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Re: new spawns
Posted: Sun Oct 12, 2008 8:35 pm
by Hoots
Faust wrote:
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,
Faust, in all of this you dont mention the number of players in the dungeons anywhere...
T2A saw hunreds if not thousands of people in the dungeon at any given time (over the whole shard)
Low levels had newbis gaining skill and coin, and the deep levels had big game hunters and war parties. THe flow of people through the dungeons is what kept it in check... YOU DONT HAVE THAT HERE. Im guessing at most times there is less than 20-50 people in dungeons across the shard???
Honestly this doesnt sound well thoughout at all. Ill just agree to disagree with you but if you need a group of 5 with mages/warriors and bards just to get past level one slimes, serps than the dungeons will be graveyards. It simply isnt fun (no reward for the effort).
The pic with all the slimes/rats and G serps... I do remember something very similar to this at a time... COuple of things. It certainly wasnt for the entire t2a era, and secondly it was very rare to see a spawn like that.
How much of a no-brainers is it to see these spawns were for servers with thousands of players on them? Isnt tsa lucky to have 100 non afk players at this point?
Just my 2 cents.
Re: new spawns
Posted: Sun Oct 12, 2008 8:48 pm
by Faust
I made it all the way through despise with a dexer without one teleport, killing a mob, or let alone a "party of 5 people". These spawns are no where near what they was on EA. It was "much much" more worse than on here. So the argument of EA's playerbase is invalid. The data that I have collected from what has been spawned has already been compared to the region limit data of the spawns during '98, which is INSANELY more than on here. Again, the argument on EA's playerbase is invalid.
I also stated when dungeons "were" no longer this "excessive" in my previous post. Here is the patch that finally ended the excessive spawns.
Monster and Animal Spawn
Untamed monsters and animals in invalid or unreachable locations will “die” after a certain amount of time. These monsters and animals will be eligible for “death”, within a given amount of time, under the following circumstances:
If the monster/animal is not targeted.
If the monster/animal does not receive or deliver damage.
The argument about it not being through out T2A may be somewhat correct. However, if you consider no pre-casting T2A than this notion is right. This patch above fixing spawn issues also introduced no pre casting.
Re: new spawns
Posted: Sun Oct 12, 2008 8:51 pm
by Silverfoot
These new spawns are definitely reminding me of t2a. Giving a very nostalgic feeling. I always remember there being tons of vermin and crap spawns around, especially in the dungeons that were visited much less during the era, such as Covetous 2 and Despise. I remember Despise being a pretty much worthless dungeon filled with vermin and not much of anything else.
Edit: I specifically remember not even being able to get in the entrance of Cove 2 from the Cove 1 side, because there would be a massive vermin spawn all attracted to the entrance by other players running from them.
Re: new spawns
Posted: Sun Oct 12, 2008 8:58 pm
by Salladhar Saan
I'm sure that it doesn't matter to Faust and whoever else was responsible for this horrid change (because after all, you're more worried about accuracy), but so far the shard has lost at least one player because of it.
Re: new spawns
Posted: Sun Oct 12, 2008 9:07 pm
by Silverfoot
Salladhar Saan wrote:I'm sure that it doesn't matter to Faust and whoever else was responsible for this horrid change (because after all, you're more worried about accuracy), but so far the shard has lost at least one player because of it.
Thank goodness. And for the record, I think the change is far from horrid.
Re: new spawns
Posted: Sun Oct 12, 2008 9:15 pm
by Faust
Salladhar Saan wrote:I'm sure that it doesn't matter to Faust and whoever else was responsible for this horrid change (because after all, you're more worried about accuracy), but so far the shard has lost at least one player because of it.
If someone quit over spawns than they wouldn't be able to hack it regardless of the situation. A T2A shard isn't for everyone. That is the reason they created Trammel filled with Carebears. I hope the person finds fluffy clouds and cute fuzzy creatures in another far off land.
There have only been a select few that are upset about the spawns. The sad part of it is that the majority of these people never played T2A after speaking with them. Ezp has been getting a lot of praise over this. Hell, I have been getting a lot of praise over this and I had nothing to do with it... I am only backing up the arguements, data, logic, and accuracy point of the entire issue. This is just another "whiner" moment similar to that of the combat related issues. Just remember "everything will be alright". If you need a hug I am sure there is someone who would be willing if you asked.
Re: new spawns
Posted: Sun Oct 12, 2008 9:21 pm
by Raz
Faust wrote:If someone quit over spawns than they wouldn't be able to hack it regardless of the situation. A T2A shard isn't for everyone. That is the reason they created Trammel filled with Carebears. I hope the person finds fluffy clouds and cute fuzzy creatures in another far off land.
This hardly needs saying, but no era was 'perfect'. If every dungeon was filled with so much crap that it was Hell on Earth just to hunt anywhere, I'd be tempted to leave too. I don't play games to be tortured. I'm all for accuracy, but not to levels of retardedness. If Despise was unplayable in T2A, why make it unplayable here?
This is just another "whiner" moment similar to that of the combat related issues. Just remember "everything will be alright". If you need a hug I am sure there is someone who would be willing if you asked.
This is a strawman. I could throw your family into concentration camps and say "Everything will be alright!" doesn't make it true.
You can come up with better arguments than 'trammel; whiner; noobs'. This method of debate gets nobody anywhere.
Re: new spawns
Posted: Sun Oct 12, 2008 9:34 pm
by venox
i think its good with massive spawn.
and this would encourage guilds to actually make a hunting party.
maybe the loot isnt as good, but what is gold in this game anyway, after so much of it, it becomes pointless...
plus if you want to run solo, find other hot spots!!!
Re: new spawns
Posted: Sun Oct 12, 2008 10:10 pm
by Faust
Raz wrote:I'm all for accuracy, but not to levels of retardedness. If Despise was unplayable in T2A, why make it unplayable here?
Did you fail to read my post? I said I made it through Despise on a dexer without having to teleport, kill a mob, or have a party of "5 people". I could also throw hiding in there since I didn't mention that either.
I also stated that it is NO where near what it was like on EA servers at that time. How does this amount to a level of "retardedness"? If we threw in the same amount or even more than that would amount to stupidity. This would absolutely be impossible on OSI. Who said it was unplayable? I surely did not. I had no problems in Despise back than, and I can say the same on UOSA.
Raz wrote:
This is a strawman. I could throw your family into concentration camps and say "Everything will be alright!" doesn't make it true.
Why exactly are you comparing Ultima Online to a concentration camp? This is Ultima Online, "everything will be alright"...
Re: new spawns
Posted: Sun Oct 12, 2008 10:42 pm
by chumbucket
DUNGEONS R 4 NEWBS OMG
Re: new spawns
Posted: Sun Oct 12, 2008 11:46 pm
by niqeo
Hoots wrote:
Faust, in all of this you dont mention the number of players in the dungeons anywhere...
T2A saw hunreds if not thousands of people in the dungeon at any given time (over the whole shard)
Low levels had newbis gaining skill and coin, and the deep levels had big game hunters and war parties. THe flow of people through the dungeons is what kept it in check... YOU DONT HAVE THAT HERE. Im guessing at most times there is less than 20-50 people in dungeons across the shard???
Honestly this doesnt sound well thoughout at all. Ill just agree to disagree with you but if you need a group of 5 with mages/warriors and bards just to get past level one slimes, serps than the dungeons will be graveyards. It simply isnt fun (no reward for the effort).
The pic with all the slimes/rats and G serps... I do remember something very similar to this at a time... COuple of things. It certainly wasnt for the entire t2a era, and secondly it was very rare to see a spawn like that.
How much of a no-brainers is it to see these spawns were for servers with thousands of players on them? Isnt tsa lucky to have 100 non afk players at this point?
Just my 2 cents.
So join a guild...bring your friends to UOSA...most people during this era thrived on dungeons due to their guild. If you are having trouble...check the recruiting forums. thank you!
Re: new spawns
Posted: Sun Oct 12, 2008 11:51 pm
by Hoots
[quote="niqeo
So join a guild...bring your friends to UOSA...most people during this era thrived on dungeons due to their guild. If you are having trouble...check the recruiting forums. thank you![/quote]
oh, im sorry. I didnt read where i had to join a guild to enjoy this shard.
It isnt a big deal to me as i have chars who can survive the mobs. What is unfortunate is the people who have placed towers and keeps from farming the old mobs will have a big advantage over anyone joining the shard...
Deja vu Anyone?
Like i said, not a big deal, i guess i look at it as a if it aint broke....
Re: new spawns
Posted: Sun Oct 12, 2008 11:53 pm
by Derrick
Despise and Hyth were always a pretty poor dungeons as far as nuisance spawns in my recollection as well and those screen shots look very accurate to me. There's certainly going to be pro and cons to these changes, and we'll certainly be willing to discuss them from the standpoint of spawn rate vs player population, but lets concentrate on getting them as right as possible first. I recently visited the completed Deceit and it seems very right on to me, and it looks way more entertaining than it did last week.
As far as not being broke, we've suffered accuracy complaints about the dungeons since we opened and have always known they were way off. It really was broken.
Re: new spawns
Posted: Mon Oct 13, 2008 12:03 am
by niqeo
Hoots wrote:niqeo wrote:
So join a guild...bring your friends to UOSA...most people during this era thrived on dungeons due to their guild. If you are having trouble...check the recruiting forums. thank you!
oh, im sorry. I didnt read where i had to join a guild to enjoy this shard.
It isnt a big deal to me as i have chars who can survive the mobs. What is unfortunate is the people who have placed towers and keeps from farming the old mobs will have a big advantage over anyone joining the shard...
Deja vu Anyone?
Like i said, not a big deal, i guess i look at it as a if it aint broke....
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
Posted: Mon Oct 13, 2008 12:12 am
by Kyndrith
Ok era accurate is cool and all if you want to add all these fucking annoying mobs. HOWEVER, if we are going to attack this "era accurate" spawn issue then shouldnt the mob AI also be accurate? I mean having a fucking drake chase me for 10 screens is a bit ridiculous. Mobs did not gheal/teleport or even dispel in t2a that I recall. The AI is way too high for the spawns you are setting up IMHO...