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Overspawned Everywhere
#1

Dungeons, Roadways

Everywhere seems to be ridiculously overspawned. Bust out the .kill
#2

Who what and where is overspawned? Everything seems fine to me..
#3

Specifically today the roads east of britain are way too full of creatures. I've noticed some t2a dungeons are absolutely packed too. Xarif reported that dungeons were overspawned as well.
#4

I moved some spawns a little bit so they aren't all over the road. There will still be some along the road or even on the road but not as many. The monsters obviously want to kill people so they will occasionally be around roads and such to hunt for their prey Tongue
#5

The spawns are just 100% spawned ALL the time. I have a hard time killing a spawn before something from it respawns. Shame is especially bad, I walked in and there were 5 brigands. I then got a bit further, through the first locked door(I couldnt get back out, I clicked fucking everything.) and there were 5 goblin mages that could easily 1 shot anyone that walked into that spawn in the northwest corner with a group of EBs or explosions.

The way spawns are now, you pretty much have to have provocation or taming. A dexxer could take forever to kill a spawn, especially if it is a multiple mob spawn, he would be spawned on top of repeatedly. They're also so close together, you cant solo pull any of them from the group.

I appreciate that you want us to have monsters to kill, but with the server population so low right now, there is no competition for spawns. I'd like to progress further into a dungeon, but as it is now, I cant fight any sort of mage spawns because I get 5 of them, and there is no way for me to do it without provocation. Peacekeeping makes it a bit manageable, but like I said, by the time I kill 1-2 of the 5 person spawn, I'm getting spawned on top of.
#6

Shame is a clusterf*** right now. I don't even know how it works as GM. I'd avoid it for now and I'll go through and try to make it more self explanatory than it is now.
#7

Pft you have to figure out how to get through each part, thats the point of it, else it would just be a normal dungeon. The respawn times can be changed, I have no problem with that at all, I'll go do that now on the ones that respawn too quickly and check some of the other ones and change them if they are too hard.

Of course, certain factors need to be taken into account though. For instance, with those mages, having GM resist makes quite a difference. Strategy plays a part as well, running in as you cast invis and then casting an ev while invis'd is a good strategy.

I prefer dungeons having quite a bit of difficulty, especially the first few times you enter them. If they weren't a bit hard and such I don't think they could really be called dungeons Tongue
#8

Its the same for Deceit though, after the ogre, there are two iron giants that typically respawn before you can even try to touch the sapphire lord.

I like to see difficult things, but there needs to be a balance. Im fine with a difficult spawn, just not a difficult spawn that respawns before you can finish it.
#9

I'm about to go look at Shame. I know there are a couple of places where there are clues that you probably would never think to look. (Like some renamed gravestones that you'd never notice if you didn't click on them, which most people don't do.)
#10

I wholeheartedly agree with the overspawning in Shame now that I run through it. Tongue There are some 10x15 rooms with 20 monsters inside. Granted, they're all easy and an EV could probably take out the whole lot, but it looks crazy. 0_o

I've lowered the spawns, randomized a few, and have added some pop-up messages to some clues that were unlikely to be noticed. I'm not quite finished with it, but I probably will be before a player could catch up to where I'm at. Tongue
#11

Another words, Eru made another newbie dungeon.
#12

I actually didn't change much except a few places where it was way too crowded. I also added a message that pops up when you approach an item that has been renamed with a clue. I also ran through the whole thing and decided it's not too hard to figure out the path, but I admit I didn't try backtracking. The place could use more healers and a few fast exits, maybe, but that'll be for another day.


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