Great post explaining spawning mob adds

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mallory
Posts: 24
Joined: Sun Sep 26, 2004 3:22 pm

Great post explaining spawning mob adds

Post by mallory »

Just found this post on the VN boards that very nicely sums up the annoying add spawning problem. The poster mentions some mobs, but I've seen this with Goaris' too..

VN poster: Ashlinis

Ragus, Gingos and Foraï Have a special ability. If you are within a certain distance of the spawn point. (e.g. 75Meters) They are able to Call friends. Usually this Happens if Their is an Unspawned member of their Camp (cause some one already killed them)

Here's the skinny of how it works.

Lets say you have a camp of 3 Baying Gingos. You kill one no big deal. Now you pull another. Now when the first Gingo is ready to spawn again it has a High chance of Actually spawning into your fight.. even though you are a fair distance from it's spawn point, your still in Spawn Range.

When you kill the Second Baying gingo and you pull the Third. You've go to be careful Because now there are two floating Gingos that can either spawn fighting you or at their natural spot. You can use this to your advantage by moving your camp closer to theirs so that you no longer have to pull (assuming you want to chain kill) or you can prevent this by PUllING further from their spawn point.


As to the 5 gingo insta spawn of Doom your refering to this is caused by some one Kiting the Gingos all the way to the gaurds. You arrive in the area (usually Mid-kite) seeing it's empty and begin to harvest. The Guards whack the Gingos. Now the Gingos have the option of Spawning in their Normal Spawn radius But your their so Bam.. they spawn on you instead.

This problem disappears when you move further away from the capital cities. And reappears when you approach popular hunting spots and ruoutes to hunting spots. When you become familar with an area you will learn the sutle variance in spawn patterns and be able to detect when some one has recently traveled through your spot.

*EDIT* Not sure if you're ok to link to another board from here, but here's the thread if you are Thread about spawning
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bobturke
Posts: 391
Joined: Tue Sep 21, 2004 9:23 am

Re: Great post explaining spawning mob adds

Post by bobturke »

Interesting I didnt' know this.

What would make this better would be if there was like a little hole in the ground/den or other appropriate creature lair which you could loot after dealing with the mobs. Even if this was just like a creature loot which you double clicked on when the resident mobs weren't around to defend it.

This would also be good as if you saw the den but no creatures you's think 'hmm must be some creature X about' and consider staying clear insted of just running over seemingly normal terrain to suddenly have agros spawning on you.
Turke
Aedan Artisans
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