Spawn system changes

Started by BanditWizard, June 04, 2009, 09:45:06 PM

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BanditWizard

Just for flavor, I think it would be cool to see some new and interesting spawns around the wilds. Currently, you can walk outside and almost flip a coin to guess what will be in a certain spot. These spawns have been the same for quite a while and remain in place until something comes along.

What I'd suggest is :

- All spawns be changed to 'wander' instead of sitting in place.
- Add in some new things like Bandits, bugbears, Gnolls.
- If possible, add in some random events like a group of thieves trying to mug your party (or you alone). This could start with a conversation with a few options to speak with them, or just attack them. Maybe using a system similar to the quest turn in for the Orcs quest where this faction can become neutral to your character if you pay them enough, talk them into it or even apply for it.

Just some ideas really, but some adjustments to the system might encourage people to start exploring and getting out to the wilds more than sitting idle so much!

Mort

- Wander at the server-wide level makes ton of lag. Only rats in the sewers were wandering and I had to remove it because it was getting too laggy.
 - Monsters wandering near transition is also bad.
 - As for scripting a hundred of random encounters for different areas. I wanted to but I'd need some 48 hour days.

Cruzel

You can make them wander only if pcs are in the area and stop if they are not. Yay no lag!


A more random spawn system could probably be conceived that could be generalized and easily customized for each area without boatloads of work too btw.