Development Cycle Archive
Thread: Yavin4, Endor, and Dathomir random spawns...
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
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...
Thunderheart wrote:
Hey TickTock, which server?
I dont have that problem on my main...
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.
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.
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.
Message Edited by JustG on 01-23-2004 12:18 PM