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Re: new spawns

Posted: Tue Oct 14, 2008 11:20 am
by Avitar
I vote to not let them destroy boxes. Nothing brings back old school like traping mobs with boxes.

Re: new spawns

Posted: Tue Oct 14, 2008 11:29 am
by niqeo
During the T2A era this was very popular as monsters did NOT break boxes during majority of this era. It was a great way tamers used to block dragons and such in to be tamed.

Re: new spawns

Posted: Tue Oct 14, 2008 11:39 am
by Derrick
T2A was released in Oct. '98.
Monster smashing boxes was introduced Dec 21 1998, and removed on Dec 22, 1999.
UO:R came out in April 2000.
So box smashing was in for about 3/4 of the era, and more so during the prime as thing were going downhill fast after December of '99

I'm not really arguing for or against, just putting that out there.

Remember though that slimes, snakes and most orcs don't destroy boxes, this is only a characteristic of stronger creatures.

Re: new spawns

Posted: Tue Oct 14, 2008 5:17 pm
by Ezp
Hey I can spawn the dungeons more if you want the boxes in :D and not go by population :D

Re: new spawns

Posted: Wed Oct 15, 2008 3:37 am
by malice-tg
the tera keep spawn isnt correct. please reach out to me if you need clarification on what should be there thats my only expertise with spawns.

Re: new spawns

Posted: Wed Oct 15, 2008 10:26 am
by Redbeard72
Yea the tera camp is my fave place, and as of the other day when i logged in there where no matriarchs and avegers, also the ophidians dont spawn next to them so they fight, i havnt loggged in today but yesterday there was nothing but tera drones everywhere. 1 ebolt dead, now i walk out with 2k instead of running out of regs diing 2 times and walking out with 10k and some magic items.

oh are you guys puting in a spawn at the hedge maze ?if i remeber right there was slayers and npc evil mages. i could be wrong

Re: new spawns

Posted: Wed Oct 15, 2008 11:29 am
by keuse
I personalyl like the new spawns.
The thing about the massive spawns is that you cannot do them by yourself.
HMM I wonder what the result is... PLAYER INTERACTION?

Team up with good players and go take on a dungeon together.. its a lot more fun and its actually fun PLAYING the game for the sake of PLAYING instead of farming as much gold as you possibly can as fast as you can.

Re: new spawns

Posted: Wed Oct 15, 2008 11:36 am
by BlackFoot
if mobs dont break boxes survival game woudl be broken :<

Re: new spawns

Posted: Wed Oct 15, 2008 11:49 am
by Faust
BlackFoot wrote:if mobs dont break boxes survival game woudl be broken :<
Not necessarily.

Re: new spawns

Posted: Wed Oct 15, 2008 12:08 pm
by Faust
Here is an article that I found about vermin and dungeon spawn changes that occured a little after UOR for those of you who discussed the "vermin" issue earlier on in this thread. This comment in particular makes a clear clarification on the issue.
Dungeon Change testing results from Test Center
Posted September 12, 2000 - 12:28 PM PDT by Nieves

Overall, the spawns are huge now. Everything is there in huge numbers, although a lot of that is probably a symptom of it being a test shard. Some things (like the gargoyles, headlesses, and drakes) are in numbers so huge that they are obviously out of whack (I had over two dozen drakes on my screen at one pint near the entrance to level two Destard). Regardless though, the spawn will be larger for one significant reason: THERE IS NO MORE VERMIN. Rats and slimes and all the other useless creatures are all gone! With the exception of the frost ooze and the little fire snakes, there was nothing but real monsters.
The region limits were no longer occupied by rats, giant rats, snakes, and all that other trash. This is a pretty clear clarification that should end the discussion on this subject matter.

Reference:
http://www.game-master.net/pages/newspr ... -2000.html

Re: new spawns

Posted: Wed Oct 15, 2008 1:49 pm
by unreal22
Woot :D game-master.net My old stomping ground... Adam ant is the shit!

Re: new spawns

Posted: Wed Oct 15, 2008 1:51 pm
by Faust
I didn't realize that link was to a UOR server until after I posted it. However, the comment that I am referring to is a reference left from the site's admin, which is clearly stated in the article. I stumbled upon while doing research for the lich lord room for the line of sight issue that I have still not been able to find verification for.

Re: new spawns

Posted: Wed Oct 15, 2008 4:26 pm
by ScoobyDoO
alright what the hell happened to the gazor room in shame...ghhhaayyy...

Re: new spawns

Posted: Wed Oct 15, 2008 4:43 pm
by Faust
Fire elements spawned in that room during Pre:Ren.

Re: new spawns

Posted: Tue Nov 04, 2008 1:36 pm
by Redbeard72
Well thats about the same amount of loot isn't it > Fires / Gazers. Blue is kool !


Best Shard Ever !