Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 5-31-04)

Thunderheart
Tue May 25, 2004 3:05 pm
#79






wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...







Kurt "Thunderheart" Stangl
Community Relations Manager
Isacoast
Tue May 25, 2004 3:14 pm
#80






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...












What happened to planets being dangerous? It seems nowadays I get agroed on Naboo by Shaupauts more than I will ever get agroed on Dathomir by Rancors... Seriously, these spawns need to be fixed. Dathomir is the only real 'advanced' planet and it's really sad that I can run for 15-20 minutes at a time without seeing more than 2 Nightsisters (which don't use any forcepowers or any specials for that matter) and maybe a couple of Injured Kwi. Fix the spawns! Make these planets 'advanced' again... pleeeeeeease!





ZQuetzalµ
D A R K J E D I O V E R L O R D
§
sith incarnate §

TechBoss
Tue May 25, 2004 3:14 pm
#81






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...










This is all fine and dandy except that, to the best of my knowledge, some mobs do not appear on mission terminals. Additionally, some spawns can only be obtained through random spawns.


  • Gurk lairs, king only spawns from random layers.

  • Creature handlers and BEs cannot find higher level creatures due to the lack of random spawns. They should not have to get groups to find their targets.

  • Somemobs do not spawn on the mission terminals (ancient grauls, frenzied grauls, kimo gilas of all types,etc.)



-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Equalivious
Tue May 25, 2004 3:15 pm
#82






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...








That doesn't explain why I goto Endor with only 5 people on the planet and I dont see more than 3 or 4 lairs.




It's only 44.95 a month. Thats pennies a day! Surely this convenience entices you! Pornography and online gaming at hundreds the times the speed of your normal advertising service provider. It's so easy to use, and the surgery to implant it in the base of your skull is so painless, its no wonder I'm number one!
Djamonja
Tue May 25, 2004 3:16 pm
#83






Isacoast wrote:

What happened to planets being dangerous? It seems nowadays I get agroed on Naboo by Shaupauts more than I will ever get agroed on Dathomir by Rancors... Seriously, these spawns need to be fixed. Dathomir is the only real 'advanced' planet and it's really sad that I can run for 15-20 minutes at a time without seeing more than 2 Nightsisters (which don't use any forcepowers or any specials for that matter) and maybe a couple of Injured Kwi. Fix the spawns! Make these planets 'advanced' again... pleeeeeeease!





Endor is the same way -- not much fun to run around on a barren planet...

SonGouki
Tue May 25, 2004 3:23 pm
#84







Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...











That is not anacceptable excuse!


If that's the real reason and the devs don't plan to fix this, then remove player cities and build rightsfrom Lok and Dantooine, take the Warren off of Dantooine, take the Geonosian Lab off of Yavin IV, take the Death Watch Bunker off of Endor, and take the Nightsister Stronghold off of Dathomir... in fact, while you're at it take all MOB's, POI's, Outposts, and anything else remotely interesting off of the "adventure" planets, because if they can't handle players being interested in them what's the point!





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


saintchuck
Tue May 25, 2004 3:41 pm
#85



Thunderheart wrote:


wickedHangover wrote:
This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.

It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...







Or Sony could lease more servers...



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
Dapper_Dan
Tue May 25, 2004 3:48 pm
#86






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...










Makes it easy to check harvestors, when there is little mobs, that is about the only good thing to this. If the spawn vs lag issues gets fixed, wake me up. I will probably be playing City of Heroes with my friends who quit a long time ago.



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LLJK_Griz
Tue May 25, 2004 3:49 pm
#87






KapowBzapp wrote:




Thunderheart wrote:

It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...





My experience has been the opposite, with high player traffic making high spawns. For example, on Yavin the corridor from the Labor Outpost to the Geonosian Cave is bursting with wildlife. Whereas most of Talus and Rori are completely barren.





It probably tracks by area, so frequently visited places get more spawns and the middle of nowhere gets nothing. This would explain the clusters of spawns around cities and dungeonswith nothing at all a few km out.



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generelz
Tue May 25, 2004 3:56 pm
#88



Thunderheart wrote:


wickedHangover wrote:
This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.

It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...







So following the same logic, if a certain PA were to have a high-traffic player city near the Krayt Graveyard (hence taking server resources away from "dynamic spawns"), then effectively they control the spawn of Krayts on the server. It all makes sense to me now.

IMHO this was a poor server architecture decision. There should be _dedicated_ resources to ensuring that there are dynamic spawns, no matter what the case. I remember when I was in beta 3 and how much fun it was to be on the adventure planets because there were so many spawns. Now it's a cakewalk.



Onic
Architect
Keeping The Covenant
Come visit my vendor at 3439 -3158 in the New Hope Mall on Dantooine
Scuddbacca
Tue May 25, 2004 3:57 pm
#89


Thunderheart wrote: It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...




This is classic developer logic. We solved the lag problem, but we can't see the forest because of all these crazy trees. Let's use some common (or uncommon in this case) sense for a few minutes.

If there are MORE people on Dathomir, shouldn't the server generate MORE creatures and lairs to kill? People go to Dathomir to kill stuff! It is supposed to be an advanced planet chock full of dangerous creatures and humanoid NPC's. Other than solving the hardware problem in an incorrect manner, why reduce the number of creatures and lairs when the player population of a planet increases?

Once again quick fixes and hasty decisions override simple common sense.
WarFerret
Tue May 25, 2004 4:14 pm
#90

So the busier the Krayt graveyard gets, the fewer Krayts there are to kill.


Ok, who thought that one up ?


We'll have nothing to kill, but at least we can kill it with a high framerate



---
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Lotussutol
Tue May 25, 2004 4:15 pm
#91






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...








We should NOT have to grab missions to hunt...right?

I fight on Dath...I used to be able to grab two missions and never make it to my missions and fight for 3 hours to try and get to my missions...


now all I come across are injured kiwi and reptile birds (which are low lvl).


Also, The last few nights I have been fighting Night Sisters...100% of them were hand to hand even though they would drop a pikeman weapon (seems even the NS know pikeman sucks...heheh j/k). None of the Night Sisters used any force powers either.


Something is out of whack with spawns...might want to look into it.
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