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13079: RE: [MUD-Dev] Spawning and quests (was Sony ban)

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From: Wes Connell <wconnell@skotos.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 14 Apr 2000 10:17:21 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On Wed, 12 Apr 2000, Paul Schwanz - Enterprise Services wrote:

> Regarding spawning, has anyone seriously considered or implemented a system 
> in which mobs only spawn where heroes are not present?  Perhaps even an 
> algorithm which scans a region for "natural predators" to be used in 
> determining "reproduction" levels.  This might even be a nice eco-system 
> experiment with populations sizes based on available food, shelter, etc. in 
> addition to predators.  Maybe even a "monster food chain."  Could be fun. :-)

IIRC Diku does this in basic way. If there are players in an area it does
not reset. Of course this creates long-distance camping. Instead of
camping out in the open where the spawn point is just camp in a safe room
and go back in X minutes.

I'm sure if PKilling was an issue on EQ then I would guess that would stop
people from camping in the same zone as the mob.

Wes!
wconnell@skotos.net




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