Do not want.
>befriend clear all
You are now friendless.
Re: Dynamic Spawnrates on 03/21/2013 03:43 PM CDT
Re: Dynamic Spawnrates on 03/21/2013 05:43 PM CDT
> It's kind of silly that I can go stand in Dobeks with 0 risk of dying, go grab a soda, read the forums, and keep a soft eye on the game and be locked across the board in all defenses in less than 10 minutes. I don't have to do anything but type DODGE once.
Thing is as a armor / weapon tert and survival prime I find myself in the scenario most hunting areas. Not just because I don't want to leave, but because if I don't stay there for a certain amount of time I won't be able to hit the next creature up with my weapons worth a crap. Not all creatures are as hard on this ladder, but once you get to the higher tier of things the discrepancies between tert and primary skills get further and further apart and your forced to stay longer and longer till your defenses (at least evasion for me) hit the hard cap.
Thing is as a armor / weapon tert and survival prime I find myself in the scenario most hunting areas. Not just because I don't want to leave, but because if I don't stay there for a certain amount of time I won't be able to hit the next creature up with my weapons worth a crap. Not all creatures are as hard on this ladder, but once you get to the higher tier of things the discrepancies between tert and primary skills get further and further apart and your forced to stay longer and longer till your defenses (at least evasion for me) hit the hard cap.
Re: Dynamic Spawnrates on 03/21/2013 05:43 PM CDT
>>It would be interesting to see some official stats on the number of accounts and/or characters per player.
I would not. Private. No ones busines. In the end I am not sure why the "witch hunt" on multiple account holders. This thread is about "spawn rates" My experience over the years has been that if the hunting area spawns less than 4 per hunter the more folks in the hunting area the more likely someone is going to be hurting for stuff to kill for any number of reasons below three being the most common and likely:
Dancers folks dancing with 4 (as area spawns less than 4 per hunter that means that 4th is someone elses)
Folks who cant kill that fast so end up having 4 on them for a long time
stuff spread out over a large hunting area spawning all over the place and wondering about aimlessly
Killing too fast faster than they spawn
4 vs 1 is NOT at lvl I understand that but making it so we "kicik" out a high lvl character that is hanging around where they "should not" (not sure how that is ok) is not the answer.
I would not. Private. No ones busines. In the end I am not sure why the "witch hunt" on multiple account holders. This thread is about "spawn rates" My experience over the years has been that if the hunting area spawns less than 4 per hunter the more folks in the hunting area the more likely someone is going to be hurting for stuff to kill for any number of reasons below three being the most common and likely:
Dancers folks dancing with 4 (as area spawns less than 4 per hunter that means that 4th is someone elses)
Folks who cant kill that fast so end up having 4 on them for a long time
stuff spread out over a large hunting area spawning all over the place and wondering about aimlessly
Killing too fast faster than they spawn
4 vs 1 is NOT at lvl I understand that but making it so we "kicik" out a high lvl character that is hanging around where they "should not" (not sure how that is ok) is not the answer.
Re: Dynamic Spawnrates on 03/21/2013 06:48 PM CDT
>In the end I am not sure why the "witch hunt" on multiple account holders. This thread is about "spawn rates"
Because the entire discussion was spawned by a supposition that someone was parking 3 mules and a 'main' character in a hunting ground and destroying the creature generation for everyone else. So it's a bit centric to the issue, but feel free to be amazingly defensive.
Pants.
Because the entire discussion was spawned by a supposition that someone was parking 3 mules and a 'main' character in a hunting ground and destroying the creature generation for everyone else. So it's a bit centric to the issue, but feel free to be amazingly defensive.
Pants.
Re: Dynamic Spawnrates on 03/21/2013 06:49 PM CDT
>>I would not. Private. No ones busines.
I love the gross overreaction that you had to that. Since nothing about what was suggested in any way reveals any personal info (or what you seem to think is personal info).
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
I love the gross overreaction that you had to that. Since nothing about what was suggested in any way reveals any personal info (or what you seem to think is personal info).
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
Re: Dynamic Spawnrates on 03/21/2013 09:25 PM CDT
I for one miss creatures like creeps and vines when you could be engaged with 10-20 critters, and have a chance to get the hell beat out of you. The 4 critter cap made things overly easy in regards to MO, which of course went away or is now defending... etc.
Being able to push defenses and MO was the reason people danced with 4. Defenses locked higher and faster with more critters. If You learned less from more critters (which makes no sense at all) it would be the only reason not to dance with 4.
Spawn rates should not be adjusted because of loot gen. Loot gen should be scaled appropriately so that I make more money hunting harder critters.
Falker
Being able to push defenses and MO was the reason people danced with 4. Defenses locked higher and faster with more critters. If You learned less from more critters (which makes no sense at all) it would be the only reason not to dance with 4.
Spawn rates should not be adjusted because of loot gen. Loot gen should be scaled appropriately so that I make more money hunting harder critters.
Falker
Re: Dynamic Spawnrates on 03/21/2013 09:41 PM CDT
<<Actually my main goal is to solve the 3:1 problem with people killing hunting areas, but everyone seems to want to focus on the other side of the equation instead. ::shrugs::
Your proposed change does not solve this though, when you talk about over-hunting and lowering the spawn. It does nothing but make the problem worse. If someone is killing 100 critters a second with 3 mules helping with gen, while I'm in a room waiting for my 3-4 critters. Lowering the spawn down to 2-1, means I'm at 0-1 critters while the other person still had 4-8.
If you main goal is to solve the 3:1 problem, saying 4:1 is not the right way to go, and saying over-hunting seems to be going in the complete opposite direction of fixing that original problem. Now, if it was just the underhunting/equilibrium part, you might be on to something.
Falker
Your proposed change does not solve this though, when you talk about over-hunting and lowering the spawn. It does nothing but make the problem worse. If someone is killing 100 critters a second with 3 mules helping with gen, while I'm in a room waiting for my 3-4 critters. Lowering the spawn down to 2-1, means I'm at 0-1 critters while the other person still had 4-8.
If you main goal is to solve the 3:1 problem, saying 4:1 is not the right way to go, and saying over-hunting seems to be going in the complete opposite direction of fixing that original problem. Now, if it was just the underhunting/equilibrium part, you might be on to something.
Falker
Re: Dynamic Spawnrates on 03/21/2013 09:43 PM CDT
Re: Dynamic Spawnrates on 03/21/2013 11:12 PM CDT
Did anyone actually read the GM's example of how it would work, or did you everyone gloss over it and go, "I know better, this is going to suck"?
Raesh specifically explained how the farming example would work and how it wouldn't hurt someone hunting at level but would be severely limiting to the farmer and his mules. Granted there was a bit of hand waving over the whole "roaming critter thing", but I think it was a pretty good example.
I do agree that getting swarmed by things like vines/creepers was cool, and that leucros packs of 3 swarming in was a joy as well. I don't know that this really affects that topic. They could still set the ratio of vines to creepers at 6:1 or 100:1 for that matter.
Eh, I'm sure it will all work out. I haven't been hit with a piece of the sky yet.
Player of Diggan, Ranger & Halfing of Aesry
Re: Dynamic Spawnrates on 03/21/2013 11:23 PM CDT
>If someone is killing 100 critters a second
Those those creatures will spawn near other players and the kill rate will drop drastically.
>while I'm in a room waiting for my 3-4 critters
You easily got them in the amount of time it took someone to kill 100 mobs under any and all suggested systems.
Elemental Lord Opieus, Master Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
Those those creatures will spawn near other players and the kill rate will drop drastically.
>while I'm in a room waiting for my 3-4 critters
You easily got them in the amount of time it took someone to kill 100 mobs under any and all suggested systems.
Elemental Lord Opieus, Master Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
Re: Dynamic Spawnrates on 03/21/2013 11:23 PM CDT
>I haven't been hit with a piece of the sky yet.
I was. Damn iron shards.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
I was. Damn iron shards.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Re: Dynamic Spawnrates on 03/22/2013 02:58 AM CDT
Why not put a hard cap on the number of critters that can enter a room regardless of the number of characters in that room? I think six would be a good number. Two people would have three each. Honestly I don't see many people hunting in groups as it is for Roleplay reasons because the combat scroll is to great to have any meaningful interaction. And this would put a hard stop to parking mules in rooms just to increase the spawn there.
Re: Dynamic Spawnrates on 03/22/2013 01:16 PM CDT
>>Why not put a hard cap on the number of critters that can enter a room regardless of the number of characters in that room?
So your saying that if I want to pick up a few friends and go hunting that would be a waste of time?
The issure really is finding a "happy medium" where folks who need/want a steady spawn of things to kill (barbs and/or toons at or near cap for that hunting area) get enough of it to keep their weapons/defences moving while someone who is hunting "at level" only gets 1 to 3 so they dont get overwhelmend.
That is a bit tough to do. No matter how you flip it it wont work. As for "farmers" and "spawn generating mules" how much of that is going on anyway? Really? One guy complaining about one hunting area.
What it boils down to is perhaps "fixing" the 70% or so of the hunting areas that NO one hunts in and perhaps adding more at the 500-800 and 800 to 1000 and 1000 to 1500 range so we dont have what currently amounts to 45% (vaguelly recal a % breakdown of DR population and Circles) of the DR population that is HLC hunting in 6 (dillos, celps, 2 boar clan areas, assassins/intercessors, SkyGiants and FireDrakes/Cabalists am I missing any?) hunting areas.
I am not for tweaking down hunting ground spawns. There are buffs, there are bonuses to be had from using high end armor/weapons that is what should make someone survive things with 3 or 4 on them as opposed to dying after 1 or 2. Circle chasing is the only thing that ultimately would make someone have a hard time standing with 3 or 4 things and learn well with all the buffs/bonuses they can avail themselfs with. During my 12 years of on/off DR play I have always enjoyed the "Swarmy" hunting areas over the ones wehre you swing furiously for 1 to 2 minutes than sit around thweedling your thumbs for 5 minutes waiting for more things to spawn.
I like Falkers idea of "Spawn per hunter per room". I am not overly fond of the "Area Spawn" idea. Where I kill everything in my room and the 40sec timer pulses check the # of creatures in the hunting area vs # of hunters than pumps out X amount to balance the rates except those can spawn anywhere in the hunting area. Offten I'll sit there for 5+ minutes waiting for something to kill and while I do I'd "Hunt" and see rooms where there is 1 person with 6 mobs in their room or rooms where there are 2 or 3 mobs and no hunters. And no you cant "chase" creatues if you area Magic user due to only some rooms being viable for hunting with magic.
Is that possible? Spawn per hunter in room that hunter is? Do those mechanics exist?
So your saying that if I want to pick up a few friends and go hunting that would be a waste of time?
The issure really is finding a "happy medium" where folks who need/want a steady spawn of things to kill (barbs and/or toons at or near cap for that hunting area) get enough of it to keep their weapons/defences moving while someone who is hunting "at level" only gets 1 to 3 so they dont get overwhelmend.
That is a bit tough to do. No matter how you flip it it wont work. As for "farmers" and "spawn generating mules" how much of that is going on anyway? Really? One guy complaining about one hunting area.
What it boils down to is perhaps "fixing" the 70% or so of the hunting areas that NO one hunts in and perhaps adding more at the 500-800 and 800 to 1000 and 1000 to 1500 range so we dont have what currently amounts to 45% (vaguelly recal a % breakdown of DR population and Circles) of the DR population that is HLC hunting in 6 (dillos, celps, 2 boar clan areas, assassins/intercessors, SkyGiants and FireDrakes/Cabalists am I missing any?) hunting areas.
I am not for tweaking down hunting ground spawns. There are buffs, there are bonuses to be had from using high end armor/weapons that is what should make someone survive things with 3 or 4 on them as opposed to dying after 1 or 2. Circle chasing is the only thing that ultimately would make someone have a hard time standing with 3 or 4 things and learn well with all the buffs/bonuses they can avail themselfs with. During my 12 years of on/off DR play I have always enjoyed the "Swarmy" hunting areas over the ones wehre you swing furiously for 1 to 2 minutes than sit around thweedling your thumbs for 5 minutes waiting for more things to spawn.
I like Falkers idea of "Spawn per hunter per room". I am not overly fond of the "Area Spawn" idea. Where I kill everything in my room and the 40sec timer pulses check the # of creatures in the hunting area vs # of hunters than pumps out X amount to balance the rates except those can spawn anywhere in the hunting area. Offten I'll sit there for 5+ minutes waiting for something to kill and while I do I'd "Hunt" and see rooms where there is 1 person with 6 mobs in their room or rooms where there are 2 or 3 mobs and no hunters. And no you cant "chase" creatues if you area Magic user due to only some rooms being viable for hunting with magic.
Is that possible? Spawn per hunter in room that hunter is? Do those mechanics exist?