Critter Gen Rate Updates on 11/19/2008 02:40 PM CST
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Heyo!

In approximately 15 minutes from the time of this post, we will be releasing some updates to deal with a few common gen rate issues. These updates are already live in Platinum and TF, although a couple of minor tweaks will be released there as well.

IMPORTANT: These changes may be reverted if they appear to be creating any major problems in hunting areas until we can examine and address the impact on those areas. This is not likely to happen, but just giving some warning in case it does become necessary.


Please post any observations/concerns in DragonRealms/Creatures of Elanthia/Responses to GM Official Announcements folder, as that is where I'll be checking for problems.


* All areas will now maintain a minimum population based on the size of the area IF there is at least one player in the area. Exception: Any critters deliberately set to be rare spawn (ie only 1 or 2 out at a time) should remain rare. This should be particularly helpful in the larger hunting areas where a spawn of 3 can be hard to find in 50 rooms.

* Unless specifically set otherwise, all critter generators will skew the odds slightly towards spawning in an occupied room. These odds can be tweaked on an individual basis, but there is now an overall base chance unless overridden.

* In areas where the gen rate is based on the number of players in the area, it will now round any fractions up instead of down when only one player is in the area. This should help slightly in underhunted areas.


- GM Dartenian



- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
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Re: Critter Gen Rate Updates on 11/19/2008 03:01 PM CST
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Heyo!

Just an added note: I'll likely be tweaking things as we go along, once the initial impact has been observed. We are starting on the conservative side since we don't want to make areas completely unhuntable.


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford

This message was originally posted in Creatures of Elanthia, Responses to GM/Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=10&topic=2&message=531
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Critter Gen Rate Updates Part Deux on 11/22/2008 04:16 PM CST
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Heyo!

A couple of days ago I added another experimental tweak to the critter generators and have been watching to see what the general reaction would be, assuming anyone even noticed. So far the feedback on the updates has been positive overall, so here's the scoop on the latest tweak:

* If the spawn for an area is set for x critters per player, the generator will attempt to avoid spawning in rooms that already have x critters per player in them. Areas set to just spawn a static number of critters will try to limit it to three per player in any given room.


What this means is that if you are in an area set to spawn 3 critters per player, it will count the number of players and critters in a room before spawning. If there is already 3 for each player in that room, it'll try (keyword: try) to find another room.

The purpose of this change is to make it far more difficult for one player (or one group of players) to lock down all the spawn. Note that this applies only to the critter being generated -- additional critters may still wander in from adjacent rooms with no restrictions.


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
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