Natural Spawn Script Speed Reduction
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Natural Spawn Script Speed Reduction
Can the rate that spawns expand by themselves be slowed a bit, please?
One area I can think of in particular (Peninsula) is very jarring with how quickly it moves from 'Driders and other Miscellaneous' to 'RUNNING WALL OF SLIMY WARRIORY DEATH'. Given the difficulty in clearing the area that is needed to relax the spawn rate - I won't mention it here in case anyone prefers to explore in game, but we had a group of... ten PCs together last time and we still had trouble - I think it is rather harsh to have an area so relatively close to a well-travelled-by-lowbies-area spilling out and butchering everything after three or four OC days.
Obviously I don't know the exact rate. But when two teen-level and one under ten go to travel past the Peninsula and all get butchered in -very- short order by High Priests, BGs and monsters that do disease/poison/dispel-on-hit it's just painful.
If, of course, some sod is increasing the spawn rate by helping it out, then please just ignore this post. *Shakes fist at saboteurs*
One area I can think of in particular (Peninsula) is very jarring with how quickly it moves from 'Driders and other Miscellaneous' to 'RUNNING WALL OF SLIMY WARRIORY DEATH'. Given the difficulty in clearing the area that is needed to relax the spawn rate - I won't mention it here in case anyone prefers to explore in game, but we had a group of... ten PCs together last time and we still had trouble - I think it is rather harsh to have an area so relatively close to a well-travelled-by-lowbies-area spilling out and butchering everything after three or four OC days.
Obviously I don't know the exact rate. But when two teen-level and one under ten go to travel past the Peninsula and all get butchered in -very- short order by High Priests, BGs and monsters that do disease/poison/dispel-on-hit it's just painful.
If, of course, some sod is increasing the spawn rate by helping it out, then please just ignore this post. *Shakes fist at saboteurs*
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Re: Natural Spawn Script Speed Reduction
I have to admit I'm in agreement with this. Absolute agreement. At the least it just needs to be shifted here a little bit, but I susspect maybe it needs a slight shift everywhere. I love the idea of natural monster increase, I do. But the speed in which this seems to be increasing (especially in an rp server) is a little silly.
It seems to be less of a case of 'If a group of adventures do not go into this area once per ooc day, then the monsters will increase' and more like 'If people are not continuously circle grinding this area, then the monsters will increase.'
So yes, slow up the progression a little please. Especially in the peninsula.
(And, as above, disreguard if all this is down to resource dropping)
It seems to be less of a case of 'If a group of adventures do not go into this area once per ooc day, then the monsters will increase' and more like 'If people are not continuously circle grinding this area, then the monsters will increase.'
So yes, slow up the progression a little please. Especially in the peninsula.
(And, as above, disreguard if all this is down to resource dropping)
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Re: Natural Spawn Script Speed Reduction
I think, due to the UD having a much lower population, the balance may be more difficult to figure than on Surface. Much agreed, as I stated earlier on the previous forums - the Peninsula is out of whack.
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Re: Natural Spawn Script Speed Reduction
Concur. I know some players that have completely lost interest in the UD because of this. We just don't have the same playerbase. Populations seem to be growing out of whack as a result.
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Re: Natural Spawn Script Speed Reduction
hire surfacers to take care of your problem.
and by hire, i mean enslave.
and by take care of, i mean make a wall of corpses to keep them back.
and by hire, i mean enslave.
and by take care of, i mean make a wall of corpses to keep them back.
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Re: Natural Spawn Script Speed Reduction
Enslave requires ooc consent. The same people who stay away from the UD because of the spawns, will refuse on a surfacer to be enslaved.
Re: Natural Spawn Script Speed Reduction
There isn't a general problem here... but it looks like the peninsula needs adjustment, for a couple of reasons. Will take a look when I'm back.
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Re: Natural Spawn Script Speed Reduction
Yeah; the peninsula is the biggest issue. The sewers seemed perhaps problematic for a while, though the huge influx of warlock lowbies has resolved that for the time-being.
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Re: Natural Spawn Script Speed Reduction
"Go forth, slaves, and kill slimes!"
(Seems to have worked fine for Andunor. But not the Peninsula. Thanks Mithreas!)
(Seems to have worked fine for Andunor. But not the Peninsula. Thanks Mithreas!)
#2: Archmage Swift's Spellduel Rules
#3: "But I'm An Abjurer, I Can't Conjure!"
#4: This Spellbook Is Fire
#5: Think For Once, Archmage Amana
#6: Cor, What A Stunner
#8: Sigermane Special
#9: What Is This, Cordor In The Fifties?
#3: "But I'm An Abjurer, I Can't Conjure!"
#4: This Spellbook Is Fire
#5: Think For Once, Archmage Amana
#6: Cor, What A Stunner
#8: Sigermane Special
#9: What Is This, Cordor In The Fifties?
Re: Natural Spawn Script Speed Reduction
Actually the sewer issue was an issue for a different reason, it wasn't just the spawn script thing.
Without giving things away, there was a issue that required a player to use an AOE damaging spell/item to help things flow better.
Masterfully done whichever DM did it. if it was indeed the script. I'm even more impressed but also slightly concerned as there is a limit to the number of classes that can actually do aoe damaging spells and those items are generally rare chest drops.
Without giving things away, there was a issue that required a player to use an AOE damaging spell/item to help things flow better.
Masterfully done whichever DM did it. if it was indeed the script. I'm even more impressed but also slightly concerned as there is a limit to the number of classes that can actually do aoe damaging spells and those items are generally rare chest drops.
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