Ranger Archive
Thread: bloodfin csr confirms that bases do impede wild spawn rate
Page 1 of 1
Iseult
Tue Apr 19, 2005 4:30 pm
#1
Hello all - I was wrong about this - thought bases don't matter, but apparently they do:
clicky to bloodfin board (this is a family-friendly post - well so far)
I wonder if we could get the devs to take a look at this - after all, this doesn't just affect krayts (and spedi), but all natural spawns in an area, so for those of us for whom natural spawns are 'content,' this is an issue. After all, a large part of our skillset is dedicated to finding spawns in the wild...
Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin
Calculus_Entropy
Tue Apr 19, 2005 4:56 pm
#2
There have been instances in the past of CSR's having different information than the devs, or CSR's just making incorrect statements regarding the game. Hopefully a dev will respond to give validity, to the CSR.
Calculus_Entropy
Tue Apr 19, 2005 4:57 pm
#3
FOr the record, if this proves true, I am not surprised...they did you put in a 3 bases within 600m(?) of each other rule/change. I thought it was to prevent griefing, and it may still be, but it could have been to address the spawn issues.
Iseult
Tue Apr 19, 2005 5:11 pm
#4
yup - I would still like to see dev confirmation of this - the csr's explanation does make sense though -- if the servers can only manage so many spawns and the bases count towards that number of spawns... But yep - this csr might just be speculating, so he could be wrong...
Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin
Master Ranger / Mediocre Rifleperson
Bloodfin
darmokVtS
Wed Apr 20, 2005 6:06 am
#6
JBMat wrote:Makes sense to me.Bases = NPCs = spawnsJB
Exactly, and it's pretty obvious that the npcs also are used in the "maximal number of spawns per zone" calculation..
Actually I do think I noticed more spawns "around" my home town ever since we exchanged all the PvE bases (lots of npcs for the bigger bases) with SF bases (no npcs outside at all)....
Did btw only I notice the CSR using "kryat" for krayt *arghl*?
Message Edited by darmokVtS on 04-20-2005 03:14 PM
BioEngine
Wed Apr 20, 2005 6:19 am
#7
I would assume the reason for making this kind of limitation would be that the server could only allow so many enemies within an area before it became a conflict of "lagging." I think there should be a planetary Base Cap, but that's just me.
JBMat
Wed Apr 20, 2005 7:44 am
#8
It was said by the Devs a while back that the servers have an upper limit on players/npcs/creatures. The more people, the fewer the spawns.
I semi tested this. Went on early my time, late UK time. Plenty of spawns. As the day progressed and more players got online, fewer spawn. When it got later where I am and time for the overseas time zones to play, almost no wild spawn in areas away from cities.
Remember, players cause spawns by moving into an area. But at the same time, the more players, the fewer the spawn count. Catch 22 at it's finest.
JB
BioEngine
Wed Apr 20, 2005 11:48 am
#9
Testimonial:
This is in response to my question over base clusters.
Auraboron wrote:
In essence, yes,and also forlimiting the use of bases as a griefing tool as well.
BioEngine wrote:
Is this to control the base counts affecting spawn rates of other creatures/npcs?
Message Edited by Auraboron on 04-20-2005 11:14 AM
Calculus_Entropy
Wed Apr 20, 2005 11:49 am
#10
BioEngine wrote:Testimonial:This is in response to my question over base clusters.
Auraboron wrote:In essence, yes,and also forlimiting the use of bases as a griefing tool as well.
BioEngine wrote:Is this to control the base counts affecting spawn rates of other creatures/npcs?Message Edited by Auraboron on 04-20-2005 11:14 AM
Gee...that sounds vaguely familiar...
Page 1 of 1