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27169: RE: 'Stop and smell the roses' (was RE: [MUD-Dev] Winnable MMO)

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From: Baar - Lord of the Seven Suns <baar@imperian.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 21 Apr 2003 02:14:22 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
On Thu, 17 Apr 2003, Threshold RPG wrote:

> Another possible way to reduce camping is to have long "respawn"
> times. If it takes 30-60 minutes for something to respawn, you
> won't have people camping it for long. Of course, this means you
> need a LOT of areas for people to fight in if things respawn this
> slowly.

They'll still camp, but in cycle. They'll hit area A, then B, then
C.  Then they'll go back to A, skip past the poor sap that is on mob
1 there and go to mob 2 and then clear the area, then back to
B. After B they'll hit D then C since they know that C takes a
little bit longer to spawn. It is actually very easy for folks to
dominate several campsites in this way unless suddenly a group or
another large basher comes on and intervenes. You can add in
stopgaps to make them take another RL week to figure out how to get
back into a grove but they'll eventually get that worked out. Random
respawn times per individual object could have some affect on this.

--David


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