Ranger Archive
Thread: JTL impact on spawn rates?
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ja1864
Sun Jul 25, 2004 1:18 pm
#1
My experience has been more people less critters. In the morning I am able to hunt many natural spawns while at night in certain planet not a lot.
Owen-Lars
Sun Jul 25, 2004 2:27 pm
#2
That could be down to lag causing the spawns not to er spawn. But if im right TH said that the more people on a planet the more spawns there are.
poser00002
Sun Jul 25, 2004 3:06 pm
#3
Well from what i read befor about spawns has nothing to do with people at all. At any given time a planet spawns up about 1000 nests and spawns. That number might be off just trying to recall what one of the devs said some place lol. That is why it might be dead one day and heavy on a dif day is that the spawns are in a dif area. I know i have been on endor many times and ran in to 200 nests then hit a dry spot get about 5-7k away and run in to 200 more nests. But i belive that it was also said that if people are getting missions that can despawn nests out in the wild to keep the spawn near 1000 cap. But this might have all been double talk as we know the devs and there info some times lol. Hope that helps a little
buzzlo
Sun Jul 25, 2004 8:41 pm
#4
I think I am confused, but I am sure that the amount of people do have an impact on spawn rates. DIRECTLY or INDIRECTLY Im not sure. If they are doing missions the server generates the mission for them! If people are hitting missions hard no natural spawns. Check it out when something of HIGH OQ is being hunted.
Now Im not sure if said # of people on a server impact said # of NPC or creature!! ie if player population caps <value> then creature spwn must be less than <value>
Cario
Sun Jul 25, 2004 11:42 pm
#5
The more people there are, the less random spawns there are.
http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=44338&highlight=spawn#M44338
http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=44338&highlight=spawn#M44338
Owen-Lars
Mon Jul 26, 2004 12:36 am
#6
A thought has been whirling around my head whilst snowboarding today: (dont gasp, i do think alot)
We know that as the amount of people increase on a planet, so does the natural spawn rate of critters and npcs. When JTL launches there is going to be alot less people running around on planets and especially less people traveling to the adventure planets (endor, yav, dath).
As i see it, this will greatly and negatively effect the spawn rates of creatures on those planets (unless ive missed something). Does this mean our almost ineffective /areatrack will become even more useless?
Flenst
Mon Jul 26, 2004 12:39 am
#7
Actually, I thought it was the other way around, i.e., fewer people = more natural spawns.
VeriBeri
Mon Jul 26, 2004 5:45 am
#8
Below I copied my post to a similar thread from a few days back. I believe that _if_ the number of simultaneous players decrease, it will be actually beneficial for the natural spawn situation, because it will mean that the servers will be less likely to be in states 2. and 4 (described below).
Unfortunately, I believe that the number of players (on "ground" servers) will actually _inrease_ in the weeks/months leading to JTL launch as well as after the launch, because the marketing guys will do everything in their power to get more people to try the game, become subscribers, and buy the JTL. Without any increase in the subscriber numbers, JTL investment would be meaningless.
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Piecing together what has been said on this forum the current theory is (as JB pointed out):
1. After reset all is good. Reasonable number of natural spawns, nicely distributed.
2. As the server load increases (players, mission spawns, etc) the natural spawns, esp. in remote areas decline. I believe (but cannot prove) that even existing spawns get despawned at this stage.
3. For a while, you can "encourage" natural spawns in remote areas by taking missions from a nearby terminal. Personally, I couldn't prove of disprove this. It seems to work from time to time. Even when it works, it seems to spawn low level critters.
4. In any case, as the server reset nears, the spawn system seems to be in its worst state. Which is surprising, because notwithstanding insomniac players and people from other time zones (like me), the server load should be back to stage 1 by that time. I think there maybe some sort of resource leak that gets worse over the course of the day. One portion of that might be the unfinished mission lairs that JB mentions.
One way to make Ranger /areatrack more usefull might be to change it from a "discovery" system to an "invention" system. In other words, whenever an /areatrack is performed, there should be a chance that something (including rare creaures) will spawn as a result.
--------------------------------------------------------------
Unfortunately, I believe that the number of players (on "ground" servers) will actually _inrease_ in the weeks/months leading to JTL launch as well as after the launch, because the marketing guys will do everything in their power to get more people to try the game, become subscribers, and buy the JTL. Without any increase in the subscriber numbers, JTL investment would be meaningless.
---------------------------------------------------------
Piecing together what has been said on this forum the current theory is (as JB pointed out):
1. After reset all is good. Reasonable number of natural spawns, nicely distributed.
2. As the server load increases (players, mission spawns, etc) the natural spawns, esp. in remote areas decline. I believe (but cannot prove) that even existing spawns get despawned at this stage.
3. For a while, you can "encourage" natural spawns in remote areas by taking missions from a nearby terminal. Personally, I couldn't prove of disprove this. It seems to work from time to time. Even when it works, it seems to spawn low level critters.
4. In any case, as the server reset nears, the spawn system seems to be in its worst state. Which is surprising, because notwithstanding insomniac players and people from other time zones (like me), the server load should be back to stage 1 by that time. I think there maybe some sort of resource leak that gets worse over the course of the day. One portion of that might be the unfinished mission lairs that JB mentions.
One way to make Ranger /areatrack more usefull might be to change it from a "discovery" system to an "invention" system. In other words, whenever an /areatrack is performed, there should be a chance that something (including rare creaures) will spawn as a result.
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perfavorebasta
Mon Jul 26, 2004 12:22 pm
#9
I agree, definitely.
I was hunting Corelian Avian (almost a suicide to do this!) and I noticed that natural spawn of Giant Carion Spat were available ONLY and ONLY for 1-2 hours after theserver reset, that's early in the afternoon for european time as I am!
That's why to get my 10k of avian meat I had to take 1 week-job-vacation, hehe!
Opith
DaveG
Tue Jul 27, 2004 2:19 am
#10
I've just finished a six day solo hunting trip to Yavin 4.
I can honestly say that the spawn rate never varied. On my server (at least) Yavin 4 is virtually deserted, and I was getting plenty of spawns of everything. I was also hunting at all times of day and night, and did not percieve any noticable change the spawn rate over the course of each day.
After finishing my trip, I went back to Tatooine, which was full of people (as usual), and upon driving around, there were lots of squills running about. If my Yavin experience suggested that lower numbers of people on a planet increases teh spawn rate, then this certainly contradicts it.
Therefore, I'd conclude that spawn rates have nothing to do with the amount of players on a planet.
ATemA
Tue Jul 27, 2004 3:39 am
#11
Regarding min.amount of lag,logic would dictate that the more people,the less spawns
...but as we all now,logic hasnt been the devs strongest side
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