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30665: Re: [MUD-Dev] SOC DGN - Spawn locations

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From: ceo <ceo@grexengine.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 24 Aug 2004 23:27:06 +0100
References: [1]
Organization: Kanga.Nu
Brian Hook 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.

> 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.

Thought for the day: this is *an* answer to a problem that designers
have been pondering for some time: how to make it trivial to do
seamless clustering :). If you can get your players to spread out
enough, then it becomes easy to geographically slice the world onto
different servers *with no noticeable side-effects* and without much
effort in cluster-tuning (because the players do you the favour of
self-balancing).

:P

Adam M
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