[MUD-Dev] SOC DGN - Spawn locations
Brian Hook
hook_l at bookofhook.com
Tue Aug 24 23:31:41 CEST 2004
On Tue, 24 Aug 2004 15:18:54 -0500, Matthew Rick wrote:
> The basic idea is to not have mobs spawn if there are players near
> by.
Griefing is a major potential opportunity here. Park your guild in
"hot spots" specifically to deny other players access to key mobs.
On top of this, it forces players to spread out a little too much,
possibly ruining the socialization factor. You basically set up an
invisible force field around players, and with enough players, mobs
may not be able to get in edgewise.
Brian
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