new spawns

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McTavish
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Joined: Sat Sep 06, 2008 7:37 am

new spawns

Post by McTavish »

what's going on with the new spawns in hyloth and despise? haven't been anywhere else to test but hyloth level 4 was chocca with mobs?

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niqeo
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Re: new spawns

Post by niqeo »

Derrick is working on the spawns as the server is growing. If everyone adds their input we could get an era accurate spawn. Although, I can't remember what was where during this time frame, I spent most of my time PKing.
Mr.Brown wrote:peace out bro hopefully you can play again..you taught me t2a pvp!
Nevermore wrote:Besides just by playing the shard, vets will have plenty of things that most people who haven't been around as long don't.

McTavish
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Joined: Sat Sep 06, 2008 7:37 am

Re: new spawns

Post by McTavish »

spawn is completely changed though. hyloth level 4 is packed with mobs from entrance onwards...

Given that I PvM 99% of the time and I rarely see anyone else in those locations I find it hard to accept that the reason you've given is valid. Surely there would need the people to goto these locations in the first place before justifying the alteration to spawn model. As it is it's now virtually impossible to GM lock picking as all the level 4 chests are behind a wall of spawns. Also the spawn rate is alarming, I clear an area and within no time I get more spawn. Making money this way is easy, I think I can clear 50K an hour jumping round 2 or 3 locations but it makes the game a bit of a joke.

Salladhar Saan
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Joined: Wed Apr 02, 2008 5:16 pm

Re: new spawns

Post by Salladhar Saan »

Yeah the Despise and Hythloth spawns are absolutely detestable.

Slime rat slime rat rat rat rat rat slime rat slime slime gargoyle slime slime slime rat rat rat slime slime balron slime rat rat rat slime slime.

Stupid. Stupid. Stupid. Please, please, please change dungeon spawns back to the way they were. There was absolutely nothing wrong with them whatsoever.

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BravoFoxtrot
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Re: new spawns

Post by BravoFoxtrot »

I remember the spawn being on a progressive timer. Despise for example, the faster the spawn was killed the more would spawn in its place. It was great during peak hours, but it would become over run afterwards. Sometimes it would get so bad that you had to wait for server restart to get back in there.

Salladhar Saan
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Re: new spawns

Post by Salladhar Saan »

I don't know specifically what it was like in each dungeon back in t2a, but you cannot possibly convince me that adding hundreds of slimes, rats, snakes, and serpents to any dungeon is in any way good for the shard. Why completely sever every iota of fun a dungeon has for the sake of what may or may not be 'accuracy?'

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niqeo
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Re: new spawns

Post by niqeo »

In all honsety, I dont visit enough of the dungeons (only deceit to loot dead people in the LL room) and destard because the dragons are quick and ez gold with a bard, so I have yet to see what all the new spawns look like. It seems though, nobody is impressed with it. I might take a stroll just to see. If what everyone is posting about rats slimes and such is true, then I too would vote for the original spawns. I posted about the spawns being worked on as I had read it previously in a post, but I concur that there is not enough people crawling dungeons to make such a change as of yet. I figured it was spawn timers being changed....not daemons to slimes and rats..
Mr.Brown wrote:peace out bro hopefully you can play again..you taught me t2a pvp!
Nevermore wrote:Besides just by playing the shard, vets will have plenty of things that most people who haven't been around as long don't.

McTavish
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Joined: Sat Sep 06, 2008 7:37 am

Re: new spawns

Post by McTavish »

Someone is not testing these modifications before adding to the shard which is actually quite disappointing. When I run from say a giant rat and hide, it will continue to run all the way up to me and then stop.

Grubb
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Joined: Fri Oct 03, 2008 10:38 pm

Re: new spawns

Post by Grubb »

McTavish wrote:Someone is not testing these modifications before adding to the shard which is actually quite disappointing. When I run from say a giant rat and hide, it will continue to run all the way up to me and then stop.
I get the same hide bug from time to time. When I hide, the thing that was after me stops right next to where I am hiding.

Just give it time, no one is being paid to maintain and fix bugs on the server so it can take longer... unless your EA.. THEN it can take a year :P

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Faust
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Re: new spawns

Post by Faust »

T2A Era Screenshots:
http://img100.imageshack.us/my.php?image=33100cuo7.jpg
http://img100.imageshack.us/my.php?image=115qs2.jpg
http://img403.imageshack.us/my.php?image=120xp1.jpg
http://img100.imageshack.us/my.php?image=327pn0.jpg
http://img100.imageshack.us/my.php?imag ... ianhw2.jpg
http://img93.imageshack.us/my.php?image=rope1av1.jpg

UOR spawns will no longer exist on a T2A shard. Derrick hired a new staff member that is revamping the spawns and making them era accurate. Spawns were overwhelming in specific dungeons back then. Despise and Hythloth were two of them. Wrong also would get a bit hectic at times being so confined. The reason spawns were so excessive back than was because mobs were not controlled and would not "die" when inactive for a period of time. Dungeons were excessive with spawn rates unless wiped frequently. The pictures above are great examples of this time period.

Some of you will be disappointed about losing your UOR hot spots. A good example of this would be ogre island, which in the past was "mad mage island". This is a T2A shard after all. This will mean all the hot spots during "t2a" will be here. A lot of the alternating fifty fifty spawns will also exist on here that occurred back than. This absolutely does not mean you will not be able to make money. There were plenty of great hot spots back than. Possibly even better than UOR. If you die by a "mob" of slimes, rodents, and snakes than welcome to The Second Age.

PS
The new staff member in charge of world design and spawns is Ezp. A full description of the spawn changes will be announced in the near future.

McTavish
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Joined: Sat Sep 06, 2008 7:37 am

Re: new spawns

Post by McTavish »

This is horse S$%T.

I played from start-up till way after T2A and I don't remember there being excess spawn in these particular areas. I remember despise getting excess slimes and giant rats on level 1 but not at level 3.

I don't think your screen shots have any provenance, they could be from anywhere....

All this modification does is ruin perfectly good areas of a dungeon and make it unplayable for the majority of players on this server.

I and anyone else without a team of 3 or 4 can no longer hunt hyloth level 4. And if I had a team of 3 or 4 I wouldn't be going there to battle with slimes and mongo's.

Zeal for a replica of T2A is commendable but this is bordering on madness.

EDIT: Oh yeah, the way the updates were handled via patch notes seemed alot more reasonable to me than foisting these untested and quite frankly bug ridden changes on us. Here's another bug: the evil mages don't actually attack you unless you attack them. They walk upto you in attack mode and stand one square off. Surely this is a simple test? I admired the way this server was being run but these undocumented changes are appalling.
Last edited by McTavish on Sun Oct 12, 2008 7:08 pm, edited 1 time in total.

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niqeo
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Re: new spawns

Post by niqeo »

Faust wrote:T2A Era Screenshots:
http://img100.imageshack.us/my.php?image=33100cuo7.jpg
http://img100.imageshack.us/my.php?image=115qs2.jpg
http://img403.imageshack.us/my.php?image=120xp1.jpg
http://img100.imageshack.us/my.php?image=327pn0.jpg
http://img100.imageshack.us/my.php?imag ... ianhw2.jpg
http://img93.imageshack.us/my.php?image=rope1av1.jpg

UOR spawns will no longer exist on a T2A shard. Derrick hired a new staff member that is revamping the spawns and making them era accurate. Spawns were overwhelming in specific dungeons back then. Despise and Hythloth were two of them. Wrong also would get a bit hectic at times being so confined. The reason spawns were so excessive back than was because mobs were not controlled and would not "die" when inactive for a period of time. Dungeons were excessive with spawn rates unless wiped frequently. The pictures above are great examples of this time period.

Some of you will be disappointed about losing your UOR hot spots. A good example of this would be ogre island, which in the past was "mad mage island". This is a T2A shard after all. This will mean all the hot spots during "t2a" will be here. A lot of the alternating fifty fifty spawns will also exist on here that occurred back than. This absolutely does not mean you will not be able to make money. There were plenty of great hot spots back than. Possibly even better than UOR. If you die by a "mob" of slimes, rodents, and snakes than welcome to The Second Age.

PS
The new staff member in charge of world design and spawns is Ezp. A full description of the spawn changes will be announced in the near future.
Awesome! I am curious to see how all this will turn out. After thinking about it a bit, I remember having to teleport alot more due to annoying mobs blocking many of my paths and many players escaping due to the 6 rats and 10 slimes that got in the way allowing them to recall.
Mr.Brown wrote:peace out bro hopefully you can play again..you taught me t2a pvp!
Nevermore wrote:Besides just by playing the shard, vets will have plenty of things that most people who haven't been around as long don't.

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Faust
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Joined: Mon Sep 22, 2008 7:01 pm

Re: new spawns

Post by Faust »

McTavish wrote: EDIT: Oh yeah, the way the updates were handled via patch notes seemed alot more reasonable to me than foisting these untested and quite frankly bug ridden changes on us. Here's another bug: the evil mages don't actually attack you unless you attack them. They walk upto you in attack mode and stand one square off. Surely this is a simple test?
These "bugs" that you call of have nothing to do with spawns. That is an entirely different section of code called AI. The only thing that was changed was spawn types, amounts, and limits. That is simply it.
McTavish wrote: I admired the way this server was being run but these undocumented changes are appalling.
This comment I find a bit amusing. It was okay to have "undocumented" and "incorrect" spawns before, but now that it has been fixed based on well proven facts you have a problem with it? The new spawns are based off of the '99 stratics site, screenshots, patches, and memory. Just about 99% of the spawns before were based off of memory that was mostly UOR spawns. I will state this again.

What I find funny is the majority of the people complaining about "slimes, rodents, and snakes". Why don't you take a look at the last picture and TELL ME what you see in it besides a player's character, haha?

Thanks,

Flatwoods
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Joined: Sat Oct 11, 2008 11:41 am

Re: new spawns

Post by Flatwoods »

I think most people are complaining, because they've been spoiled by being able to run through dungeons on "runs" not having nay problem whatsoever getting in or out after hitting a certain spawn or rolling a group of PKs. Now that it may actually take effort, all of these people who never probably even PLAYED prior to 2002 are crying about how much of a pain it is.

What about a "dungeon" doesn't seem like it should be a "pain"?

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Faust
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Re: new spawns

Post by Faust »

I will also have to make another comment on this change. I understand that the AI right now is completely off. Having an incorrect AI with the same spawn types as T2A makes things much more difficult. However, I am working on the AI right now and hopefully Derrick can implement it as fast as possible. Some examples of this will be a fix for the path finding, dispelling, and destroying obstacles in the way. So you WILL be able to place boxes at your feet like you were able to in the old school days so that monsters can't get to you. Once the correct AI comes in place things should be a lot better for handling the trash mobs.

Flatwoods also makes a great point. A lot of the people on here have become very spoiled. UOR has only made the majority of the people worse in this case. Dungeons became a risk free during UOR, and you could wizz by without any effort at all.

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