Artisan Archive

Thread: Really annoyed

Biffhammer
Wed Jul 13, 2005 5:01 pm
#1

Okay, I don't uderstand it when you need to be in a group to grind why everything else that spawns has to be like lvl 50 or above. Everytime I place a harvester, when I come backthere is allways a nest there with something way above my lvl. What is the point of this? really. I don't really see the point of random spawns anymore unless its at a poi, or someone's mission.
Elyssa
Wed Jul 13, 2005 5:27 pm
#2

There has long been a theory that creatures are attracted to the soothing sounds and vibrations generated by harvesters so they naturally flock to them.



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

Techlepper
Thu Jul 14, 2005 3:18 am
#3

No. It's not the vibrations, it's the soft squishy unarmored players that are ALSO attracted to running harvestors. No shelling, no skinning, just yummy squishyness.




Member of the 32 club.
Pre-Pub9 Unlock yay!


Currently wandering around lost in the CU

Elyssa
Thu Jul 14, 2005 11:29 am
#4

Well, every creature on the planet has to know how to find a steady supply of food.



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

Warryyr
Thu Jul 14, 2005 1:14 pm
#5

Well, getting a little technical, I think the reason that harvesters and factories tend to make creatures spawn around them is due to the "beaten path" principle.


Let's say you look at a planet's population, and travel patterns. To save server-side load, there's no sense in spawning thousands of creatures all over the planet, in even distribution. There are many places where relatively few players even go (off the beaten path). However, there are areas of commonly used lanes of travel (the "beaten path") where it makes sense for the server to spawn creatures in that general idea - because that's where the players are.


I guess I'm wondering - were there other players' harvesters near yours? Most likely. Were other players surveying in the area, maybe for what you were surveying for? Probably. So, the more players in that area, the more the server thinks "this is a good place to spawn creatures for hunters."


I've seen this phenomenon first-hand in JTL Beta. Some friends made a guildhall, and I put down a ton of factories. No creatures spawned, really. Maybe a few.


The next day, my stuff in the factories was done, and I was handing out free astromechs and flight computers to test with on my vendors. It was like a dang parade to my shop, I swear!


In between the time I went to the starport to bark for a few, and the time I saw my email explode with purchases, I cruised back and there were nasty creatures EVERYWHERE.


I really think the creature spawner relies on recorded foot traffic to see where to spawn stuff.


You'll also find a ton of creatures in the direct line between the Science Outpost on Dathomir, and the Village. That's because a lot of people cross those areas. Ride north or south of the "straight line" and you see a lot less spawns.


Flatfingers
Thu Jul 14, 2005 3:13 pm
#6





Warryyr wrote:

You'll also find a ton of creatures in the direct line between the Science Outpost on Dathomir, and the Village. That's because a lot of people cross those areas. Ride north or south of the "straight line" and you see a lot less spawns.





Until you've passed. Then there'll be spawns there because you put them there!


Yum. Chewy Artisan goodness, not like those crunchy combat types with their sharp poky things -- they taste BAD.


--Flatfingers

After5CST
Thu Jul 14, 2005 4:11 pm
#7

Like your sig, FlatFingers. Much like the earlier post ( no shells... ), quite funny. And brief, as a bonus... unlike most sigs.
--Qilue-UCW--
Thu Jul 14, 2005 10:30 pm
#8






Techlepper wrote:
No. It's not the vibrations, it's the soft squishy unarmored players that are ALSO attracted to running harvestors. No shelling, no skinning, just yummy squishyness.





Lol... thats funny



Signed, Kyo'nne Ilhar'dro
K
airn Medical Regiment, Chief Medic
T
aeor Quartermaster

"I want to find something I've wanted all along... Somewhere I belong"

~ J'inx
[Bria] ~ Kaji'ra [Starsider] ~ Qilue [Corbantis] ~ Bell'an [Valcyn] ~

Flatfingers
Thu Jul 14, 2005 11:35 pm
#9

So far I've resisted the sig madness, but then I'ma relicfrom the days of ASCII art and BBSs, yea, back evenbefore ANSI codes allowed us to make our words hot pink and blinking. Bare text still just looks "right" to me.


Even I will probably give in to the Dark Side someday.


But until then, I remain:


--Flatfingers

muti-purpose
Fri Jul 15, 2005 12:01 am
#10

I know i payed a level 80 player to go and kill them around my mineral harvestors and it turns out that after the nest is destory less then 24 hours later it was back.
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