Creature Handler Archive
Thread: total extinction?
Last week I drove over Rori with 2 friends for 90 minutes, and we didn't encounter a single mob that wasn't a mission or POI spawn.
Around the CU I have read somewhere here that the GCW bases were to blame for this since too many of them on a planet would screw up the wild spawns. No idea if it is correct though, I haven't seen a Dev respond to this problem yet.
Also strangely it is in some cases localized ... in my search for a GPS on Corellia, I have found areas 2km x 2km totally devoid of life, while around that area wild spawns were normal.
Actually, this is my No.1 issue concerning CH ... upping the amount of babies found in wild lairs doesn't really help a lot if there are no wild lairs to be found.
Exactly! /agree
Mailo wrote:
It has been that way for quite some time, several months at least.
Last week I drove over Rori with 2 friends for 90 minutes, and we didn't encounter a single mob that wasn't a mission or POI spawn.
Around the CU I have read somewhere here that the GCW bases were to blame for this since too many of them on a planet would screw up the wild spawns. No idea if it is correct though, I haven't seen a Dev respond to this problem yet.
Also strangely it is in some cases localized ... in my search for a GPS on Corellia, I have found areas 2km x 2km totally devoid of life, while around that area wild spawns were normal.
Actually, this is my No.1 issue concerning CH ... upping the amount of babies found in wild lairs doesn't really help a lot if there are no wild lairs to be found.
wild spawns are affected by player movements. with so few players on most servers, they usually concentrate on certain planets or cities. ie. usually Dant MO, or Lok Nyms, Theed, or the Dath Village. coronet since the CU when Doctor was nerfed has become mostly another ghost-town. So wild spawns are heavy on dant, dath, and the adventure planets but are dead on Rori, Corellia, Talus and to some extent Naboo.
until they move away from spawns being directly affected by actual players being in the vicinity, you will continue to see dead planets. simply not enough players to support those planets and that is just an overall bad thing in SWG.
Agree with the population comments, it is obvious. The lack of human (player) activity, at least on Lowca has become disturbingly low, with house signs and burned out harvesters cluttering the landscape. You would think the bean counters would take a good look at that and see what the CU and the current hosed code is doing to the game, but I guess they are too busy with power lunches and planning the next planet
So much has gone downhill over the years I've been on, sorry to see it, and dont see much to change that exodus, but maybe I am having a bad day
.
Cowabunga
I'm on Ahazi as well, and Naboo seems to be brimming with life most of the time. Tatooine as well, especially the dune seas which are crawling with more krayts than kreetles.
Talus is not so bad, I've been able to find lots of babies to tame there, but Rori isa vast, lifeless wasteland, and prime GPS country on Corellia is devoid of life, as is the Agrilat swamp. Yet NE of Doaba Guerfel the mountains are filled with carrion spats, murras, wrix, Arafarthu savages, Rogue CorSecs, and more diseased vrelt than you can shake a Nyax sword at. Parts of Lok are empty, but other areas are filled with random spawns. Dathomir? No problems. Yavin IV? No problems. Endor? No problems.
Message Edited by SioBabble on 09-24-2005 09:47 AM
Once again for people who have never heard how I have no clue. Many things determine the spawn rate on a planet not deemed adventure.
1. The number of player structures matters. If your haveing trouble go towards a mass of player structures. It may be the minute use or that the structures actually help not sure.
2. The number of players lingering in a given area if they are there for only short periods of time it dosent seem to help
3. The amount of player interaction with the enviroment.
The game dosent generate spawns for a number of logical reasons spawns equal lag and processor use. The system is not going to generate a spawn for no reason if a tree falls in the woods kind of thing. Thats the bad news here is the good news you can do something about it. You can prime a area for spawning. Here is the howto.
1. Start by picking a good solid area on talus this is at the seashore. So you will want to use dearic to start out. First things first this is going to take a little doing your makeing up for lack of players for the most part. Go out of the town and commence to slaughter everything you see yard trash or not. This will get the system to compensate it probabally thinks there is higher player activity when spawns start vanishing. Give it a few good passes. Now start to move south towards the seashore. Try to stay near to any player cities that might be in the area. By now you should have done some planet kickstarting. Remember do not fly in a straight line. Meander try to say in a confined area. If you go in straight lines the spawns will start thining on you.
The same philosiphy applies to rori use the rebel outpost as your center and circle around if you see worthless critters blast them. Remember your trying to make the system compensate for your activity. You must engage the system.
2. Take the time to find a body of water. Bodies of water bigger then a creek have a propensity to spawn creatures especially if say its a ocean like at the bottom of talus. My guess is that spawning is generic over a planet and the system kicks things that would spawn in the water to the shore.
3. Look for strong points on the planet you want to work on. On tattooine for instance try out near jabbas palace even with nobody around the spawn is exceptionally good around there.
The bottom line is you can sculpt the enviroment to serve your needs.
That seems like a good plan, and I'll give it a try next time I'm on Rori to see if Ican get it to work.
But it also seems like a lot of work for a player or a couple of players to do to get the game to do something it should already be doing... spawning critters.
This just sort of emphasizes the "brokeness" in the spawning system that a player should have to do all of that to get some critters to spawn. ![]()
On lag, doesn't the system already have a solution to the lag in that everything de-spawns when players move out to 400-500m? So maybe it's the de-spawn system that is broken in that it stops spawning after a while?
I don't know... back when I played before I don't remember it being like this when I use to go out on dna sample trips. I notice the barren lands now though while hunting for pets to tame.
/end train of thought
Dunner
Message Edited by SioBabble on 09-27-2005 07:43 AM
I was trying to kick start spawns on Rori last night. I noticed that there were several wild spawns that generated after I killed some creatures from a mission lair (I had not seen one in 5k meters of travel before this).
Unfortunately the same technique did not work with Talus. I will try againsouth ofthe starport, as suggested earlier in the thread.