Rifleman Archive

Thread: Possible Spawn Changes...

Waste93
Thu Jul 29, 2004 5:47 pm
#1

Noticed something odd today while hunting. Not sure if it was a bug or intentional.


Anyways. Was on Dant hunting Voritors for resources. Usually you get three waves of three. However today I noticed I was getting spawns of 6-9 per wave. Also by the time the last wave was done, the lair was emptied and I was getting the damage bonus vs an empty lair. So it seems that it will keep spawning MOB's until the lair is empty. However the lair only took damage from three of the spawns and not the whole wave.


Not sure if it's a bug or if it was related only to certain MOB's or maybe just my server. But a heads up for now.



Colonel Waste - The Wookiee Crusader
LiakyK
Thu Jul 29, 2004 6:52 pm
#2

Ive noticed that too.

Im on Tat lookin for Wooly Hide, but the planet is just plane empty



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Spacey
Thu Jul 29, 2004 7:35 pm
#3

Was it a mission lair or wild? Wild lairs often spawn more.



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Waste93
Thu Jul 29, 2004 7:50 pm
#4






Spacey wrote:

Was it a mission lair or wild? Wild lairs often spawn more.




Both.




Colonel Waste - The Wookiee Crusader
DarthMarksman
Thu Jul 29, 2004 7:54 pm
#5

Hmmm. . .I've noticed some of the bigger predators closer to the cities. I actually saw a mid size vermook right outside Theed. That was weird.



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DarthMarksman
Rifleman+Doctor+Teras Kasi+Pilot+Aspiring CH


lammergeier
Thu Jul 29, 2004 9:28 pm
#6

we were actually seeing the opposite on TC:

most dant lairs would spawn ONE mob at a time (wild lairs). mission lairs seemed to be working more like what we were used to seeing.

I don't doubt that the spawn mechanics have been changed in some way... but player traffic may be a factor.

definitely worth looking into as time goes on.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Barb-Wire
Fri Jul 30, 2004 5:51 am
#7

the power of a lair (creatures it spews out) depends on the combat level of the player(s) in the area. so for instance with a mission spawn and your in a full group your combat power as the game see's it is much much higher than if your by yourself. so the game will generate max amount of spawn on a lair. caveat: some lairs that spawn really tough creatures like krayts have a fixed spawn. currently mission lairs only spawn the initial set of creatures and two more spawns. this used to not be the case many moons ago. since thursday's patch this may or may not have changed.


wild lair spawns have timed spawn and triggered spawn and their initial levels are determined by how many people are in the area when it initially spawns. they work on a timer so once the first critter falls dead the next will spawn about 2 minutes later and will continue to spawn for about 4 spawns + the lair spawn that is generated by damaging the lair.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
lammergeier
Fri Jul 30, 2004 10:02 am
#8

the problem is:

I went to dant to meet a group to hunt up some meat. on my way to meet them, I pounded lairs along the way, and saw nothing out of the ordinary: several mobs on the initial spawns, and that same number popping from the lair as it was triggered (all wild lairs).

once I met the group, however, we saw fewer lairs and few initial spawns... and the triggers were one-at-a-time pops on wild lairs. considering that we had a couple AT-ST's grouped and a half dozen elite masters or multi-masters, our mission difficulty on mission lairs was showing less initial mobs than we expected.

why a solo player was generating more spawns than a good sized group is what baffles me. why a player on a bike (myself, on my way to meet the group) was seeing more spawn density that a group on foot similarly confuses me.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Barb-Wire
Fri Jul 30, 2004 11:07 am
#9

well if your playing on TC as i see in your sig then the normal rules of spawns dont really apply since spawning is based on player density for the most part for wild spawns. not just your group size. group size only affects mission spawns.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
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