Author Topic: Spawn owning.... a way to keep it from happening...  (Read 7913 times)

DaveG

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« Reply #30 on: August 26, 2005, 07:28:08 am »
Xanthan:
1)  Read all of this thread and the other thread.  I already said that, many times.

2)  That\'s an AI/collision detection glitching issue.  Another matter entirely, though valid.

3)  If you don\'t look at them, they\'ve allready disappeared...  :P  They do need to be active without others around, to allow for some wandering here and there.  I don\'t think it\'d be realistic to leave an area and come back to see that nothing has changed.

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Neryam

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« Reply #31 on: August 26, 2005, 10:29:23 am »
Quote
Originally posted by Sensotaka
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.

Ah good then  :))

I don\'t know.. I don\'t think even for \"bosses\" the timer thing would work.. I mean it\'s not like that in real life.. How bout just taking off the \"you must be grouped wtih blah blah\" and having experience given per blow? That would totally nullify spawn camping as in the don\'t-share-with-anybody area, and them implement the random-point spawns.. Or mabye a single \"spawn-area\" would have a few different creatures that can appear, you knever know whether a rat, a rogue or a tefusang would crawl out of that hole..
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Mortac

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« Reply #32 on: August 26, 2005, 11:13:51 am »
The different creatures idea is great, but it should work only in spawns of stronger monsters, becouse otherwise it would be too hard for new players to play.

A new player can usually kill only rats or maybe gobbles too and suddenly a mercenary(or worsest... ulbernaut) appears... and kills him/her/it with few blows.

but other possibility is that the randomness of spawns should not differ more than 3: in sewers: rats, gobbles, weak tefusangs and rogues (edit: forgot fanatics), and so on...
I mean that spawns would not be to widely randomsized
« Last Edit: August 26, 2005, 11:15:29 am by Mortac »

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Ivniciix

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« Reply #33 on: August 29, 2005, 10:22:04 am »
This is my first post and, in fact, I\'ve yet to play the game as I can\'t seem to get a registration email back despite several resends. On top of that, I\'m on a Mac and understand that the latest update currently is bugged for them.

Regardless, I\'m looking forward to participating in what looks like a great project.

Firstly, isn\'t the current spawn camping situation mostly a function of the lack of things to do in the game currently? That\'s the impression I get from reading these forums. If that is the case, I wonder if the expansion of hunting areas & quests over time will solve this problem? Presumably, some not-yet-achieved balance between the number of players on a server and the available activities will eventually be reached.

Secondly, I\'m seeing two different approaches in this thread: 1) Loot \"timers\" & 2) Mob rotation. I don\'t know just how realistic the loot drops are in PS but from what I\'ve read, you could kill a rat and find a sword as you can in many games. How the rat swallowed it or lived for so long with it sticking out of it\'s side has always been one of the mysteries of  MMORPG\'s. :) Short of creating a realistic loot table based on what a particular mob might truly be in possession of, this is how it\'s likely to remain.

At any rate, I have seen in some MMORPG\'s that mobs simply decrease their spawn rate if they are being \"excessively\" farmed. Alternatively, they might also decrease the value of their loot drops. Neither of these will stop farming if there isn\'t something more lucrative somewhere else to send the campers to....and then how long do the folks who weren\'t in the farming team have to wait until the \"normal\" spawn and/or drop rates return? MOBs with \"built-in\" radar who can sense when players are or are still in the area would be needed to make this a true deterrent. They might even need to keep track of players by name to avoid people learning the \"Radar\" range and simply moving out of it to get a reset.

As for MOB rotation, this is the way a real ecology would function. Granted an MMORPG can\'t have a truly real ecology simply due to time constraints. However, Nature does fill a vacuum when man creates it by forcing other, stronger predators to increase their territory as a food source is depleted or by filling that void with a lower species which is no longer limited  by it\'s predator. Both of these are chain reactions which ripple up  and down the food chain.

Too great a farming of one species would typically have dual effects in any fixed location-the next higher mob would start turning up when it\'s food supply was depleted AND the next lower one would also increase in numbers as it was fed on less. If this approach were implemented in the game, with the two species increasing on opposite sides of the area, two problems might be solved. One, the campers would have to move on as the higher mobs moved in and two, those being left out of the camping would have something to kill now as well...the lower creatures. If the area stopped being camped, the growth of the originally hunted species would restore the balance.

In a situation where one species was being excessively farmed and no other players than the campers were around and all the species, high, middle and low were aggressive, the campers would find themselves overwhelmed in short order.

Mechanically, how is balance restored? The same way mob\'s pop up they could simply unpop. Without creating tons of holes and caves of various size for mobs to emerge from, the \"poof\" factor of mob birth is a fact of life...and creating actual dens for mobs to pop from just increases camping.

The part of an ecological solution that I can\'t quite get my mind around is the possible down-side effect in gameplay terms.

Would you want the effect to truly \"ripple\"? If it did and a sufficently high team started farming species D, then species C & E would show up or show up in larger numbers and with faster respawns. If the original farm team was high enough to deal with species E, would species F start showing up as well after a while? (and species B too!) Would the arrival of additional teams start to create a cascade effect causing that area to  became untenable for all players as the amount and level of mobs became unmanageable?

On the one hand, if spawn areas are tightly defined so there wasn\'t species addition in adjoining areas, players nearby would not be effected by the cascade, unless they were forced to pass through that area for some reason. On the other hand, players would certianly be aware of the potential situation long-term farming would cause so how would they deal with it? Would they \"exploit\" it and if so, how? Could the effect be used to grief other players? Or does the cascade solve the camping problem plain and simple and the de-spawn when the original species respawns provide a \"soft-landing\" cool-down timer to encourage campers to go somewhere else?


Perhaps I\'ll have a better idea once I actually get to play PS!

Neryam

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« Reply #34 on: August 29, 2005, 10:51:46 am »
Quote
The different creatures idea is great, but it should work only in spawns of stronger monsters, becouse otherwise it would be too hard for new players to play.

A new player can usually kill only rats or maybe gobbles too and suddenly a mercenary(or worsest... ulbernaut) appears... and kills him/her/it with few blows.

but other possibility is that the randomness of spawns should not differ more than 3: in sewers: rats, gobbles, weak tefusangs and rogues (edit: forgot fanatics), and so on...
I mean that spawns would not be to widely randomsized
Yes yes, would only be in a range but there would have to be at least a fair range so once in a while a newbie would have to run away and cant just sit there spawn-camping :D
Vis vires est haud claustrum ut animus. Power is no bar to the Heart.
Guild Knights will return. When I feel like it.


Rerogo

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« Reply #35 on: August 29, 2005, 11:51:12 pm »
Quote
I don\'t know just how realistic the loot drops are in PS but from what I\'ve read, you could kill a rat and find a sword as you can in many games.

Much more realistic than this. Only the human mobs drop weapons(unless they are bugged). The rats, clackers, tefusangs, and most likely trepors and ulbernauts drop objects like meat, teeth, tails, and skins, all of which they could legitamately come into possesion of.

Waurelie Rerogo

Gravalden

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My 2 cents...
« Reply #36 on: August 30, 2005, 03:51:26 am »
After leaving this thread I had no idea it would spark so much debate. That being said I would like to put my two cents in as it were...

after readying every one of your posts. This is what I think....

1. The idea of making the monster change each time a spawn comes up is a really good idea. But there would have to be limitations on it (i.e ulbernuts should not spawn in the sewers) This would give rise making monsters only spawn in a given enviroment (i.e a rat would be able to spawn any where, More offten in places with larger numbers of people like citys and fewer in the open landscapes) Love the idea I think with alittle more debate we can come up with a problem free way of doing it. To address the idea that started this thread. Make the spawn sites with in a given area making monster free zones and non-monster free zones, thes zone should be placed with in the landscales in such a way to keep the monsters from geting stuck in the landscape. This is just a matter of placing a number of spawn sites in a given area that only work when the monster or monsters for that area have been killed and not placing one of the spots in a place where a monster could get stuck.

2. The idea of making a monster spawn from a given place (i.e pipe in the wall, a cave, a hole in the ground, ect...) Sounds good but still poses the spawn camper problem. About giving the monsters a sence of smell, And making them stay inside the spawn point if a fellow monster had been killed with in a given area around the spawn point. This would take a revamp of the already working fine monster AI same goes with the hunger or anger idea, Making the monster numbers go up after a number of kills. That would also pose other problems such as server lag (i.e to meny monsters takes up to much server space making game play chopy) Which would cover the make the monster number rise with the number of players in a given area if there are over 100 players in one area there would have to be 100 monsters there as well taking up server space.. We don\'t want to make the programers work harder then they have to. We also want to keep game play as smooth as we can. although all of thes ideas were wonderful and well thought out but they all seem unrealistic in a space saving way. To me

3. Some of you seem to have gone off topic, To the people that are guilty of this there are threads that cover those topics... You all know who i am talking about...

4. Making the loot drops as realistic as we can (i.e a rat can\'t loot a sword) I\'ll stick to the rat as my example, You would be able to find hides, eyes, hearts and every thing else you would normaly find on a rat. But some times you might be able to loot something small like a ring or a crystal that the rat might have eaten or even undigested food. Thought that sounds nasty it would be realistic..

In closing I would like you all to keep coming up with ideas and posting them. I to will have meny more ideas to come. please feel free to out your ideas into the mix thats what it is all about. untill we can get thes changes made to the game we will have to deal with it and SHARE please. Because we all know there is a lack of other things to do in the game at this point. But that will be addressed bt the programers in due time.... I hope....

I know that might be alittle more then 2 cents but what the hell keep the change...... :P


Thank you
   Gravalden
Gravalden... also my ingame name if you want to talk more....

Gravalden

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typo
« Reply #37 on: August 30, 2005, 03:54:16 am »
yes i saw the typo right after i posted it but we all can look past that...... can\'t we..... If we can\'t whats the world coming too

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Gravalden

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« Reply #38 on: August 31, 2005, 06:03:47 am »
I had another thought...

Say a higher lvl player we will call him X kills a much weaker monster then him, At this point X would get the exp for killing the monster and the loot that might be on it. Now my idea is to make monsters that are much weaker then X give him no exp at all and no uncommon or rare loot. this would make the spawn camp of a weaker monster for loot pointless. Because if you just stand there killing this much weaker monster and get no reward for your work whats the point in staying there. Baseicly I am saying place a limit on how weak your kill can be before you don\'t get any more exp or loot..

Its just a thought....

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  Gravalden
Gravalden... also my ingame name if you want to talk more....

DaveG

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« Reply #39 on: August 31, 2005, 06:17:46 am »
me == cross-linking monkey

CLICK HERE

Same genre of topic, and this post has a few things along these lines.  (the no loot/exp for killing weak stuff thing is already in there)


BTW,
Please don\'t double post.  Use the edit button to append a new message.
« Last Edit: August 31, 2005, 06:19:20 am by DaveG »

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Gaisa

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something else to consider
« Reply #40 on: August 31, 2005, 09:34:46 am »
There\'s been several fantastic idea\'s that I\'ve seen in this dialogue so far, and I know how much work any of those would be, anyways, I\'ll offer my two cents worth now:
We all know people camp spawn points, heck even I\'ve done it, but I try to share and if I can, I group up.
As a rule of thumb, I leave the group when it gets too busy and look elsewhere.
Now, One thing I have considered revolved around something I believe I heard before in this dialogue:
a person manages to obtain so much loot from a monster, after so much, it\'s loot drops in value until it stops yielding anything, or gives worthless loot along with minimal Progression Points.

You then have to make so many kills elsewhere to reset this (meaning you have to run around a bit).

Another option would be similar to the mining deal:
You get loot from the monster once, you then have to kill/obtain loot from another monster before you can get anything from the first.
« Last Edit: August 31, 2005, 10:00:44 am by Gaisa »

Count

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« Reply #41 on: August 31, 2005, 02:55:13 pm »
What do you think about something like the following system?

Every spawn point (or a set of spawn points in a small distance to each other) represents a lair.

Every monster \"knows\" to which lair it belongs, and every lair has a population value.
Every time a monster belonging to a lair is killed, the population value goes down.
If a lair is left alone, it\'s population value will slowly increase over time (e.g. by one every 10 minutes or so).

So, what\'s this value good for?
I would say that it should determine things like the time in which new monsters are spawned (value = 0 means no spawn at all, value = 5 means one monster per hour, value = 10 means one monster every 30 minutes and so on), and maybe how much the loot of the monsters belonging to the lair is worth.

Each lair could keep track of the monsters belonging to it, so that a maximum number of monsters belonging to a particular lair can be set. (e.g. if there are 10 living monsters belonging to lair A, it\'s spawn point(s) will not longer produce new monsters until one of the lair A-monsters is slain).

Off course, there should be a maximum the population value can\'t exceed.

If the server could handle this, you would have
- a dynamic aspect in the world (one time more monsters here, one time more monsters there)
- the campers would be forced to move elsewhere after some time

Perhaps they would even move earlier if the spawn rate of a lair seems too low for them, so others could come.

I don\'t know if this is a good idea, just wrote what currently was on my mind.

Hmm... an additional idea: there could be quests to fight monsters of a particular lair until it\'s population value has dropped to a low value...

Sorry for the long post. Hope the idea isn\'t too bad.

Neryam

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« Reply #42 on: August 31, 2005, 03:04:01 pm »
I actually like this idea, and it could be combined with the monster-out-of-pipes-and-crack-in-walls method, where the more people in the lair and the more damage they are doing, the slower the spawn rate..

Yes I like that alot.

But what about creatures like Rogues? And I don\'t really think Ulbernauts live well in a tightly-knit community :P
Vis vires est haud claustrum ut animus. Power is no bar to the Heart.
Guild Knights will return. When I feel like it.


Gravalden

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« Reply #43 on: August 31, 2005, 03:45:09 pm »
Count

Love the idea. Making an area in to a lair is a very very good idea, well thought out too :P


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Gravalden
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DaveG

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« Reply #44 on: August 31, 2005, 06:22:40 pm »
Yes, I agree.  A few ideas for dynamic ecosystems have popped up here and there.  Requiring spawns to be \"births\" or \"hatchings\" would help keep population levels better.

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