[MUD-Dev] Spawning and quests (was Sony ban)

Jeff Freeman skeptack at antisocial.com
Fri Apr 14 09:48:57 CEST 2000


At 04:50 PM 4/12/00 -0400, you wrote:
>Jeff said:
>> So you squat and kill the same thing over and over.  When you level up a 
>> couple times, then you can move to the next spot.

Paul E. Schwanz, II  wrote:
>Regarding spawning, has anyone seriously considered or implemented a system 
>in which mobs only spawn where heroes are not present? 

I'll be putting that in this weekend, but we don't really have people
camping in one spot anyway.  No fixed spawn locations for one thing, and
dungeons that the players can move through.  I'm really just doing it to
prevent the players seeing mobs appear out of thin air.

But I don't think its a good idea for EQ to do that for a couple of reasons:

1. The dungeons are still designed so that there's the "everything ahead is
too hard and everything behind is too easy".  So you spend 45 minutes
running to a dungeon to kill one monster, and then have to leave because
the monster won't respawn while you're there.  I think that would be even
less fun than killing the same thing over and over.

2. People are jerks.  Or rather, some are, and allowing them to turn off a
spawn area by hanging out and chatting with their friends is just handing
them a big shiny new toy:  "Here's Yet Another way you can annoy people!
Have fun!"

I believe there are some spots in EQ that won't respawn while PCs are near,
and people do sit on it to prevent it respawning.  Either because they're
mad at the other people camping there, have a "if I can't get this item
then no one else is going to get it either" attitude, or because they're
just trying to be annoying.

--
 http://dundee.uong.com/




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