events and such would be nice.  But, that\'s a bit more down the road.

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Kethrym Va'laar

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« Reply #23 on: August 24, 2005, 11:07:43 pm »
Randomized Spawnpoints would help, but if PS wanted to be really different and \"nip\" this kind of thing here is my idea.  I propose a timer.   Once you kill \"powerful enemy A\"  you have to wait \"X\" hours to do it again, that way everyone gets a turn, there is no camping and those previously commiting those acts will either stop or leave PS.  Either way the community wins.  

The only drawback to this is trying to keep the code for this kind of thing from being buggy,  I can only imagine someone screaming \"I waited 3 hours for this thing and It told me that I can\'t kill it!!\"

Rerogo

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« Reply #24 on: August 25, 2005, 12:06:54 am »
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I propose a timer. Once you kill \"powerful enemy A\" you have to wait \"X\" hours to do it again,

Yes, but that\'s massively unrealisitic.

Waurelie Rerogo

Karyuu

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« Reply #25 on: August 25, 2005, 12:11:41 am »
Might work for a Boss-like Leader mob within an area of smaller minion mobs, somewhere in a remote corner of an environmental setting, but for your everyday common creatures that yield common materials and items, this isn\'t going to work. Not only is it unrealistic, as Rerogo said, there is no way to explain it in RP terms.
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zanzibar

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« Reply #26 on: August 25, 2005, 03:05:28 am »
If the spawn you want is camped.... find another.  If it\'s just a matter of someone else being faster than you, switch one hand to melee, and create an attack shortcut:

/target_clear
/target_next_nearest_npc
/attack


What kind of spawns are you looking for?  If it\'s just money, clackers are a good bet.  For equipment, I know of two mercenaries in the upper arena.... the gladiators and rogues can be a bit much to handle, except for the one in the forest.
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Kethrym Va'laar

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« Reply #27 on: August 25, 2005, 03:06:40 am »
I meant for it to only apply to \"Boss type\" creatures, to keep someone from killing lower level creatures would be as you said,  very unrealistic.

Sensotaka

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« Reply #28 on: August 25, 2005, 09:39:38 am »
Neryam, what you discribe is group hunting, an exciting and pleasureble activity in the realm. It\'s purpose is neither to \"own\" an NPC to the exclusion of everyone else nor to occupy an NPC for hours on end. Often it also involves role play.

Rotation camping is greed and power driven. Role play is non existant in a rotational camping situation. Unlike group hunting it DOES seek to deny the use of an NPC to others for considerable lengths of time. Some may not see a problem with this (go find another NPC) but the number of npc\'s are in fact limited and the number of campers grows with each day.

Honest players and RPers suffer because they don\'t spend all their time sitting on top of an NPC and many are worse off than before the wipe. Because they have developed their techniques in earlier versions of PS, the cheats, rotation campers etc. seem to have prospered even more than before (I know of one that went from 35 dam pnts to 187 dam pnts in one day using rotation camping). Needless to say to those that view PS as more than a killing field, this is discouraging. So unless the Dev\'s want PS to consist of power levelers and PKers like a certain other game, they need to address this problem ASAP.

Xanthan

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« Reply #29 on: August 25, 2005, 11:10:37 pm »
Two more things to consider with (more) random spawning:

1) It would be more realistic if players couldn\'t see the
monsters appear out of nowhere.

2) Care would need to be taken not to spawn them in
places where they could be \"trapped\" physically.

3)  Possibly they should disappear after a while if they don\'t encounter players.  This could help with issue #2.

Xanthan