[MUD-Dev] SOC DGN - Spawn locations

HRose hrose at tiscali.it
Thu Aug 26 00:39:15 CEST 2004


J C Lawrence wrote:

>> A better solution is about making the mobs spawn anyway but with
>> a "cool off" timer. So that a player will be aware that the mob
>> is spawing under his feet and will be able to move elsewhere if
>> so he chooses.

> I simply dislike the ideas of mobs spawning in predictable fashions.

I agree but this goes outside of what he asked. The idea I wrote
above was simply coming from World of Warcraft. I cannot tell them
to implement a completely new system but I can suggest them to apply
the cool off timer and solve an annoying problem easily.

I think that both Wish and Ryzom are trying solutions about mobs
entering and behaving in the game world naturally. The only solution
is making the world dynamic. Something not possible when 99.9% of
the MMOGs on the market are strictly static. I'm one of those saying
that it's time to change the design approach and shift the attention
of the players form the self-power-treadmill to a concrete
interaction with the world.

-HRose / Abalieno
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