Author Topic: Spawn owning.... a way to keep it from happening...  (Read 7291 times)

DaveG

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« Reply #60 on: September 10, 2005, 01:16:33 am »
It has been said, many times, that there will only be one PlaneShift world.   (even if that world spans multiple servers)  But yes, a larger world would help too.  Overcrowding is a big issue.

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Rage McCloud

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« Reply #61 on: September 10, 2005, 06:16:41 am »
Quote:
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Originally posted by Gravalden
wired

question would you be willing to do the programing for this.....
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i would gladly code if i knew how... or if i knew what base PS used, then i could look it up or if it was something i knew, which i doubt it is C++ or VB...

I love the lair idea, the pipes and crackes idea, and the Cubs/Baby/Larva idea... im not saying any others werent good... i just clicked page three and picked up where i think i left off...
« Last Edit: September 10, 2005, 06:18:04 am by Rage McCloud »
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Gravalden

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« Reply #62 on: September 10, 2005, 09:42:36 pm »
from what i have read its all done in crytal space for the 3d and 2d render and C++ for the programing.... which should really read all the C++ books mt father has laying around...... but right now i\'m trying to figure out crystal space......

see the pipe/crack/hole idea relys heavyly on the maps.. having to have lots of places for the monster to come out of... then the programing end with the timers and the radises  and every thing that gos with it...

as soon as i figure out crytal space i\'ll jump head long into making tons of world maps... i normaly make maps for 3d shooter games but i\'m sure it would be alot easyer to make a rp map due to the fact that you don\'t have to activate anything like doors or elevators... but i will add moving objects like a clock tower with a working clock or windmills or the ramdom log floting on a river or something..... but tho i do alot better with mazes...:P hope you all like LONG and complex mazes...
that is if i figure out CS....

Thank you
Gravalden
« Last Edit: September 10, 2005, 09:44:16 pm by Gravalden »
Gravalden... also my ingame name if you want to talk more....

joelito_pr

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« Reply #63 on: September 11, 2005, 02:17:58 am »
I vote for Gravalden\'s original Idea, I myself was about to post about the same thing but I found this thread
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GullyFoyle

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« Reply #64 on: December 01, 2005, 04:07:52 pm »
I personally like the idea that certain monsters belong in certain areas, and that spawn camping is quite frustrating, especially by higher level PCs vs lower level monsters.

Some of you might be familiar with the term \"aggro radius\". If you\'re lower level, a higher level monster would be attracted to you because of your larger aggro radius.

My proposal is create a \"fear radius\" for PCs. A higher level character will have a higher fear radius, making a spawn run away from it. The more mobs the PC kills, the larger the radius it becomes, and the more these monsters run away from them, the chase becoming a pain. This would force the player to move on to mobs more their own level.

Possible exploits for this might include grouping with a lower level PC for the lower level PC to maintain \"aggro\" and have the higher lvl PC move in for the kill.  In this case i would have either the group damage averaged among players.

merlin3000

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« Reply #65 on: December 03, 2005, 04:53:04 pm »
That\'s a good idea, to avoid that problem with grouping with a lower level player you could not make a aggro effect just fear. So if you have a High level player in a  zone, doesn\'t matter how much low level players are there, the weaker NPC would still run.. so if the High level player wants to kill it he will have to pursue it leaving the place. Probably before he came back there were already some NPC to kill in that area and low level players killing them.
« Last Edit: December 03, 2005, 04:55:21 pm by merlin3000 »
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derwoodly

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« Reply #66 on: December 03, 2005, 07:36:46 pm »
I think it is too expliotable.  NPC mobs artifical intelegence is not smart enough to be able to figure out when a high level player is trying to scare them off on purpose or attack them.  Fear is a powerful weapon that should be an ablity or spell.

TiagoTiago

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« Reply #67 on: December 03, 2005, 11:26:00 pm »
Quote
Originally posted by derwoodly
I think it is too expliotable.  NPC mobs artifical intelegence is not smart enough to be able to figure out when a high level player is trying to scare them off on purpose or attack them.  Fear is a powerful weapon that should be an ablity or spell.


sorry, but I can\'t get what you mean by exploitable?

as I understand that npc fear  idea seems like a good idea, perhaps not so specificly to spawn owning, on that topic I have already given some of my sugestions a while back, but more generally if a char buffs up too much the smaller npcs would  surelly be frighten by him, even if he is not looking, most animals irl  ususally are reasonably good evaluatng if they should fight or fly to live to fight another day, but I have an adicional sugestion, don\'t make it so binary, \"safe  or not\",   if there is 10 \"weak\" guys  in one direction their \"risk factor\" would be added togheter making them as frightning as one \"tougher\" guy, if on one direction there is a tough guy, but in the other direction ther is a \"tougher\" guy the monster would tend to go in the direction of average orverall safeness


but of coure a group of tough guys could group in a hunting pack and scare a simple rat around till it is surrounded, with no way to flee.

I really like the idea of using some basic baysean calculations (they seem to fit many real life decision making simulations real nice) if  the odds of staying in place or moving in one direction and surviving are less than moving away in another direction it would be realistical to flee (of course, add some random over or under self-confidence and perhaps a gray area instead of a pure if bigger than N then run, and perhaps even some gradation on the running speed based on how much bigthe risk it  is (or it think it  is) running, and perhaps even based on the distance to the said risk.
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Nero da 2nd

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« Reply #68 on: December 05, 2005, 12:58:15 am »
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Originally posted by Karyuu
Black_rose, your posts make very little sense, as usual o.o

 
 First off, Karyuu and everyone on this forums, stop being such bitches. Everyone\'s always like \"omg go to school, omg you suck\" I know i\'ll get flamed for this, but everyone is always telling each other to go to school or something.That was a waaaay off topic post, i\'m surprised you made it to mod with an additude like that. As this is pretty much an off topic post, however. But i\'m serious, these posts are annoying, plus you make yourselfs hippocrites by critizing other people about offensive posts like these.

 It might be true, but it\'s no reason to put that out in the open.

 Second off, I think spawn killing is annoying. Random spawns should be added, but I think it might not only be spawn killing but also  not enough monsters...
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Karyuu

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« Reply #69 on: December 05, 2005, 01:14:12 am »
Curious that you failed to quote the rest of my post, which had a lot more meaningful content :) And also if you could decipher Black_rose\'s post better than I, and search through the poster\'s history and decipher everything else, I would be grateful. Sometimes it\'s just really hard to understand what a poster is trying to say. Besides, I would\'ve thought that my smiley/emoticon thing lightened the mood.

\"These posts are annoying,\" you say, while quoting a single sentence :) Maybe you should lighten up.

*edit* Way to go - your edited your last post and marked it a prime target for deletion.

PS: I wasn\'t a mod when I made that post :)
« Last Edit: December 05, 2005, 01:25:54 am by Karyuu »
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Kythag

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Possible solution?
« Reply #70 on: December 08, 2005, 07:45:29 am »
Spawn owning and camping can be solved very simply:  randomized spawning within an area and spawn competition.  Even if spawns remained where they were, if kill-stealing could be a non-issue, it would solve many things.

Yes, high agility avatars would be able to beat you to the attack, but so would better players.  This creates a training session of learning how to beat someone to the attack.  Another answer is to randomize the spawns within a broad location.  The final answer is this:  there are more monsters that drop nothing ever.  Randomize what monsters are dropping and where.  Have a sword drop from a Tefusang(granted not a high level weapon) because the low level players are trying for high level monsters because theyve learned about the weapons dropping here or there.

Have it so that the higher the level of monster, the higher of level weapon will drop.  Players will then level to get better swords for themselves and to sale to others.  This will allow players to progress in a more competitive environment without increased frustration.

Kythag
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zanzibar

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« Reply #71 on: December 08, 2005, 08:21:01 am »
That\'s not satisfying to me.  A tefusang randomly appears infront of you.  Or worst yet, a gladiator!  Why?  What\'s the logic?  It doesn\'t make sense.

There has to be a better way.
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