Ranger Archive

Thread: A QUESTION of HUNTING MANNERS

Almagill
Wed Jun 23, 2004 5:30 pm
#27



Fodder650 wrote:
Once i learned the named lairs thing. I never hit one again. Just realized it was someone elses and theres always more to kill somewhere.
Stark,
If we got it so that /track spawned a lair. We would go wild with it. It would create to many rangers





I wasn't aware, until recently, that the name of a critter in its lair meant it had been spawned for a mission. So I may have inadvertantly spoiled someones monkey making briefly, for which of course I feel truly sorry.

Not going ot lose sleep over it tho, but will keep an eye open now I know this.



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Ulthrant82
Wed Jun 23, 2004 5:44 pm
#28

Most cities have mission terminals, if you really dislike "theft," shuttle it to one of those outlier communities and use those terminals, as apposed to mining outposts. That way, it is very unlikely you will see anyone, much less these more unsavory types.
starkmd
Wed Jun 23, 2004 7:14 pm
#29

But doesn't the problem stem from the fact that random spawns don't occur unless you're in a 'high traffic' area? And there's a limit to the # of spawns per planet / per server (or something)? So, ergo: if the limit is 1000 lairs per planet, then 500 people, with 2 missions each.... FORCE you to 'leverage spawned lairs in the way /areatrack works'.... (again, roleplaying devil's advocate).
Squidwalker
Wed Jun 23, 2004 8:44 pm
#30






starkmd wrote:
But doesn't the problem stem from the fact that random spawns don't occur unless you're in a 'high traffic' area? And there's a limit to the # of spawns per planet / per server (or something)? So, ergo: if the limit is 1000 lairs per planet, then 500 people, with 2 missions each.... FORCE you to 'leverage spawned lairs in the way /areatrack works'.... (again, roleplaying devil's advocate).





The best the community can make out that is correct more or less. Wow that's a freaky sentence. The way I read it was 1000 mobs per server. So then what you are basically saying is that we should use /areatrack and kill what ever it finds we want, no matter what it is. Don't get me wrong, I'm not saying that's bad or good, just that's I how I'm reading your message. The devs gave us this tool /areatrack, they created teh spawn/misison system, /shrug oh well. Track it, kill it, skin it.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Ariven
Wed Jun 23, 2004 11:08 pm
#31



starkmd wrote:
But doesn't the problem stem from the fact that random spawns don't occur unless you're in a 'high traffic' area? And there's a limit to the # of spawns per planet / per server (or something)? So, ergo: if the limit is 1000 lairs per planet, then 500 people, with 2 missions each.... FORCE you to 'leverage spawned lairs in the way /areatrack works'.... (again, roleplaying devil's advocate).




except the lairs and MOBs dont spawn til you are within (I think its about) 108-120m so they wouldn't count against the total til you got close to them ... or maybe they count/exist when they update position
Phenix1050
Thu Jun 24, 2004 12:12 am
#32

asshats is my new favorite insult




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TheDarkTrumpet
Thu Jun 24, 2004 12:27 am
#33

Unfortunately the forums are the same way in many incidences.

For example, I posted a request for help in the rifleman forums, and got ignored. I post some positive things about Combat Medic, and I generally get flamed, called a newbie, and one who hasn't been doing many professions.

I have to admit, I am very happy with this particular forum. It's by far the most friendly of all the forums. I don't see any of the one-star-bandits around either. It's nice. By far this is the most friendly profession too, I contacted some rangers yesterday, and they are much nicer than others.

I don't know what's the matter with many in this game. All I see are TKMs and other classes trying to show how tough they are by duels, and others being rude. This game should be fun, let there are many who seem to make it look like this game is a job and they hate it. *shrug* dunno, just my feelings



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Gelotri
Thu Jun 24, 2004 12:44 am
#34

The bottom line this is just plain griefing. I read a post a while back where a guy was /report (ed) for following someone around to his missions and a CSR popped in to warn him. I am thinking the way to stem the tide of this sort of behavior is to just plain /report them. The CSR will pull the chat logs and see you tried to warn the person and what their response was. That in essense will cook their goose and cause them to be banned.


/StandOnSoapbox

My philosopgy is that the sooner we get rid of all the griefers the more enjoyable the game will be and the more everyone will get along, get more out of the content. Soooooo.....just report them. Sounds great in theory. Wonder if it really work?


/GetOffSoapbox





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Calculus_Entropy
Thu Jun 24, 2004 8:22 am
#35






Ariven wrote:





starkmd wrote:
But doesn't the problem stem from the fact that random spawns don't occur unless you're in a 'high traffic' area? And there's a limit to the # of spawns per planet / per server (or something)? So, ergo: if the limit is 1000 lairs per planet, then 500 people, with 2 missions each.... FORCE you to 'leverage spawned lairs in the way /areatrack works'.... (again, roleplaying devil's advocate).






except the lairs and MOBs dont spawn til you are within (I think its about) 108-120m so they wouldn't count against the total til you got close to them ... or maybe they count/exist when they update position






Technically, that's not true. I have been figuring out that spawning and apearing on your screen are very different things. Things can spawn that you can't necessarily see on your screen. Once you get a certain distance away from them, the are no longer rendered on your screen, BUT are still spawned.


This alsomost noticeable when you are comparing notes with you group. I will see a stack of red dots showing on my radar and my bud runs right into them. I ask him why he did that, and he says that they 'spawned' on him. Well, that's not true, because they had alreadybeen renderd for me, therefore, they had already spawned. They must not have been renderd for him. I am mostly sure that 'spawning' is a server-side event, and that if one person can see the mob, they have been spawned for everyone (just not rendered).




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
starkmd
Thu Jun 24, 2004 8:47 am
#36

Hmm... interesting point Calc. But shouldn't they 'see' the dots on their radar if they've spawned on the server, and just not rendered on the player's screen? That would be a good test.... although I'm not sure it's worth the time to prove it.

As for the 1000 lairs comment.. these are my numbers, I remember a thread a few weeks ago where SOE mentioned what the stats are... but the way I interpreted the comment was that random spawns increase as players increase, but decrease significantly as missions increase.

What I've found is that those 'pile's of rocks' on dathomir are few and far between (more than my 500m tracking allows), and really only occur near the trade outpost, because that's where all the player's are.


-Disgruntled on Bria
Squidwalker
Thu Jun 24, 2004 9:00 am
#37






starkmd wrote:
Hmm... interesting point Calc. But shouldn't they 'see' the dots on their radar if they've spawned on the server, and just not rendered on the player's screen? That would be a good test.... although I'm not sure it's worth the time to prove it.

As for the 1000 lairs comment.. these are my numbers, I remember a thread a few weeks ago where SOE mentioned what the stats are... but the way I interpreted the comment was that random spawns increase as players increase, but decrease significantly as missions increase.

What I've found is that those 'pile's of rocks' on dathomir are few and far between (more than my 500m tracking allows), and really only occur near the trade outpost, because that's where all the player's are.


-Disgruntled on Bria





Yea, thats pretty much how I interpreted it as well. Most, if not all, natural "spawns" are within 1000m of of the towns, because as you said, thats where all the people are doing missions. So all those spawns are going up for the people running around doing missions. I just remember back in the beginning of the game, you could run from one side of the planet of the other, and see all sorts of stuff. The "spawning" system might have been a good idea, but like many things in MMO's, the players make unexpected decisions, societies.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Calculus_Entropy
Thu Jun 24, 2004 9:21 am
#38






starkmd wrote:
Hmm... interesting point Calc. But shouldn't they 'see' the dots on their radar if they've spawned on the server, and just not rendered on the player's screen? That would be a good test.... although I'm not sure it's worth the time to prove it.

*snip*






Maybe there is a sync issue on the client side? But you bring up a good point...I can always, and I mean always see a critter spawning out of a lair on the radar BEFORE it renders on my screen. I have seen this with natural spawns as well (not lairs, just spawns that pop up whenI am travelling). They show on the radar before they show on my screen. This is nice, cause it gives you a grace period in which to prepare yourself.


I an sticking with a sync issue as far as why I can see something that has spawned and my bud can't.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Iseult
Thu Jun 24, 2004 10:04 am
#39






starkmd wrote:
But doesn't the problem stem from the fact that random spawns don't occur unless you're in a 'high traffic' area? And there's a limit to the # of spawns per planet / per server (or something)? So, ergo: if the limit is 1000 lairs per planet, then 500 people, with 2 missions each.... FORCE you to 'leverage spawned lairs in the way /areatrack works'.... (again, roleplaying devil's advocate).






I completely agree - it used to be that I didn't need missions to hunt - I could go out to the middle of nowhere in the area where I knew creatures were most likely to spawn, and just hunt natural lairs. But now when uber resources spawn, the planet gets flooded with players running missions, which, in turn, reduces the amount of natural spawns and negates one of our most important skillsets (i.e., areatrack to find creatures). On planets like Yavin, Endor, and Dath (where there are no player cities), this also has the effect of concentrating a lot of players in a fairlylimited area, and this, of course, increases the chance that you're going to have your missions poached.


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