[MUD-Dev] SOC DGN - Spawn locations

Jason Lai jason.lai at gmail.com
Wed Aug 25 02:56:49 CEST 2004


On Tue, 24 Aug 2004 17:31:41 -0400, Brian Hook <hook_l at bookofhook.com> 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.

The "hot spots" griefing problem is a problem only if your mobs
always spawn to the same place. The mob could spawn elsewhere and
then walk over to its usual spot.

> 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.

Well, if the area is saturated it could go back to spawning mobs out
of thin air. It could be made a little less obvious by saying "The
guard arrives from the north" even though there wasn't really a
guard there.

I'm not sure that there's a socialization factor with the
traditional spawning system, which makes mobs reappear every x
minutes. You still can't have two players fight in the same area
because they're competing over kills. It might even encourage people
to sit around in the same room and chat while waiting for respawns
to consolidate the non-spawn bubble.

- Jason Lai
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