[MUD-Dev] SOC DGN - Spawn locations
ceo
ceo at grexengine.com
Wed Aug 25 00:27:06 CEST 2004
Brian Hook wrote:
> 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.
Thought for the day: this is *an* answer to a problem that designers
have been pondering for some time: how to make it trivial to do
seamless clustering :). If you can get your players to spread out
enough, then it becomes easy to geographically slice the world onto
different servers *with no noticeable side-effects* and without much
effort in cluster-tuning (because the players do you the favour of
self-balancing).
:P
Adam M
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