[MUD-Dev] SOC DGN - Spawn locations

Brian Miller bmiller at poss.com
Wed Aug 25 20:40:58 CEST 2004


Brian Hook wrote:

> 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.

CoH works this way now.  Enemies will not spwan within line of sight
to a player.  In CoH there are no 'key mobs' or locations that a
player could be denied access to.  Even in crowded areas there never
seems to be a lack of enemies to fight as it is very easy for things
to be out of line of sight.  Just around the corner or on the other
side of a wall are places where mobs can and do spawn.  Briefly
during the opening there was an issue in the very small tutorial
area that all players were funneled through after character creation
but this was overcome through adjustment to the range that was
considered for spawning and the instancing of the area to reduce the
number of players in an individual instance at a time.

  Lesson: You never know what will or will not work until someone
  tries it.
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