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Spawn Fixes

Posted: Tue Sep 11, 2007 12:13 am
by Death
I will be doing spawn fixes a lot more frequently now just to let players know. Dungeons as well as other fighting spots will have more creatures to kill and faster respawn times. Although there are some areas that won't be on turbo mode, most places will have a decent spawn timer so you aren't sitting there, waiting for 5 years for that balron to pop up. Also, dungeons will have a lot more treasure chests in them that can be lockpicked and looted. If you have any spawn request please let me know in this thread, otherwise they will be spawned in an order I will choose.

Archived topic from AOV, old topic ID:1265, old post ID:7935

Spawn Fixes

Posted: Tue Sep 11, 2007 9:58 am
by sliptongue69
Camping is more boring than running circles anyway. Why would you encourage this? ;P

Only respawn complaint I would have is being able to clear out most of Blodo Dungeon and be able to run circles around it without seeing any respawn. But that's hardly a complaint because I would much rather do other things anyway. :P

Archived topic from AOV, old topic ID:1265, old post ID:7950

Spawn Fixes

Posted: Tue Sep 11, 2007 11:14 am
by Dumples
sliptongue69 wrote:Camping is more boring than running circles anyway. Why would you encourage this? ;P

Only respawn complaint I would have is being able to clear out most of Blodo Dungeon and be able to run circles around it without seeing any respawn. But that's hardly a complaint because I would much rather do other things anyway. :P
The definition of 'Fun' is opinion dependant. Also, with new players that didn't get to start when arties were easier to get than they are now vs. older players that have uber suits and stuff, I'd say having some places that are easier to farm and camp easy to mid range level stuff is important. We can't have every single area in the server impossible to solo. It's important to cater to all play styles and player levels.

Archived topic from AOV, old topic ID:1265, old post ID:7954

Spawn Fixes

Posted: Tue Sep 11, 2007 12:00 pm
by Death
sliptongue69 wrote:Camping is more boring than running circles anyway. Why would you encourage this? ;P

Only respawn complaint I would have is being able to clear out most of Blodo Dungeon and be able to run circles around it without seeing any respawn. But that's hardly a complaint because I would much rather do other things anyway. :P
It's not really encouraging camping as there will be more spawn you can kill while you wait for say, a balron to pop up. So say you killed the balron, you can go around, kill a bunch of smaller things and come back to find it spawned again. If you want a good example of spawn rates, check out either sorcerers dungeon or Ilshenar's chaos on demise. The spawn rate is quick and you'll be moving around a lot. Mind you, it won't be THAT quick, but overall it'll be faster and more populated.

As dumples said earlier, not everyone had the shard launch artifact chances and this will make dungeons worth hunting in for different people who want something to do in the game.

Archived topic from AOV, old topic ID:1265, old post ID:7958

Spawn Fixes

Posted: Mon Sep 17, 2007 4:54 pm
by Hrnac
I think the world really is too empty especially in Trammel. I know the server has a limited amount of band width, but there is little reason to explore the world as it currently exists.

New players who enter the world will not be able to do the high end content that most of the AoV players do. They will be looking to train up their chars and will find little in the way of low-med spawn to fight.

Not to compare AoV to Demise, but there one can roam around and always find stuff to fight especially when training up new chars. Not everyone will be able to buy a soulstone and make insta chars, so having some 'training" spawns is vital to keep the newer players playing.

I have had 2 players in my other guild comment on how "there appears to be nothing to hunt" in the world. When I told them to go to a dungeon, they said that was fine, but they also wanted to hunt outside. They have not been back since that time.

Perhaps additional spawn points that contain low-med level mobs and also some regular animals could be added with longer spawn times to help keep the total mob count down.

-Hrnac

Archived topic from AOV, old topic ID:1265, old post ID:8149

Spawn Fixes

Posted: Mon Sep 17, 2007 5:39 pm
by Death
Hrnac wrote:I think the world really is too empty especially in Trammel. I know the server has a limited amount of band width, but there is little reason to explore the world as it currently exists.

New players who enter the world will not be able to do the high end content that most of the AoV players do. They will be looking to train up their chars and will find little in the way of low-med spawn to fight.

Not to compare AoV to Demise, but there one can roam around and always find stuff to fight especially when training up new chars. Not everyone will be able to buy a soulstone and make insta chars, so having some 'training" spawns is vital to keep the newer players playing.

I have had 2 players in my other guild comment on how "there appears to be nothing to hunt" in the world. When I told them to go to a dungeon, they said that was fine, but they also wanted to hunt outside. They have not been back since that time.

Perhaps additional spawn points that contain low-med level mobs and also some regular animals could be added with longer spawn times to help keep the total mob count down.

-Hrnac
In addition to fixing all the dungeons, this has also been on my todo list. I've been wanting to spawn the world with things like harts, great harts, boars, etc. I'll look into spawning the land right now.

Archived topic from AOV, old topic ID:1265, old post ID:8151

Spawn Fixes

Posted: Mon Sep 17, 2007 6:19 pm
by Red Squirrel
Theres lot of low level spawns and places to explore as well as little surprises, but yeah it could be improved and we'll be doing that over time.

The uoam spawn file also helps know where to expect spawns as well, and an idea of the type.

Archived topic from AOV, old topic ID:1265, old post ID:8152

Spawn Fixes

Posted: Mon Sep 17, 2007 8:16 pm
by Dumples
Red Squirrel wrote:The uoam spawn file also helps know where to expect spawns as well, and an idea of the type.
Here's the URL for that for anyone who didn't find it else where:
http://login.uovalor.com/

Right click and save the link that says "Spawners (UOAM format)" and save it in your UO Automap folder.

Archived topic from AOV, old topic ID:1265, old post ID:8155

Spawn Fixes

Posted: Mon Sep 17, 2007 8:25 pm
by Hrnac
Seer Death wrote:
Hrnac wrote:I think the world really is too empty especially in Trammel. I know the server has a limited amount of band width, but there is little reason to explore the world as it currently exists.

New players who enter the world will not be able to do the high end content that most of the AoV players do. They will be looking to train up their chars and will find little in the way of low-med spawn to fight.

Not to compare AoV to Demise, but there one can roam around and always find stuff to fight especially when training up new chars. Not everyone will be able to buy a soulstone and make insta chars, so having some 'training" spawns is vital to keep the newer players playing.

I have had 2 players in my other guild comment on how "there appears to be nothing to hunt" in the world. When I told them to go to a dungeon, they said that was fine, but they also wanted to hunt outside. They have not been back since that time.

Perhaps additional spawn points that contain low-med level mobs and also some regular animals could be added with longer spawn times to help keep the total mob count down.

-Hrnac
In addition to fixing all the dungeons, this has also been on my todo list. I've been wanting to spawn the world with things like harts, great harts, boars, etc. I'll look into spawning the land right now.

Sounds good. I'm just trying to offer up some feedback for the AoV dev team.

-Hrnac

Archived topic from AOV, old topic ID:1265, old post ID:8156

Spawn Fixes

Posted: Tue Sep 18, 2007 9:18 am
by Hrnac
The spawns appear to be kicking in. I noticed the first signs of life around Tenakill (My hopeful player town located east of Yew). I saw several birds, a deer and a dog.

Thats a nice start.

-Hrnac

Archived topic from AOV, old topic ID:1265, old post ID:8157

Spawn Fixes

Posted: Tue Sep 18, 2007 1:19 pm
by Dumples
Hrnac wrote:The spawns appear to be kicking in. I noticed the first signs of life around Tenakill (My hopeful player town located east of Yew). I saw several birds, a deer and a dog.

Thats a nice start.

-Hrnac
I should run over and kill them all then. :-)

Archived topic from AOV, old topic ID:1265, old post ID:8158

Spawn Fixes

Posted: Tue Sep 18, 2007 1:41 pm
by Red Squirrel
I should reproduce a common problem we have where I live.

[add spawner blackbear set count 100000 homerange 100

right in luna. :P

Archived topic from AOV, old topic ID:1265, old post ID:8159

Spawn Fixes

Posted: Tue Sep 18, 2007 2:16 pm
by Dumples
Bears are fun. Be happy they're black bears and not Grizzly bears or something.

Archived topic from AOV, old topic ID:1265, old post ID:8160

Spawn Fixes

Posted: Tue Sep 18, 2007 2:24 pm
by Red Squirrel
Haha yep, well in summer its black bears, in winter its polar bears. j/k lol (some people do think we have polar bears here rofl)

Archived topic from AOV, old topic ID:1265, old post ID:8161

Spawn Fixes

Posted: Tue Sep 18, 2007 3:38 pm
by Death
Hrnac wrote:The spawns appear to be kicking in. I noticed the first signs of life around Tenakill (My hopeful player town located east of Yew). I saw several birds, a deer and a dog.

Thats a nice start.

-Hrnac
Interesting, I didn't start at yew except for the generic long range spawner. Brits heading down the path to the south I started adding ettins, random orcs and gargoyles as well as the occasional harpies.

Archived topic from AOV, old topic ID:1265, old post ID:8162

Spawn Fixes

Posted: Tue Sep 18, 2007 4:10 pm
by Hrnac
Seer Death wrote:
Hrnac wrote:The spawns appear to be kicking in. I noticed the first signs of life around Tenakill (My hopeful player town located east of Yew). I saw several birds, a deer and a dog.

Thats a nice start.

-Hrnac
Interesting, I didn't start at yew except for the generic long range spawner. Brits heading down the path to the south I started adding ettins, random orcs and gargoyles as well as the occasional harpies.
That would be what I am seeing then. The long range spawner created a few outliers that appear near my house area.

-Hrnac

Archived topic from AOV, old topic ID:1265, old post ID:8163