Creature Handler Archive
Thread: Mission lairs will no longer spawn babies...
Chacca wrote:
You know the difference by targeting the lair. A mission lair will say something like "a bol lair" with bols around it that do not have the normal HAM. A static lair will say somehthing like "a pile of rocks" or "a warren" and creatures with the correct HAMs for there type.
You'd figure that mission lair would be <1500m from the nearest mission terminal. I've seen "named" lairs out near the Village, out in the middle of no where, near the tar pits on Dath. I think there is a bug or something with the lair naming as well.
notwomasters wrote:
good point. I hope they have a clear and concise way to distinguish between the two types of lairs, because the only way you can tell now is a slight wording in how it is named...but I can never remember what that is....
The other problem, how often will wild lairs spawn? And this will have an adverse effect on new CH's because you could at least make a few credits for killing the lair after you get your babies. Now you have to decide whether to go after babies or go after credits...
Anyone on TC see how this is being played out?
erm i was under the impression that mission and wild lairs had every diferent names ......
Wild Lair = A Nest, A Pile of Garbage, or A Rotten Log etc
Mission Lair = A XXXX Lair, A XXXX Next etc
That's how i have always understood it, unless they've changed it.
If they were to increase natural spawning AREAS it wouldnt be bad.
By areas I mean locations that do not spawn anything.
Certain planets you can explore for hours and not see a single spawn.
They really need to implement a proper spawn/despawn system if wild lair is the only place we can get babies from. (A nice side effect is that Rangers and BEs would benefit from this and planets would once again feel 'alive'.)
Message Edited by Luxora on 08-02-2005 01:19 PM
I've driven across Lok and seen nothing for miles. I've also driven across Dathomir and had mobs spawn on top of me because the generator is too slow. The spawn generator doesn't seem to work very well.
I liked the thought of taking a specific critter mission to get a specific baby. I can see why the developers would want to make the new abilities system more challenging but if the spawn generator isn't up to par I can also see the new system becoming unfun.
What will this do for lag?
But the baby you've spent time looking for has no innate ability so you discard it and look for another, and another, and another. I believe the early numbers were 1-7. Sort of takes the sentimental attachment away doesn't it?
neinnunb wrote:
I like the change. It will involve a little exploring to find the exact baby you want. This effort leads to more satisfaction when you do find the baby you are looking for. Otherwise its not really a big accomplishment if you can leech babies off mission terminals.
Here is what they really need to addess
1) the current reason they did this was because TC was spawning babies not as CL 1-3 but at the MOBS CL. This was exactly like a bug in the CU beta...they fixed it then.
2) populaion directly affects the spawning of random lairs. On some planets because of population and structures you get no random spawns because of player bases snd such even on the lightly populated servers. This leaves the CH with using missions to find them. Now a noob CH is not going to be able to survive on an adventure planet just to find a random lair hoping to find somethng at the right level