Another gen complaint. on 04/28/2013 12:53 PM CDT
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To the north:
1) A hidden XXX
2) a frostweyr bear
3) a frostweyr bear
4) a frostweyr bear
5) a frostweyr bear
6) a frostweyr bear
7) a frostweyr bear
8) a frostweyr bear
9) a frostweyr bear
10) a frostweyr bear

To the north, north:
11) a frostweyr bear


This is probably more related to XXX for being a total tool, but it would be nice if the game could handle these situations on it's own.

I went and tried to talk to the person. They ignored me and then I pointed them out of hiding, after which they shortly died to the bears. So I'm not sure how/why they were able to have 9 creatures in the same room as them. It fixed itself after they died. (They are still dead in the room, too.)
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Re: Another gen complaint. on 04/28/2013 01:55 PM CDT
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>So I'm not sure how/why they were able to have 9 creatures in the same room as them.

If you're hidden, critters with search indefinantly until they find you or you come out of hiding; and they don't leave unless you're already engaged to four. Since he never left hiding, the critters didn't realize that he was (or would be) already fully engagedand so the critters couldn't figure out it was time to leave the room.

At least that's what I think it going on with it. Probably should be a bug.
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Re: Another gen complaint. on 04/28/2013 02:10 PM CDT
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>> If you're hidden, critters with search indefinantly until they find you or you come out of hiding; and they don't leave unless you're already engaged to four. Since he never left hiding, the critters didn't realize that he was (or would be) already fully engagedand so the critters couldn't figure out it was time to leave the room.

>> At least that's what I think it going on with it. Probably should be a bug.

Neat. His AFK script probably broke. Or he decided to run an idle script while hiding in the hunting ground to knowingly hold all of the creatures... Either way, super annoying.
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Re: Another gen complaint. on 04/28/2013 11:13 PM CDT
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I'd kind of like to see the new boss system put into play there. If you're at the engagement cap with the same critters for over 10 or 15 min without killing any they call in reinforcements in the form of an elite unit or units. At that point the regular critters scatter into surrounding rooms while the big bruiser(s) attack the hunter there.
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Re: Another gen complaint. on 04/28/2013 11:22 PM CDT
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I really thought there was a mechanic, say in 2005, that the creatures would explode if you danced with them too long? Maybe not explode, but die. Anybody remember that? Gonif?
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Re: Another gen complaint. on 04/29/2013 05:39 AM CDT
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>>If you're at the engagement cap with the same critters for over 10 or 15 min without killing any they call in reinforcements in the form of an elite unit or units. At that point the regular critters scatter into surrounding rooms while the big bruiser(s) attack the hunter there.<<

Horrible idea. As a player of an empath who doesn't have the skill to cast Guardian Spirit, I have no means to kill critters except by manipulate which takes forever. I let anyone who wants to hunt with me join me provided that I am either teaching or listening to a class on skinning. I ride the Kree on a regular basis with a warmage and occasionally he hits the safe room while I continue to dance with pirates. I'm hoping boss mechanics are only triggered by large groups of hunters and not simply because there is one person dancing with 4 for more than 10 minutes.

________________________________________________________________


"EMPATHS RULE ELANTHIA -- ALL SHALL LOVE US AND DESPAAAAAIR" ~GM Melete
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Re: Another gen complaint. on 04/29/2013 03:36 PM CDT
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There are constructs you can hunt from ~20 ranks to ~700 ranks without guardian spirit. If you're dancing at the cap for extended periods of time you're negatively impacting everyone else in the hunting ground by gimping critter generation. It doesn't seem unreasonable to expect you to kill at least one critter in 15 minutes.

If you have someone else with you it seems extremely unlikely that between the 2 of you hunting you can't kill at least one in the same amount of time.
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Re: Another gen complaint. on 04/29/2013 04:50 PM CDT
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Not doing something about Gen because Empaths want to learn defenses is a terrible reason. Let's ruin the hunting in that area for everyone, because of an Empath.

I say just get rid of empath shock. Who cares if empaths can kill stuff? Then GMs dont have to waste time building an entire construct tree among other things.

Random tangent :)
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Re: Another gen complaint. on 04/29/2013 04:50 PM CDT
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>>There are constructs you can hunt from ~20 ranks to ~700 ranks without guardian spirit.<<

Not true. Check out the construct hunting ladder. There are some serious limitations, and that's if I want to train weapons as a tertiary skill, which I don't. Given the severe limitations of the construct hunting ladder, not to mention the gaps in it, training weapons really serves no purpose for empaths, yet training defenses is extremely valuable.

It really doesn't matter, but having a mechanic that summons a boss critter because I'm dancing with 4 really won't affect me anyway. It's simply a bad idea. I would just manipulate the boss critter to kill everyone or everything else. If the boss causes all other critters to scatter and leave the room, I manipulate it and it leaves the room and despawns or attacks other hunters, but not me. Or I can cast innocence with will cause the boss to leave me alone anyway.

I've found plenty of people who like hunting with an empath they don't have to babysit because the empath needs to be guarded or protected. Lots of hunters like the fact that I can heal them while in combat, or hold the room while they pop boxes and come back, or go sell a bundle and some gems. Gryphons is a prime example. The gen is crazy good in there, so you can't tell me that I'm negatively affecting other hunters, but leave a room for more than 5 seconds and someone pops in there and maybe they're not as open as I am to the idea of hunting with a partner, even an empath who can heal them and isn't going to skin their kills or grab their loot.

Your idea is still a horrible idea. Period.

________________________________________________________________


"EMPATHS RULE ELANTHIA -- ALL SHALL LOVE US AND DESPAAAAAIR" ~GM Melete
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Re: Another gen complaint. on 04/29/2013 05:04 PM CDT
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>>Not doing something about Gen because Empaths want to learn defenses is a terrible reason. Let's ruin the hunting in that area for everyone, because of an Empath.<<

I'm not saying that there aren't some areas that could use tweaks to the spawn mechanics, but to say that every empath that enters combat ruins it for everyone else is absurd.

>>I say just get rid of empath shock. Who cares if empaths can kill stuff? Then GMs dont have to waste time building an entire construct tree among other things.<<

And... another horrible idea, but maybe guild lore, RP, and all of those things that make up the core of an entire guild don't mean anything. Even if there were a complete construct hunting ladder, I'm just not interested in killing/hunting constructs. They can't be manipulated, so they don't teach empathy. Most of them can't be skinned so there's no skinning training. Other players don't hunt constructs as a general rule so there are no players with wounds to heal.

My empath has never healed anyone outside of combat because it's his RP. On duty only occurs when I'm hunting. It makes for some interesting RP when there's a call for an empath to the bin to heal a deader, or to the green for a deader. Gate or drag them to me while I'm in combat, but if I'm climbing the trees at the bin, I don't care who drops dead at my feet. Off duty is off duty.

________________________________________________________________


"EMPATHS RULE ELANTHIA -- ALL SHALL LOVE US AND DESPAAAAAIR" ~GM Melete
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Re: Another gen complaint. on 04/29/2013 05:06 PM CDT
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<Your idea is still a horrible idea. Period.

Fair enough. The fact of the matter is if you're dancing in a hunting ground at cap not killing critters you are ruining the gen rate for others. Compound this by holding rooms so its easier to camp for hours.
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Re: Another gen complaint. on 04/29/2013 08:33 PM CDT
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Make creatures start "berserking" after they've been engaged for X minutes and start doing progressively more and more damage. That way there's motivation to kill off the creatures you have had on you forever.

Of course, I guess this may make people want them to do this because they'd teach better maybe? I don't know. I hated the old retreat mechanic they had.



You've reached the uninformative help match I haven't written yet.

http://i.imgur.com/fBq8R.jpg
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Re: Another gen complaint. on 04/30/2013 12:00 PM CDT
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Yea, lets kill a very cute puppy every X minutes until people start killing again!

Or how about just fix the gen? Four per person limit, regardless of hiding or not and four per person hunting ground maximum. Eventually everyone always gets four or whatever number you want. I think it sounds simple enough. Is it possible? I don't know.

Last i heard Raesh was looking into fixing this issue, so lets hope he can work something out and the solution is not one of the previously suggested.
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Re: Another gen complaint. on 04/30/2013 05:38 PM CDT
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As much as I wish it weren't the case, it was stated combat isnt gong to be balanced around 4 per hunter and it isn't the baseline.
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Re: Another gen complaint. on 04/30/2013 07:41 PM CDT
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>>As much as I wish it weren't the case, it was stated combat isnt gong to be balanced around 4 per hunter and it isn't the baseline.

I fail to understand why people think a four is such a magic number. Using an extreme example we could balance combat around 1:1, drop the engagement cap to that and it would solve basically all the spawn problems. Would we have to increase exp (And likely treasure) to compensate? Probably, but that's what the term "balanced around" means, we're finding the state we want you to be at and adjusting the other numbers to support it.

If we suddenly decided 3:1 or 2:1 is the ideal ratio we're not just cutting everyone's learning and treasure rates.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Another gen complaint. on 04/30/2013 08:20 PM CDT
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Do it for a week Raesh, see them all clamoring for a return to 4:1, and don't tweak the treasure or loot nor experience, it'll be like a late April Fool's joke.

---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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Re: Another gen complaint. on 04/30/2013 08:35 PM CDT
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>I fail to understand why people think a four is such a magic number. Using an extreme example we could balance combat around 1:1, drop the engagement cap to that and it would solve basically all the spawn problems. Would we have to increase exp (And likely treasure) to compensate? Probably, but that's what the term "balanced around" means, we're finding the state we want you to be at and adjusting the other numbers to support it.

>If we suddenly decided 3:1 or 2:1 is the ideal ratio we're not just cutting everyone's learning and treasure rates.

>-Raesh

Because you're not waiting for spawn if you're keeping a steady stream of creatures which is more sustainable than a 1:1, more sustained creatures the easier it is to keep more going.

I wouldn't care if you did a 1:1 as long as there's no downtime between creatures for me to kill, but that's not how it is right now. In a 4:1 area I work more weapons than 2:1 or 3:1 hence the desire for said 4:1
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Re: Another gen complaint. on 04/30/2013 08:40 PM CDT
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You're missing my point entirely.

>>I wouldn't care if you did a 1:1 as long as there's no downtime between creatures for me to kill, but that's not how it is right now. In a 4:1 area I work more weapons than 2:1 or 3:1 hence the desire for said 4:1

No one is seriously talking about 1:1, I was using that as an example, but my point is that if the ratio we balanced at changed we would adjust the other numbers to account for it, so your statement would no longer be true.

If we said we wanted to balance around 10:1 would people suddenly want that more than 4:1? I think not. 4:1 is just what people have grown use to.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Another gen complaint. on 04/30/2013 09:27 PM CDT
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>No one is seriously talking about 1:1, I was using that as an example, but my point is that if the ratio we balanced at changed we would adjust the other numbers to account for it, so your statement would no longer be true.

>If we said we wanted to balance around 10:1 would people suddenly want that more than 4:1? I think not. 4:1 is just what people have grown use to.

No I get your point, I think you're missing mine. People currently want 4:1 because the engagement cap is 4. The more critters I have with the current exp model the less likely it is I will run out of mobs. This means I can keep more skills moving. If I'm hunting in a 2:1 or 3:1 area and spawn is tied up I have to search for mobs or wait for more to arrive. This can cause certain weapons to drain below 3/34 meaning I'm now learning less skills.

The problem exists because you have some areas at 2:1 some at 3:1 and others at 4:1, lower spawn creatures result in less overall skills. If you made it even and all areas with a consistent ratio, exp model etc then it wouldn't matter but like I said its not like that. There is no consistency.

-Raesh
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Re: Another gen complaint. on 04/30/2013 09:54 PM CDT
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Raesh- Didn't we have this discussion already a few threads up in this same folder?

When's the dynamic spawnrates going into effect? It seems like that post was the answer to hundreds of these "Gen Complaint Posts".

Inquiring minds want to know.




Player of Diggan, Ranger & Halfing of Aesry
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Re: Another gen complaint. on 04/30/2013 10:10 PM CDT
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Hopefully never, in the manner it was put on the forums atleast.

Some people kill faster than others. I, for example, am struggling to keep creatures in my room for any reasonable amount of time because I kill quickly and I would not like to see my spawn go DOWN because some arbitrary system thinks Im killing too fast in the area Im in and it wants to nudge me into a different hunting range. Im still learning all my offenses and defenses where I am and I would prefer to be the one in control of when and what I hunt when I DECIDE my learning would be better served by moving up - not when "dynamic spawn rates" say Im owning the creature Im in too hard and should move up.

I mean, some people are overtrained, statwise, for where they are in a creature ladder. Some, for instance older Moonmages, may have stats double to triple what average hunter in an area is expected to have due to being circle 100+ in critter xyz versus it being considered a circle 20 critter because they waited till late in life to really get into combat. Does that mean someone with 40s in stats should be penalized for training somewhere that was created in mind for a character with half that?

I would imagine this would really rear its ugly head for users of TM. If Im rocking mega-mentals but my tm is only 200 and I can train somewhere, but my tm hits super hard for my place in the critter ladder, am I going to lose spawn? Am I supposed to stance down and use minimum prep to avoid triggering these "dynamic spawn rates" from deciding Im to good to be here with 200 tm in a creature that trains perfectly well to 280 or 300? If its even remotely possible for things like this to happen (intentional or otherwise), I'm 100% against it and I dont really think Im alone in this regard.
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Re: Another gen complaint. on 05/01/2013 12:48 AM CDT
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>>I fail to understand why people think a four is such a magic number.

How can you fail to understand something so obvious?

1. Penalties for death in DR are extremely harsh, and you absolutely cannot afford to risk death while training in this game, or else all your effort training will be for naught.
2. You have to take into account the "worst case scenario" when determining what to hunt, or else you will die whenever that worst case scenario occurs
3. Worst case scenario is currently 4 creatures engaged at melee

Thus, you better be able to survive fine against 4 creatures, or else go hunt something easier. Or on the other hand if you just meant how 4 is the magic number for how many creatures are possible to spawn per hunter, it's even more obvious than what I typed above. After all, just because I have to be capable to handling the worst case scenario of 4 creatures at melee, doesn't mean I can't learn perfectly fine with 2-3 in my room.

1. Assume that X hunters (including me) are in an area which support Y creatures per hunter
2. If (X-1)*4 >= Y*X then I literally CANNOT LEARN AT ALL (for example if the area supports Y=3 creatures per hunter, then X=4 with hunters other than myself hogging 4 creatures means I get zero spawn)
3. Being unable to train because of what players in other rooms unrelated to you are doing is not fun

That's all there is to it. If you need 4x-4 to be less than x*y, it's extremely tough unless y is greater or equal to 4. So make Y=4 everywhere, end of story.

Apu
_
Respect. Integrity. World Domination.
https://sites.google.com/site/apucorpdr/
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Re: Another gen complaint. on 05/01/2013 12:56 AM CDT
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>>So make Y=4 everywhere, end of story.

Just noticed that Raesh mentioned the possibility of lowering the engagement cap, so technically I should amend this sentence to "make Y = engagement cap"

Or in other words, the reason 4 is a magic number to players is that GMs chose 4 as the engagement cap. There is nothing else special about the number 4

Apu
_
Respect. Integrity. World Domination.
https://sites.google.com/site/apucorpdr/
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Re: Another gen complaint. on 05/01/2013 01:49 AM CDT
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Ah, see, that's the disconnect in this discussion - and that's my fault really.

Apologies for the confusion.

Yes, when I say "balanced around 3:1" or "1:1" or "10:1" or whatever, that would be for most purposes the engagement cap. With the engagement cap at 4 of course 4 is what people want to hunt at, but balancing around 4:1 causes lots of other problems (only one of which is maintaining critter populations in hunting areas).

Will the engagement cap change? I dunno. Personally, I can see a lot of benefits to lowering it and have had some discussions on that topic with other GMs, but ultimately I'm not in a position to make that call and changing it would require a cascade of other adjustments so it's not a small project.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Another gen complaint. on 05/01/2013 06:48 AM CDT
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<< No one is seriously talking about 1:1, I was using that as an example, but my point is that if the ratio we balanced at changed we would adjust the other numbers to account for it, so your statement would no longer be true.
I think the numbers are more or less solid already with 3.0 but we still need some kind of a buffer to work with.

<< Because you're not waiting for spawn if you're keeping a steady stream of creatures which is more sustainable than a 1:1, more sustained creatures the easier it is to keep more going.
I agree, i doubt there can be a steady flow with just one or two. You kill one -- boom, you got another in melee? I don't think so.

I know it's a fine line between too many and none. A steady flow is a difficult task to achieve and this is why a four critter limit seems like a good buffer. You can kill some and still have a few left to play with until the next wave arrives.

But coming back to balancing around lower number of engaged. There is one big advantage in terms of reducing combat scroll. It is not just unnecessary but probably a big strain on the servers as well. It's all a complete mess and sometimes nothing more than a series of highlighted colors in a heavily scrolling stream of text. I personally recommend everyone not to look at it directly or you might lose your eyesight. For myself, i have chosen a new set of more neutral and non-aggressive colors to make it all blend in so that it is easier to ignore the most of it. Is this the intended game mechanics? I hope not.

To me there seems to be two solutions, either reduce the number of critters across the board or reduce the actions those critters take in combat. Which one is more feasible or is it feasible at all, i guess that is already up to the GMs.
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Re: Another gen complaint. on 05/01/2013 07:20 AM CDT
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4:1 has some serious problems. Setting aside from the moment current spawn problems (We're in a theoretical world where 4 of them pop up at melee instantly all the time) - here's just a things off the top of my head that a 4:1 ratio has going against it vs a lower cap:

Combat Scroll (As mentioned). This is a big deal.

AoE spells are significantly more effective and single target spells less so (One can argue where the balance point should be between these, but I don't think anyone would argue in favor of single targets right now).

Everyone is forced to underhunt. Even if you could easily handle 1:1 with the next creature up the ladder because the hunting area is designed for 4:1... you die if you move up before you can handle 4:1. This artificially raises the level of every creature in the game and can cause some real headaches when creating new hunting areas. Every time we point out the "real" levels and skill levels of creatures people are surprised. Cabalists, for example, are only in the 1000 rank range.

Parsing issues when trying to interact with specific creatures (For combos or CCing a specific target before casting at it etc).

It makes it harder to make a single creature threatening for invasions quests and so forth.

Reaction time - With so many creatures banging on you at a time if you're stunned or something for a few seconds FAR more can happen with four creatures on you than one or two.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Another gen complaint. on 05/01/2013 07:35 AM CDT
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With all of those issues against it what's the logic behind keeping the cap at 4?

Personally I don't care what the cap is; I just want another enemy to always be on deck before I kill the current one.
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Re: Another gen complaint. on 05/01/2013 07:42 AM CDT
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>>With all of those issues against it what's the logic behind keeping the cap at 4?

With the caveat that we're rather outside of my area (So I can't give you The Answer) I'd say it's largely a function of momentum. It's what players expect and while adjusting the engagement cap itself wouldn't be too hard the cascade of adjustments that would be needed is NOT a small project. There are also some arguments in favor of it (With a much lower engagement cap you do risk brief bouts of downtime, though I'd argue that could be designed to be an advantage, and the risk of being flanked or attacked from the rear becomes largely non existent).

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Another gen complaint. on 05/01/2013 08:01 AM CDT
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I'm not opposed to a 2:1 or even 1:1 engagement cap if a change is necessary as long as everything is balanced towards it in terms of exp and the likes. My concern about moving to a lower engagement is like you mentioned Raesh, momentum. Turn up the spawn in areas with a lower engagement cap so the down time in between kills is minimal and it achieves the same effort as a 4:1 in its current incarnation.
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Re: Another gen complaint. on 05/01/2013 09:53 AM CDT
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I don't care if I'm hunting 1:1 4:1 or 100:1. What I care about is going to a hunting area, typing hunt, and finding 3 guys with 4 mobs on them while I spend the next 10 minutes scratching my butt and watching the bees pollinate the pretty flowers....

Dramatization a bit but you get my point. I don't care that death is dangerous and you can lose a lot of field experience.. Now that the favor change was made and you can protect your field exp, who cares? Challenge is good! I'd like to see at least an experiment made live in a hunting area where critter spawns don't stop in the scenario like the one described above.
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Re: Another gen complaint. on 05/01/2013 03:36 PM CDT
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I feel like this whole argument was caused when Combat GMs decided to make the critter cap universal. I enjoyed the days when you could have 10-20 vines/creeps on you. While at the same time, there were caps on different critters. Now, I was under the understanding it was done to make all critters on the same template to make creating new critters supposedly easier. I personally dont see the issue with adding a size category to the critter scale. So you have 6 different sizes of critters, and with each size comes with its own critter cap.

Tiny, Small, Medium, Large, Gigantic, Special.

Tiny = 7-10 critter cap; creatures like eels, rats, squirrels, etc.

Small - 5-7 critter cap; sprites, kelpies, badgers, goblins etc

Medium - 4-5 critter cap; Humanoid, Wolves, luecros, etc

Large - 3-4 Critter cap; Gargoyles, Guardians, Adan'f, etc

Gigantic - 2-3 Critter Cap; Sky Giants, Giants, etc

Special - For Critters GMs want to have a special critter cap.

Loot tables will need to be based partly on size scale as well. And there is nothing to say a Rat cant be put in the medium category if it is a Giant Rat, etc. Places where this can be a problem is where there are multiple critters, that might be different sizes. There are a couple ways to combat this problem. The easiest way is to just make sure all creatures in the same area are the same size. IE Vipers, Leucros, and Genies would all need to be medium size. Another way it to write a math table that would allow a certain value to be reached based on size, where tiny is 1 point, Small is 1.5, Medium is 2 points, and so on, while the engagement cap at a total of 10 points.

You guys already go rid of MO, which I think added flavor before the changes, but became pointless when all critters had a cap of 4. I understand all creatures would need to be reworked. But in my honest opinion, once 3.0 is far enough along, the next big project should be a major overhaul of all the critters in DR. Including the critter template table.

Falker
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Re: Another gen complaint. on 05/01/2013 05:42 PM CDT
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>>once 3.0 is far enough along, the next big project should be a major overhaul of all the critters in DR. Including the critter template table.

^This.

Also the Dynamic Critter spawning that Raesh detailed before was pretty good.

Anything is better than "Uh... I have 2 people in the area, I need to make sure there are 6 critters"



Player of Diggan, Ranger & Halfing of Aesry
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Re: Another gen complaint. on 05/01/2013 06:42 PM CDT
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>>With the caveat that we're rather outside of my area (So I can't give you The Answer) I'd say it's largely a function of momentum. It's what players expect and while adjusting the engagement cap itself wouldn't be too hard the cascade of adjustments that would be needed is NOT a small project.

I don't think players really care that much what the engagement cap is, as long as defensive skills can be trained at a reasonable rate with a number of creatures that poses very little risk (to a player paying attention and not doing anything stupid), and as long there will always be a steady enough stream of creatures spawning to train weapon skills (regardless of what players in other rooms are doing).

I like Falkonis's idea, although that sounds like a nightmare to code and balance.

Apu
_
Respect. Integrity. World Domination.
https://sites.google.com/site/apucorpdr/
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Re: Another gen complaint. on 05/01/2013 06:55 PM CDT
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>>reasonable rate with a number of creatures that poses very little risk

Why should this be the case? Why should very little risk, train at a reasonable rate? It seems to me, if you want to learn well you should have to be paying attention and probably not just scripting analyze, attack, skin, loot, repeat.

you can train with 4 rats and barely learn
you can actively smash 3 trolls and learn well
you can do everything in your power to hunt with one drake and learn super well, and hope to hell you don't die.

Going back to Falks suggestion.. if you want to just script-o-matic, you find a smaller swarmer critter and grind it out, or if you want to learn in one third the time you go to the Giant Shiprat of Doom and hunt mano-y-mano and roll the dice.

I'm all for whatever balances risk vs. reward more and actually puts some risk in there. Right now, hunting is really just 30 minutes of watching scroll, I'd much rather have 10 minutes of sheer terror and macro frenzy.



Player of Diggan, Ranger & Halfing of Aesry
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Re: Another gen complaint. on 05/01/2013 07:02 PM CDT
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Honestly, knowing a little bit about coding, I think making a size chart and basing the critter cap on it would be infinitely easier to code than the dynamic spawn rate that Raesh is talking about. I know the two things can be mutually exclusive, but I dont know that I'm for the dynamic spawn rate that was purposed. I would want critters be written to better conform to combat 3.0, rather than put in band-aids or poor ideas be implemented to fix spawn issues that were caused by fixing the critter cap and spawn rates to begin with.

Falker
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Re: Another gen complaint. on 05/01/2013 07:04 PM CDT
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>I don't care if I'm hunting 1:1 4:1 or 100:1. What I care about is going to a hunting area, typing hunt, and finding 3 guys with 4 mobs on them while I spend the next 10 minutes scratching my butt and watching the bees pollinate the pretty flowers....

Totally agree. The ONLY real problem I have with the engagement cap is the places where an individual hunter only allows 3 critters to spawn in the area but then can tie up 4 critters, effectively preventing spawn for other hunters.

If either the engagement cap were dropped to 3 or the general spawn rate were raised to 4 per hunter, I think this type of thread would hardly ever come up instead of coming up all the time.
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Re: Another gen complaint. on 05/01/2013 07:06 PM CDT
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As a note, the OP's problem wouldn't be solved by that, and that problem deserves to be addressed, but these things always turn into general spawn arguments.
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Re: Another gen complaint. on 05/01/2013 07:11 PM CDT
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>>Why should very little risk, train at a reasonable rate? It seems to me, if you want to learn well you should have to be paying attention

I specifically said "very little risk to someone paying attention and doing anything stupid". It doesn't sound like we disagree much

Apu
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Respect. Integrity. World Domination.
https://sites.google.com/site/apucorpdr/
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Re: Another gen complaint. on 05/02/2013 11:40 PM CDT
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I had a fun time hunting Warklins in Crossing, 1 empath with 8 Warklins in the room with it and not 1 came in my room after that. I had to leave the area because I could not work any skills. Im sure this will all get worked on but now my only other real option is to go to Ratha and I really don't wish to do that.
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Re: Another gen complaint. on 05/02/2013 11:53 PM CDT
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Group hunting is really, really not that terrible.



You've reached the uninformative help match I haven't written yet.

http://i.imgur.com/fBq8R.jpg
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