Development Cycle Archive

Thread: Yavin4, Endor, and Dathomir random spawns...

Seomon
Fri Jan 23, 2004 6:44 pm
#27



Thunderheart wrote:


TickTock wrote:
This has always been a problem, COA quest related or otherwise. I can drive across half of Dantooine and often not pass any npcs or critters. Just so you know...


Hey TickTock, which server?

I dont have that problem on my main...







Basically the only spawns on Dantooine are mission or static on Lowca. Endor was good before the COA3, now it's kinda hurting, but you guys are fixing that



§eomon/§eo §nowlock

Large House-o-Crap located at 1175 -6143 outside the Agro Outpost on Dant

Grey Haven

Forever in remembrance of Tirza. May she rest in peace.

Trystan1969
Fri Jan 23, 2004 6:54 pm
#28

I've had it occur in spots before. I was on Yavin4 (SE area)once and didn't see anything for kilometers. Then I hit an area that was full of red con'd mobs (near SW/middle), crystal snake type levels. One spot (ne/middle)was filled with dark blue mobs. It might just be the area you're normally in that lets you get a whole bunch of spawns or none at all.
ScitzoX
Fri Jan 23, 2004 7:16 pm
#29

TH


On eclipse, half of the time i can seriously drive from one corner to another on the map and see NO mobs at all, or sometimes one or two in 15 minutes.

This is mostly on ALL advanced planets.


This is nothing new its been there forever and is VERY gamebreaking.
djraddy
Fri Jan 23, 2004 7:35 pm
#30






Thunderheart wrote:





TickTock wrote:
This has always been a problem, COA quest related or otherwise. I can drive across half of Dantooine and often not pass any npcs or critters. Just so you know...





Hey TickTock, which server?


I dont have that problem on my main...









Im not TickTock, but the same happens on ECLIPSE, on dantooine and lok




......................./...\
...............)......((...))......(
............../|\......))_(( ...../|\
............./.|.\....(/\|/\)..../.|.\
.................voV...\`|'/...voV
.................'^`...(o.o)...'^`
.........................................`\Y/' ..sanu
rdiblasi
Fri Jan 23, 2004 8:00 pm
#31









Thunderheart wrote:


Hey TickTock, which server?


I dont have that problem on my main...









I play on Bria, and it just happened again last night on Endor.Itseemsto be worse whenI am riding a vehicle. Sometimes if Iswitch to a mount or just run, things will start spawning a little, butstill not normal.


The servers always lag when you are riding a vehicle. Sometimes if you don't sit still for a few seconds afterstopping your vehicle, you will dismount meters away from it.Things will spawn right on top of you when you are at full speed.


Also, ranger tracking won't see anything,and you move like 50 meters and all of the sudden their iscreatures floating around. Lag Lag Lag.





Igan Ili - Architect - Bria
Shop located on Tatooine at 1172, -4348 (1500m NE of Anchorhead)
Former Creature Handler (and missing it)
rdiblasi
Fri Jan 23, 2004 8:11 pm
#32

I would also like to mention that this was happening before COA3 was implemented.



Igan Ili - Architect - Bria
Shop located on Tatooine at 1172, -4348 (1500m NE of Anchorhead)
Former Creature Handler (and missing it)
Emras
Fri Jan 23, 2004 9:06 pm
#33

Come to Dantooine Eclipseany time to see lag. Most times you can travel across Dantooine and not see any spawns



Em'ras
Master Droid Engineer/Master Merchant/ Master Artisan

Emras
Master Smuggler
Twentytolife
Fri Jan 23, 2004 9:19 pm
#34

TH -


Tarquinas outside the Aggro outpost.


No spawns.



Sanlen
Fri Jan 23, 2004 9:36 pm
#35

In the beginning, say last summer before our crafters could even make ubese armor and we were running with cdefs, dlt20a's, and the occasional laser carbine/rifle or E11, dathomir, yavin, endor, and dantooine were the "sea of red death" that we expected.


The reason, of course, was that few could kill on those planets yet, and fewer still could kill efficiently. As well as secondary reasons like many many people going to those planets to run around and see it, some just to try, others to use the old maskscent to pump the scout experience.


Thus, we had lairs and spawns everywhere, as player after player would run around, firing up missions they didn't complete and just plain being in the various places enough for the spawn system to fire up a few more lairs.


Now, the majority of people that go there, go there to hunt, and they have the gear and the knowledge and the skills to do so, and do it quickly. Anything that spawns is probably a lair to be taken out, very few find it profittable to wander more than 1.5km away from a town, excepting those that are hunting down very specific game (krayt hunters on tat, bioengineers looking for mutant rancors or bark mite burrower queens, creature handlers looking for a gurreck).


In other words, most things that spawn around the cities and outposts are targets to be killed, or the stuff that spawns around them simply because a player has been there, and the number of red dots on the screen stays in an equilibrium, while out away from those all-important mission terminals, the effect of very few people striking out leads directly to a disproportionately small number of lairs or spawn in the wilderness--and of the few things that do spawn, a disproportionate fractionarechumpy borgles or reptillian flyers or whatnot instead of rancors, gurrecks, bark mites, etc.


Logically, one would expect the reverse--the forests and fields around town being overhunted and the hard to reach wilderness filled with dangerous predators.


On my server (eclipse), you canliterally take a newly created artisan character, give him a ticket to endor or dathomir, and strike out from the outpostto do several hours of wandering with no risk whatsoever, with a very good fraction of those hours with nothing but the trees and however much non-collidable floraset in your optionsto keep you company.


That said, bumping it up to the point that you can't crawl 10 meters without getting into mortal combat with a frenzied graul, kimogila,or enraged rancor probably isn't quite the right tiltof balance the other way, but it would be nice ifit wasa wild and dangerous place, instead of "cruise 15 minutes and you might see one lair, and that populated by the wimpiest creatures on the planet."


Endor and Dathomir are the worst in this regard, lok and dantooine, because of the player cities, have large portions of the map that are within that magic 1.5km radius of a mission terminal, so theyget to maintain that equilibrium. I too plead ignorance regarding yavin, I almost never go there, but I suspect it's probably the most egregious example.
johncarter
Fri Jan 23, 2004 10:33 pm
#36

It's beyond depressing that it hasn't even been recognized as a problem.


I figured they knew about it.... ya know given the ass loads of posts about it.


Tenfo
Sat Jan 24, 2004 12:11 am
#37

We had this problem on Dantooine, Tarquinas server, last night. We drove over 4k in radius and didn't find any mobs for over 30 mins and 3 of us finally logged and gave up.


T.





l Tofeity Edeiso - MBH / Rifleman l l Tazon - Elder Jedi l
JustG
Sat Jan 24, 2004 1:15 am
#38


... have been affected by the COA spawns that occur there. To rectify the problem, we are going to increase the number of servers on each of those planets.


There may still be problems with random spawns on these planets if there are too many people running the missions. If this is the case, they should pick back up after the initial COA rush subsides.


We will be installing COA on the European servers during their regularly scheduled downtime tonight.


thx,


- g

Message Edited by JustG on 01-23-2004 12:18 PM

TickTock
Sat Jan 24, 2004 1:18 am
#39

This has always been a problem, COA quest related or otherwise. I can drive across half of Dantooine and often not pass any npcs or critters. Just so you know...
Page 3 of 7