Re: Something more to consider
Posted: Fri Apr 29, 2005 7:31 pm
magick1 wrote: Let the creatures pop when there are no players close by or have them wander in from player empty zones, could work.
I love this idea and thought it should be done from early on in my Ryzom experience. Nothing spoils immersion like Capryni falling from the sky....
I don't think anything should spawn within some range of like 200M or 250M of any player. If an area is cleared of a mob either A) the server spawns them far off in an empty area and they wander in SLOWLY or B) it waits until the area is clear. If there are a lot of people around, make them come from far off! Nothing feels real like surprises, finding mobs far out from where they usually are. An exception would be plants, if no one leaves the area for a certain amount of time then they will start to pop there (although some sort of slow growing animation would be nice so they don't appear to magically appear) and even then the whole group wouldn't come at once, there would be a delay between them.
Any named mob should have an extended timer so it can't be camped and NOTHING should appear only on server resets, just long timers that keep counting separate from resets. Things such as Aen's camp or Tunnel of Woe could have a trickle spawn effect. If a homin army clears the ToW, it could stay clear for a while but slowly have kitin spawn within only when everyone has left. If an army goes back too soon there will only only be light resistance. The queen(s)would be last to spawn. The kitin larva I hear are in the depths would have a limited quantity. Could be safely harvested once the tunnel is clear, but not come back until the nest was completely respawned back to full strength ( days, weeks?).
It seems like it would be a fairly simple concept to implement and yet the effect on gameplay would be incredibly substantial. No longer could you sit and hunt in the same place for hours. If you want to level, you have to wander around a region and take on anything you can. I've done this kind of hunt and it is amazingly fun! The problem is, it's not practical to expect levels that way. However if a new spawn system were implemented, and everyone had to hunt that way, maybe the devs could scale up XP a little. No longer would leveling be a pull-kill grind, but an adventure, always moving to new mobs and new terrain. The most repetition you could get was creating some sort of large loop, where by the time you got back to where you started most of the things there had wandered back in.
The danger of having mobs spawn on top of you would be replaced by random encounters with mobs returning to their home area as you trekked across the wild. Even then, it should be possible to scout mobs long enough to learn their routes and paths, something harvesters would have to take more seriously.
I just think this would make the world of Atys feel a thousand times more alive and real. I hate seeing things pop magically in front of me and I hate knowing what the state of the world will be like when I log in after a reset.
This wouldn't let our actions permanently affect the environment, but at least temporarily. And that would be a great start.
Does anyone agree? Is there some basic flaw in this concept? Would people rather keep at the pull-kill grind?
-Sehraci
Officer, Reapers of the Dark