new spawns
Re: new spawns
Money will not be a problem with the new spawn changes. If anything it will actually be fairly easier. If you know all the T2A hot spots you will have no problems making cash. When the correct AI system is put in place this will also ease MANY of the problems involved with most monsters.
Kyndrith I am working on the AI at this very moment. In fact is actually completed and will be sent to Derrick very shortly. He will have to integrate it into the UOSA system and it will be to go on the next restart from that point. Yes, healing and teleporting has already been removed on my end. Semi-smart pathing has also been corrected.
Kyndrith I am working on the AI at this very moment. In fact is actually completed and will be sent to Derrick very shortly. He will have to integrate it into the UOSA system and it will be to go on the next restart from that point. Yes, healing and teleporting has already been removed on my end. Semi-smart pathing has also been corrected.
Re: new spawns
what are you even talking about?niqeo wrote: I don't have a tower. I don't want a tower. If i wanted one I would have one. If YOU wanted one. YOU would have one. Stop being a pansy and get yourself out of town and work for it. So basically, your argument is "because you did not start the server at server birth, you are at a disadvantage". Come now...Follow me, I have something for you, Now you die!
Re: new spawns
Ok so now that's a couple of dungeons that were being used that will no longer be used. Nice work, I commend your era accuracy stubborn assess for making the game less playable than it was before.
As I said in my previous post you need to test these changes. Mobs did not run upto me hidden before this "patch".
Seriously though, Despise is doable, I can make very good money there now, much better than before... not that I like the place mind, but it's easy money.
Hyloth though is a joke, please take your wunder dexxer there and get him to level 4. It's like the dog pound with about 50 hell hounds and the rest or the trash in every orifice of the place.
Oh yeah, to the person that said group. If I wanted to group I'd play everquest.
As I said in my previous post you need to test these changes. Mobs did not run upto me hidden before this "patch".
Seriously though, Despise is doable, I can make very good money there now, much better than before... not that I like the place mind, but it's easy money.
Hyloth though is a joke, please take your wunder dexxer there and get him to level 4. It's like the dog pound with about 50 hell hounds and the rest or the trash in every orifice of the place.
Oh yeah, to the person that said group. If I wanted to group I'd play everquest.
Re: new spawns
This was not a patch when the spawns were changed. Spawns are completely controlled added/edited in game. There is no patching involved with it what so ever. I just took my dexer through Hythloth out of curiousity and there was no problem making it to level 4.
Now about the AI issue. It took me relatively 4-5 hours to finish up the AI coding and I sent it to Derrick just a few minutes ago. Hopefully he can get that in there as fast as possible. I am not quite sure what you mean about mobs running up to you hidden. However, like I previously stated there was no patch when spawns were changed.
Now about the AI issue. It took me relatively 4-5 hours to finish up the AI coding and I sent it to Derrick just a few minutes ago. Hopefully he can get that in there as fast as possible. I am not quite sure what you mean about mobs running up to you hidden. However, like I previously stated there was no patch when spawns were changed.
Re: new spawns
Thank you all for the feedback, negative or not. I am here to add in some information on spawning related changes. "Note, this is for the old lands dungeons only...no t2a ones or world spawns has been touched as of now, I'll be working on t2a dungeons starting this week"
Removed inaccurate UOR/AOS spawns.
Added correct popular t2a spawning hotspots, here are some examples.
--- Covetous ---
Throne room lich spawn.
--- Deceit ---
Lich Lord room spawn corrected.
Added the alternating Lich spawn's in Deceit 3rd and 4th LvL
--- Despise ---
Ogre Lord island reverted back to t2a mad mage island.
--- Shame ---
Corrected Blood Elemental room for better spawning accuracy.
--- Wrong ---
The Ogre Lord room is now accurate.
I know alot of trash mobs was implemented, its just how it was. I did it for the accuracy and I also took into account for server population. In all honestly the spawn numbers are quite off due to that choice. Please take some time to learn the new dungeons before you vent off. These changes actually push the players closer together and forces them to interact more. It's still easily soloable even now with the incorrect ai system. When that's fixed it will be even more easy. I'm pushing for the LL room in deceit to be corrected so that you can start ev'ing on the ledge again. The correct ai will fix this issue a little better. Thanks for all the support to all that has pmed me, and to the few that dislikes it im sorry but accuracy is this shards goal.
Removed inaccurate UOR/AOS spawns.
Added correct popular t2a spawning hotspots, here are some examples.
--- Covetous ---
Throne room lich spawn.
--- Deceit ---
Lich Lord room spawn corrected.
Added the alternating Lich spawn's in Deceit 3rd and 4th LvL
--- Despise ---
Ogre Lord island reverted back to t2a mad mage island.
--- Shame ---
Corrected Blood Elemental room for better spawning accuracy.
--- Wrong ---
The Ogre Lord room is now accurate.
I know alot of trash mobs was implemented, its just how it was. I did it for the accuracy and I also took into account for server population. In all honestly the spawn numbers are quite off due to that choice. Please take some time to learn the new dungeons before you vent off. These changes actually push the players closer together and forces them to interact more. It's still easily soloable even now with the incorrect ai system. When that's fixed it will be even more easy. I'm pushing for the LL room in deceit to be corrected so that you can start ev'ing on the ledge again. The correct ai will fix this issue a little better. Thanks for all the support to all that has pmed me, and to the few that dislikes it im sorry but accuracy is this shards goal.
Re: new spawns
Complete rubbish. How many people actually goto level 4 hyloth? I've hunted there for hours and I barely see anyone. Maybe the odd lock pickers once or twice a week, or a pk once who was probably hunting lock pickers... There was no account taken of server population.I did it for the accuracy and I also took into account for server population.
So you admit that what you've done is ruin areas with trash. The number of giant serpents, slimes, rats, giant rats and the rest is just unreal. Also I don't remember there being any orcs in hyloth.In all honestly the spawn numbers are quite off due to that choice.
This is a shift change from era accuracy, this is a philosophical change to the game dynamic.These changes actually push the players closer together and forces them to interact more.
More untested code getting inserted? Is this some kind of joke?It took me relatively 4-5 hours to finish up the AI coding and I sent it to Derrick just a few minutes ago. Hopefully he can get that in there as fast as possible.
I've coded for MUDs with only 30 or so players online that go through tighter QA.
Re: new spawns
curious, why was the mummy/skelton spawn changed outside of wrong? (when you cross a tile it spawns 2 mummies and a skel right outside the entrance)Ezp wrote:Thank you all for the feedback, negative or not. I am here to add in some information on spawning related changes. "Note, this is for the old lands dungeons only...no t2a ones or world spawns has been touched as of now, I'll be working on t2a dungeons starting this week"
Removed inaccurate UOR/AOS spawns.
Added correct popular t2a spawning hotspots, here are some examples.
--- Covetous ---
Throne room lich spawn.
--- Deceit ---
Lich Lord room spawn corrected.
Added the alternating Lich spawn's in Deceit 3rd and 4th LvL
--- Despise ---
Ogre Lord island reverted back to t2a mad mage island.
--- Shame ---
Corrected Blood Elemental room for better spawning accuracy.
--- Wrong ---
The Ogre Lord room is now accurate.
I know alot of trash mobs was implemented, its just how it was. I did it for the accuracy and I also took into account for server population. In all honestly the spawn numbers are quite off due to that choice. Please take some time to learn the new dungeons before you vent off. These changes actually push the players closer together and forces them to interact more. It's still easily soloable even now with the incorrect ai system. When that's fixed it will be even more easy. I'm pushing for the LL room in deceit to be corrected so that you can start ev'ing on the ledge again. The correct ai will fix this issue a little better. Thanks for all the support to all that has pmed me, and to the few that dislikes it im sorry but accuracy is this shards goal.
Was this removed in error or on purpose.
I dont have the best memory but i distinctly remember 2 things there. People farming the spawn, Pks farming the people farming the spawn. Its gone now
Re: new spawns
We don't publish untested codeMcTavish wrote:More untested code getting inserted? Is this some kind of joke?
I've coded for MUDs with only 30 or so players online that go through tighter QA.
Re: new spawns
Derrick wrote:We don't publish untested codeMcTavish wrote:More untested code getting inserted? Is this some kind of joke?
I've coded for MUDs with only 30 or so players online that go through tighter QA.
Sorry to be particular Derrick but if the code is tested then it isn't tested rigorously.
I realise this is work by volunteers, when I used to code for a MUD it was the same, but the QA / Testing procedures were strict.
This modification to spawns has not been fully thought through. And without hard evidence of spawn details other than vague recollections and unproven screen shots I find it very difficult to accept that this change fully represents the era of T2A.
Re: new spawns
Well, I haven't been in the dungeons yet I am 100% for accuracy. After all, that's why we're here. I'm relatively new to this server and the only reason I came here was for the accuracy. I love it.
I don't like the AI as it is now or the follow speeds of the mobs but those are both things in the works for being fixed so I'll hang tight to see how it goes.
I've tried other shards where they claimed to be for accuracy of the period but then gave in to things that players complained about being accurate but not desirable and the shard failed because they gave in so much that it lost most it's accuracy.
I remember all the trash spawns when I used to hunt the balrons in Hyloth. I would have to go in and if no one was there I'd clean up the crap spawns with BS then the following spawns where manageable. I think a lot of the things I see people are upset about are just the AI problems. I'm excited about seeing how everything will be once the adjusted AI comes in.
I'd like to say thank you for everything your doing, your making a great shard and I'm glad to be a part of it. Keep up the good work for accuracy.
I don't like the AI as it is now or the follow speeds of the mobs but those are both things in the works for being fixed so I'll hang tight to see how it goes.
I've tried other shards where they claimed to be for accuracy of the period but then gave in to things that players complained about being accurate but not desirable and the shard failed because they gave in so much that it lost most it's accuracy.
I remember all the trash spawns when I used to hunt the balrons in Hyloth. I would have to go in and if no one was there I'd clean up the crap spawns with BS then the following spawns where manageable. I think a lot of the things I see people are upset about are just the AI problems. I'm excited about seeing how everything will be once the adjusted AI comes in.
I'd like to say thank you for everything your doing, your making a great shard and I'm glad to be a part of it. Keep up the good work for accuracy.
Re: new spawns
Spawns aren't code, and we don't have dev, qa, and production departments here. Players represent a large part of the QA testing for spawns and the feedback is very valuable. We've no doubt that these spawns are, hands down, way more accurate that what we had before. We value your feedback on them. I personally feel the evidence on these spawns is pretty hard, but we welcome anything you can dig up.McTavish wrote:Derrick wrote:We don't publish untested codeMcTavish wrote:More untested code getting inserted? Is this some kind of joke?
I've coded for MUDs with only 30 or so players online that go through tighter QA.
Sorry to be particular Derrick but if the code is tested then it isn't tested rigorously.
I realise this is work by volunteers, when I used to code for a MUD it was the same, but the QA / Testing procedures were strict.
This modification to spawns has not been fully thought through. And without hard evidence of spawn details other than vague recollections and unproven screen shots I find it very difficult to accept that this change fully represents the era of T2A.
This shard is a colaboration of staff and players. Without player feedback, testing help and vague recolections we'd never have gotten this far. 90% of the feedback that I've recieved on these changes from players who played the T2A era are in complete agreement that these are accurate (I'm not submitting this as proof of anything). We are already the most accurate T2A free shard there has ever been. We will continue to listen to players, research and work on this shard to improve that accuracy. The AI and Line of Sight are two things that have been very hard to nail, and we're working hared on getting them right.
Re: new spawns
I seen a tamer wipe out that level in 10 minutes. Hythloth was MUCH more crowded on an osi shard. This shard is half of what it was, read below...Complete rubbish. How many people actually goto level 4 hyloth? I've hunted there for hours and I barely see anyone. Maybe the odd lock pickers once or twice a week, or a pk once who was probably hunting lock pickers... There was no account taken of server population.
So you admit that what you've done is ruin areas with trash. The number of giant serpents, slimes, rats, giant rats and the rest is just unreal. Also I don't remember there being any orcs in hyloth.
I'll repeat again "In all honestly the spawn numbers are quite off due to that choice. "That means I lowered the spawns due to this shards population, it was much greater on OSI"
These changes are the most accurate of any t2a server to date since an OSI server.This is a shift change from era accuracy, this is a philosophical change to the game dynamic.[
fyi I don't go on "vague recollections" and if I did my vague recollections would be about 90% accurate

Re: new spawns
Mummies didn't spawn in the old lands during t2aHoots wrote:curious, why was the mummy/skelton spawn changed outside of wrong? (when you cross a tile it spawns 2 mummies and a skel right outside the entrance)Ezp wrote:Thank you all for the feedback, negative or not. I am here to add in some information on spawning related changes. "Note, this is for the old lands dungeons only...no t2a ones or world spawns has been touched as of now, I'll be working on t2a dungeons starting this week"
Removed inaccurate UOR/AOS spawns.
Added correct popular t2a spawning hotspots, here are some examples.
--- Covetous ---
Throne room lich spawn.
--- Deceit ---
Lich Lord room spawn corrected.
Added the alternating Lich spawn's in Deceit 3rd and 4th LvL
--- Despise ---
Ogre Lord island reverted back to t2a mad mage island.
--- Shame ---
Corrected Blood Elemental room for better spawning accuracy.
--- Wrong ---
The Ogre Lord room is now accurate.
I know alot of trash mobs was implemented, its just how it was. I did it for the accuracy and I also took into account for server population. In all honestly the spawn numbers are quite off due to that choice. Please take some time to learn the new dungeons before you vent off. These changes actually push the players closer together and forces them to interact more. It's still easily soloable even now with the incorrect ai system. When that's fixed it will be even more easy. I'm pushing for the LL room in deceit to be corrected so that you can start ev'ing on the ledge again. The correct ai will fix this issue a little better. Thanks for all the support to all that has pmed me, and to the few that dislikes it im sorry but accuracy is this shards goal.
Was this removed in error or on purpose.
I dont have the best memory but i distinctly remember 2 things there. People farming the spawn, Pks farming the people farming the spawn. Its gone now


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- Posts: 517
- Joined: Mon Jun 02, 2008 9:28 am
- Location: The Shire
Re: new spawns
Here is a small portion of code from the spawn limits in late '98.
A max of 15 gargoyles for level 3 and a max of 25 in level four during t2a on EA. Currently on UOSA there is a max of 9 possible gargoyles in level 4. That is hardly "overkill" in my opinion. The spawn was cut more than half the limits that existed back in the day. How about we talk about them rodents now? A max of 30 in 1999 and only 9 possible on here in level 4. Once more, 30% of the capacity that existed back than... What would not be considered overkill, 1 of each? I think 30% of what it was is a HUGE reduction.
As for orcs not being in Hythloth...
Region limit for an "orc war party" form OSI code that spawned groups instead of individuals in late '98 as well.
Code: Select all
Gargoyle:template.529:<regionlimit { DUNGN_HYTHLOTH_LEVEL_3 15 DUNGN_HYTHLOTH_LEVEL_4 25 } >
As for orcs not being in Hythloth...
Code: Select all
# orc War Party Difficulty 10
<type NORMAL ORC_CAP>
<frequency 45>
<regionlimit { HYTHLOTH 3 DESERT 1} >
<sex OTHER>
<name 603>
<corpsename Orcish>
<alignment EVIL>