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Zifon
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Posted: Wed, Mar 23 2011, 9:40 AM |
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Player
Joined: 02 Jul 2007 Location: Denmark
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Would it be a good idear to limit the bosses from 1/reset/character to 1/reset/player (using the cd-key). The boss hunting seems to annoy alot of non-boss-hunters (often leaving spawns all over the ground) and to be honest its main purpose is "just" to get an epic item (little to none RP involved). I know players that have 4-5 epic characters they swap between to get the most out of the 4 hours between resets.
//and yes, I hunt bosses aswell, and yes, I have two different characters I'm using for it//
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Bob
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Posted: Wed, Mar 23 2011, 10:52 AM |
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Player
Joined: 04 Jan 2011
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I actually think spawns all over the ground is a good thing. And the fact that there are players who get annoyed when bumping into spawns in the wilds is pretty ridiculous.
It shows the mentality of the player imho - expecting everything to go their way.
"But! the spawn of 8 critters aren't supposed to here yet!" Its the wilds. Duh.
I see lack of RP in normal PvM and even DMs alike have admitted to simply smashing mobs to unwind etc. Why specifically penalize boss hunters?
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Selmak
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Posted: Wed, Mar 23 2011, 13:15 PM |
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Player
Joined: 17 Dec 2004
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Having some monsters already spawned is okay. But I think when you have a whole area packed full of them that haven't been engaged thanks to stealth or invisibility and/or just ridiculous speed of passage, that's where cleanup scripts should be going in and zapping them into non-existence.
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Dark Immolation
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Posted: Wed, Mar 23 2011, 13:31 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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*shrug* I don't particularly care for it one way or another. If you get on at specific time, there's already a train running on boss spots between different players. You limit it to once per player per reset, you'll still end up with times certain spots will be full, and I'm not sure if it's worth the scripting work for whomever would have to do it.
Also, inb4movedtodiscussion.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Mobile_Svensk
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Posted: Wed, Mar 23 2011, 14:11 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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When speaking of bosses and spawns close to bosses...I'd actually like to push this suggestion in a different direction, and that is to - Improve the amount of monsters in dungeons and areas. Reduce the time spent ...Running. Running can make even the most dastardly group of adventurers dead tired and their players tired/bored. Give us a challenge, Throw 3 spawns of undead at us at the same time, Make us scared... Make us fear the next step.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Glyph
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Posted: Wed, Mar 23 2011, 15:05 PM |
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Player
Joined: 10 Jun 2010
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Quote: what op said then don't -_- Quote: what svensk said I like it, but wouldn't this increase lag? like it though.
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Mobile_Svensk
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Posted: Wed, Mar 23 2011, 15:08 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Would probably give as much lag as triggering 3 spawns nowdays do, Just with less hazzle and more adventure. Dunno, Let's see what the devs say.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Selmak
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Posted: Wed, Mar 23 2011, 15:44 PM |
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Player
Joined: 17 Dec 2004
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Very_Svensk wrote: Give us a challenge, Throw 3 spawns of undead at us at the same time, Make us scared... Make us fear the next step. In theory, not a bad idea. But there's this thing called Mass Heal (which, I know, allows a Fortitude save for half the usual damage to undead). In order to throw masses of undead at you we would first have to limit the number of undead that such spells can affect at once, otherwise it would be Mass Heal spam ftw.
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Dwagin
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Posted: Wed, Mar 23 2011, 15:59 PM |
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Player
Joined: 08 Aug 2006 Location: The Land of Nod
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I seem to recall there being a 1 per reset spawn limit for bosses per character in a party being added at some point already...
_________________ Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.
-Extraordinarily ordinary in the mostest of ways.
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Glyph
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Posted: Wed, Mar 23 2011, 16:23 PM |
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Player
Joined: 10 Jun 2010
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theres sunbeam too but they don't have to be deaders.
idk if any per reset boss reduction is working frankly, seams to on some...does the spider queen count? cause that, mylar, orc guy, all respawn at least once every 30 min imho.
...FoD needs to be less, run around in circles...is why I know that...
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Mobile_Svensk
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Posted: Wed, Mar 23 2011, 16:33 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Selmak wrote: Very_Svensk wrote: Give us a challenge, Throw 3 spawns of undead at us at the same time, Make us scared... Make us fear the next step. In theory, not a bad idea. But there's this thing called Mass Heal (which, I know, allows a Fortitude save for half the usual damage to undead). In order to throw masses of undead at you we would first have to limit the number of undead that such spells can affect at once, otherwise it would be Mass Heal spam ftw. Just edit out the Undead part and [Insert whatever monster you can imagine]. On the topic of mass-heal, is it any different from Earthquake? Or Horrids spam? You'll eventually just run out of spells, Just like before.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Selmak
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Posted: Wed, Mar 23 2011, 16:46 PM |
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Player
Joined: 17 Dec 2004
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Yeah but on a failed Fort save Mass Heal reduces undead to a handful of hitpoints. The others do damage based on the dice that are rolled.
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Dark Immolation
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Posted: Wed, Mar 23 2011, 17:34 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Undead should rarely be the balancing factor for anything, IMO.
If you have the wrong class, damage type or playing style, they are an absolute bitch. If you have the right class(read: divine class), they're a cakewalk.
Clerics and Druids are still going to own undead whether we change anything affecting Mass Heal or not, so I suggest looking at the benefit of this spawning thing from the vantage of the other classes. Not that I see any benefits, just saying if there are any to be found, their balance ain't dependent on whether druids/clerics can spam Mass Heal or not. And even if they were, it wouldn't be worth re-rigging a single spell for.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Selmak
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Posted: Wed, Mar 23 2011, 18:00 PM |
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Player
Joined: 17 Dec 2004
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Okay then. Three groups of trolls. Sorceror spams Fireball. Lotsa trolls dead.
Don't get me wrong, superior numbers are a great way to challenge a party, but not when you have a big group of very similar enemies which can all be affected by the same AoE spell. Then one party member shines and everyone else is just meat shields.
A better way would be to just spawn harder enemies like other games do. And so that you don't get small groups slaughtered, you gate access through an NPC who makes it clear what the risks are.
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DustSpray101
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Posted: Wed, Mar 23 2011, 18:03 PM |
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Player
Joined: 27 Jun 2008 Location: Night Vale
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Smarter AI so that if you run past the spawn, you will be followed.
_________________ Eli Hodgewall <{/,~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~X Sven <=={o===========> Qeelak \ | / ,
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Selmak
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Posted: Wed, Mar 23 2011, 18:11 PM |
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Player
Joined: 17 Dec 2004
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I'd be more for a dungeon with better defences and traps so the monsters can catch you.  Nah I'm just kidding. Slow Traps are teh Dark Side.
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Dwagin
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Posted: Wed, Mar 23 2011, 18:19 PM |
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Player
Joined: 08 Aug 2006 Location: The Land of Nod
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Epic kobold traps.
_________________ Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.
-Extraordinarily ordinary in the mostest of ways.
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MoshingChris
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Posted: Thu, Mar 24 2011, 0:03 AM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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Considered this topic punted out of my house.
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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tsukasa1991
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Posted: Thu, Mar 24 2011, 0:29 AM |
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Player
Joined: 18 Jul 2009
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as much as it pains me to agree with kobolds lol yes. more traps. i can walk into any place i feel like with the right ammount of leverage on just about any character of sufficient level it feels like the game isnt exactly challenging enough, the challenge is all in pvp imho
_________________ Plays- Maggot Bucktooth (Retired) Giando Paladrious (Retired)
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Cerpin Taxt
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Posted: Thu, Mar 24 2011, 0:57 AM |
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Player
Joined: 20 Aug 2010
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give all monsters an additional 50 spot and listen 
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Fierene Havenstar
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Posted: Thu, Mar 24 2011, 2:45 AM |
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Player
Joined: 03 Nov 2008 Location: Hopping around the space time continum
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Interestingly enough, I like how things are set up. No we don't need more spot, or spawns. Use your time wisely, RP.
Oh and isn't it against server rules to leave a bunch of spawns out and about because you think you're NOT on an RP server?
There are other servers that would enjoy having boss farmers. *nod nods*
_________________ Ari'aerath Dlues'athsha ~ Silver Singer with the Bow of the Sun Clarette Feohn ~ Magic is Art. Victoria Marrs ~ "I have an herb for that."
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rolto
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Posted: Thu, Mar 24 2011, 3:47 AM |
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Player
Joined: 20 Aug 2007 Location: Netherlands
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A good example of more spawns in one go is the orc cave, where you get the T-forked walkway. When there are archers, it can get annoying. If there are missle based characters, they will remain at a distance. Then again, you can lure by hiding behind some walls. But the same is true for all spawns. One could trigger alot of spawn, make them follow and kill them. So in my opnion, it wouldn't matter much, except more XP. It's pretty much good the way it is.
One might suggest adding some more creepy dungeons with more spawns. Maybe with more dismissals and disspells. Level drain, poisonous etc. Kind of like "The Glow" in Fallout. Another nice challange in some area's is the not being able to rest. You could then add a no portal policy in some areas as well. Make something more special and daring.. doesn't have to be everything.
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ainjyll
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Posted: Thu, Mar 24 2011, 5:05 AM |
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Player
Joined: 14 Jun 2006 Location: wilmington, nc
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Fierene Havenstar wrote: Oh and isn't it against server rules to leave a bunch of spawns out and about because you think you're NOT on an RP server? If you have rights to the area, you have rights to the area. While it's frowned upon to leave a bunch of spawns sitting around (lag and all, but we have despawn scripts for a reason), it's not against the rules explicitly.
_________________  "I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III
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Murex
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Posted: Thu, Mar 24 2011, 5:20 AM |
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Player
Joined: 01 Dec 2009
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My solution for getting rid of boss hunters (if that's what DMs want) is having all epic items sold in a very very hard to get to store in Actand or something.
I boss hunt, but I understand that it takes a lot of time better spent role-playing.
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TeroSNS
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Posted: Thu, Mar 24 2011, 8:22 AM |
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Player
Joined: 26 Jan 2009
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for casual players, these suggestions are horrible. you will just die die die die die die die die and DIE!
_________________ My favourite sniper loadout: Huntsman, jarate, bushwacka. Team Fortress 2 is FREE TO PLAY! 
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TormakSaber
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Posted: Thu, Mar 24 2011, 8:35 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Casual players are not killing bosses often enough to ever hit these limits imposed.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Ygvaine
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Posted: Thu, Mar 24 2011, 9:23 AM |
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Player
Joined: 06 Mar 2011
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ainjyll wrote: While it's frowned upon to leave a bunch of spawns sitting around ... Unfortunately this cannot always be avoided. I do it more or less regularly with my character, notably in these situations: 1) The cart driver on A throws me out of his cart and runs for the hills. If this happens anywhere north of Bendir Dale, I drink Invisibility potion and run towards the nearest transition, knowing well enough that anything I would spawn would probably slaughter me quickly. 2) I (as a new player) never was in the area before. I took a quest in Guldorand and entered the pass there (forgot the name, Howling Pass?). After few steps I spawned giants and something, and immediately turned back, guessing again that I would be murdered in less than five seconds. 3) This is actually an iffy one. Say I am returning from Skull Crags to Cordor by feet, and upon entering the Kobold Hills, I hear battle music. Now I do my best to get out of the area as quíckly as possible (while invisible/sneaking), but it may happen that I spawn a group of kobolds on the way, and of course, I do not dare to attack them when someone else already has rights to the area. These three are the most often reasons why I dont always clear all the spawns I trigger. There are also other, more rare and less frequent ones though.
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IronAngel
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Posted: Thu, Mar 24 2011, 10:45 AM |
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Player
Joined: 29 Sep 2005 Location: Helsinki, Finland
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If you can kill everything that comes in your path and never have to flee, there's something wrong with the game. Running away from spawns is a good sign (though streamlining to bosses is not).
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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soundofastream
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Posted: Thu, Mar 24 2011, 11:02 AM |
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Player
Joined: 21 Sep 2007
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I didn't think they were allowed to run past you if you're first anyway (invis/stealthed or not)?
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
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Mobile_Svensk
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Posted: Thu, Mar 24 2011, 11:06 AM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Whatever. I still say that any new areas made should have plenty of spawns, So that if you tread careful you survive, But if you run ahead like a mofo - You got an entire hive/legion onto you. Besides - It's much much much more fun to battle thousands of monsters all the time, instead of 5 strong ones once in a while.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Selmak
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Posted: Thu, Mar 24 2011, 11:15 AM |
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Player
Joined: 17 Dec 2004
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Superior numbers only works when the enemies are sufficiently different and enough hit points to survive a spam attack. If they're practically identical, then a group is just going to slaughter them all inside of a couple of rounds.
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Mobile_Svensk
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Posted: Thu, Mar 24 2011, 11:20 AM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Selmak wrote: Superior numbers only works when the enemies are sufficiently different and enough hit points to survive a spam attack. If they're practically identical, then a group is just going to slaughter them all inside of a couple of rounds. This already happens. At lest add some extra spawns to really give that crawling dungeon feeling, where there's monsters everywhere and every steps could mean doom. Atm - you only run around and trigger spawns, with 4-6 monsters, And your party easily bashes their heads in. More numerous spawns would make soloing a real issue.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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chefwudan
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Posted: Thu, Mar 24 2011, 11:52 AM |
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Player
Joined: 01 Mar 2006 Location: Miami, FL
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IMO there is nothing wrong with the spawns, but us as players. Most of us, usually after short while of hunting figure out the weakness and defenses of each mob area and prepare and buff accordingly. We (through human nature) pretty much meta the areas with every new PC we make. I am guilty of this myself. How many of us get to the mindflayers and suddenly are like "Crap, i forgot to get mind blanks" or Yuan-ti's with poison and whatnot. They could put all the different monsters they want and once we as players figure out what works we take advantage of it to keep us alive.
The real problem is when you work your way through spawn in the Alabaster(sp?) sea on your way to darkness spending all that time to get to him and find some PM standing around the boss area waiting for it to respawn over and over and over again. The 30-45 mins you've spent to get there is now all for not. ALL epic bosses should spawn only once per reset IMO.
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P Three
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Posted: Thu, Mar 24 2011, 12:25 PM |
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Player
Joined: 18 Dec 2008
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Then you ask that PM politely to move on. You get one round. After that, you need to leave so others can profit.
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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Bob
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Posted: Thu, Mar 24 2011, 13:53 PM |
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Player
Joined: 04 Jan 2011
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I actually don't think going "I forgot mindblanks" when at the illithids is considered metaing of the spawns.
They are illithids after all and if you've fought them once or even spoken to any seasoned adventurer, you'll figure out that is de rigueur.
What's abit silly is expecting the mobs to be in the same spot though.
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Selmak
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Posted: Thu, Mar 24 2011, 16:00 PM |
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Player
Joined: 17 Dec 2004
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chefwudan wrote: IMO there is nothing wrong with the spawns, but us as players. Most of us, usually after short while of hunting figure out the weakness and defenses of each mob area and prepare and buff accordingly. On the one hand, yes the mobs do get predictable. And maybe there's nothing wrong with say, adding a few random buffs to an encounter, especially seeing as how the player characters can be running with a lot more buffs than them. But you wouldn't want them to be so unpredictable that your gear or spell loadout is totally useless, because that's not challenging so much as it is frustrating. Very_Svensk wrote: This already happens. At lest add some extra spawns to really give that crawling dungeon feeling, where there's monsters everywhere and every steps could mean doom. Atm - you only run around and trigger spawns, with 4-6 monsters, And your party easily bashes their heads in.
More numerous spawns would make soloing a real issue. There are a few places I can think of off-hand where you usually get more than six. But there isn't a lot of them. You could argue that some encounters that are so close together that you can easily trigger both should be rolled into one bigger encounter, where there's space for them. If someone is soloing then they can avoid the big encounter by not taking a certain path. Obviously it's possible to make that big encounter the only way through, but I don't think it will stop someone from charging through with invisibility or something.
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Dark Immolation
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Posted: Thu, Mar 24 2011, 16:48 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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We could always replicate a smarter IC enemy by reworking how spawning works a bit.
Take for example the Brog Orcs. In the first area, you spawn one mob, kill them, take two steps, and there are two more spawns. It's not like these blue bastards are just standing around, just out of your sight saying "Oi! Dey killin our ghuyz over there! Well, bedda not do nuthin' till dey come over hur." They'd likely be charging you for killing their clan. Just like any other sentient humanoid enemy would be.
So if we wanted to make it a little harder and "smarter" IC, have nearby mobs spawn after a set time, even if there are not triggered/engaged. If you take 5 minutes trying to kill a mob of humanoids, likely they're calling for backup, or at least their comrades are seeing all this fighting going on. And thus, the nearby mob triggers, and they swarm you too.
And as a response to your "mages nuking huge mobs" thing Selmak, if a mage can stand in the midst of meleeing enemies and enemy casters firing off spells without getting pounded, even by the high amount of 20's they're being met with from sheer numbers, then they're likely already cleaning up pretty well anyway. And besides, if and once we get in lv softcaps, it won't matter at that point. But it would add a neat and party-encouraging challenge for anyone who isn't an epic mage soloing an area 5 levels below their ELC.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Mobile_Svensk
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Posted: Thu, Mar 24 2011, 16:58 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Sounds good Immolation, and it doesn't even require scripting. Just place the 'Spawns' overlapping eachother. You run into a spawn, They charge you - You charge them, Halfway you both meet. But halfway there's also another spawn triggering, Which sends more troops coming down on you, You meet the new spawn halfway and etcetc
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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DustSpray101
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Posted: Thu, Mar 24 2011, 17:12 PM |
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Player
Joined: 27 Jun 2008 Location: Night Vale
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Not a bad idea, but do consider the lag spike it may cause.
_________________ Eli Hodgewall <{/,~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~X Sven <=={o===========> Qeelak \ | / ,
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Pony
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Posted: Thu, Mar 24 2011, 17:25 PM |
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Player
Joined: 07 May 2005
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Could also encounter an evil adventuring party in any dungeon that wants to kill you for your loot. One that may be a tad more powerful than the regular spawns for something exciting. >.>
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Selmak
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Posted: Thu, Mar 24 2011, 17:26 PM |
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Player
Joined: 17 Dec 2004
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There is an easier way than overlapping encounters. Instead of spawning everything at once in the same place, you set some of them to spawn four or more rounds later, somewhere on the sidelines. Obviously it won't be any huge surprise the twentieth time you see it happening, but it makes good use of the numbers.
I don't recommend having things spawn in to stand about idly, though. They could be there a long time waiting for players to appear, in which case they just get eaten by the despawner. Every object (including creatures) consumes server resources, that's why encounters are spawned on a trigger.
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DustSpray101
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Posted: Thu, Mar 24 2011, 17:30 PM |
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Player
Joined: 27 Jun 2008 Location: Night Vale
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Phearnun wrote: Could also encounter an evil adventuring party in any dungeon that wants to kill you for your loot. One that may be a tad more powerful than the regular spawns for something exciting. >.> OO! Hostile Adventurers! I haven't seen those since my old server, the Heartlands, went under!
_________________ Eli Hodgewall <{/,~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~X Sven <=={o===========> Qeelak \ | / ,
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Dark Immolation
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Posted: Thu, Mar 24 2011, 17:31 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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@Selmak: That's what I was talking about, a timer, not overlaps, which we already have in a few places. And I wouldn't want them standing around either. You spawn mob, you engage mob, depending on the mob(and the creatures), X rounds later, back up arrives. Still same number of enemies in the area, but you can't just walk around like you're picking them up like flowers.
I just like the apparent intelligence it adds. You're really gonna tell me I go charging into some barbarian clan's cave, and they're just gonna idly wait by as I go around picking them off? Even though they're most likely not the most organized of people, it doesn't take much intelligence or organization to say "Hey, there's shit going down out here at the entrance. Hide the elderly and young, everyone else, charge!".
For more intelligent things like Illithids, I suggested a while back the same thing. It's kind of silly they're just hanging out with their "pets" and thralls as it were everywhere you turn. They'd likely be sending wave after wave of thralls and beasts to neutralize you. You'd have to fight your way, possibly break into some of their buildings to actually get to one. They aren't the front line sort of folk.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Pony
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Posted: Thu, Mar 24 2011, 18:06 PM |
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Joined: 07 May 2005
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DustSpray101 wrote: Phearnun wrote: Could also encounter an evil adventuring party in any dungeon that wants to kill you for your loot. One that may be a tad more powerful than the regular spawns for something exciting. >.> OO! Hostile Adventurers! I haven't seen those since my old server, the Heartlands, went under! Pah, and here I thought I was being original.
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Dark Immolation
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Posted: Thu, Mar 24 2011, 18:20 PM |
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Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Well Law Knights were supposedly former NPC adventurers I thought.
There's no reason some equally strong ones(*at varying levels) can't be wandering around Amia too. That's what I kinda RP with my Vigilante PC. Giving each one he kills a name and a backstory.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Yossarin
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Posted: Thu, Mar 24 2011, 18:31 PM |
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Joined: 23 Jan 2006
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So there's a 10% chance you'll be randomly attacked by a powerful spawned party consisting of Prescia, Al'Tustra, Darthion, Yossarin, Ruce, and a gallery of other notorious bosslooters from Amia's history. Keen.
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Pony
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Posted: Thu, Mar 24 2011, 18:33 PM |
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Player
Joined: 07 May 2005
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I am sure no one will be able to claim that amia is not challenging or that it is not scary to hunt.
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corypx
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Posted: Thu, Mar 24 2011, 18:35 PM |
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Joined: 14 Oct 2006
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Yossarin wrote: So there's a 10% chance you'll be randomly attacked by a powerful spawned party consisting of Prescia, Al'Tustra, Darthion, Yossarin, Ruce, and a gallery of other notorious bosslooters from Amia's history. Keen. I would start hunting again for a chance to fight that party and loot them ; )
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE) 
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DustSpray101
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Posted: Thu, Mar 24 2011, 18:36 PM |
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Player
Joined: 27 Jun 2008 Location: Night Vale
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Agreed!
_________________ Eli Hodgewall <{/,~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~X Sven <=={o===========> Qeelak \ | / ,
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Selmak
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Posted: Thu, Mar 24 2011, 18:52 PM |
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Joined: 17 Dec 2004
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I dunno, I reckon such a party would inevitably end up fighting each other rather than the PCs.
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