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A problem with Shame

Discussion in 'UHall' started by iamSnippa, Nov 20, 2011.

  1. iamSnippa

    iamSnippa Journeyman

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    I could swear I read somewhere that the way Shame was redesigned was to allow newbies to come in there and be able to work their way up getting decent gear while working their skills.

    The problem is, just walking a couple screens into shame, you find 2 - 4 or more monsters standing right next to eachother, nearly impossible for a newbie to pull one without getting the others too. The thing is, when I went to go challenge the first level's boss, just going around the corner from the altar to where the boss spawns, I ran into 4 earth elementals which took me to half health pretty fast (70 physical resist, 100 health).

    If this happens to a character that has their gear and their skills and stats all worked up, what would be the result of a newbie walking in there?

    Getting down to it, I very sincerely believe the spawn on all levels needs to be thinned out a little. On level 5, I had EIGHT wind elementals on my Greater Dragon all at once, all spawned on the same screen. That is a bit ridiculous. Sure, as long as they don't attack me, my dragon will be able to tank them all fine, but there really shouldn't be that many monsters that all spawn on the same screen.

    As anyone who's done a run around on level 5 knows, there is a Chaos elemental or vortex, or something way on the west or southwest side that is completely surrounded by diseased blood elementals. Is it ever expected for anyone to fight this thing? I can understand maybe one or 2 diseased blood elementals spawning near it, but just to get to it, you have to fight so many diseased blood elementals that will end up respawning behind you by the time you get to the chaos thing.

    Devs, please thin out the spawn, at least just a little bit.
     
  2. Dermott of LS

    Dermott of LS UOEC Modder
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    Maybe not "thin out" specifically", but as has been stated before, make it more dynamic based on the number of people active in the dungeon area, basically the faster the spawn is killed the more spawns and vice-versa with a base level somewhat below what currently spawns in the dungeon.

    Even with a skill/stat maxed character, going in with base equipment means you have to be a LOT more careful even on Level 1 and if you're a melee character forget anything below level 3 solo except for maybe Sampires.
     
  3. Warpig Inc

    Warpig Inc Babbling Loonie
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    Only one place in the game did they set up for new players to train and that is New Haven. Shame used to be the place to train. Anyone still saying that is outdated by a whole week now or close to it. Shame really stopped being a choice training ground when earth eli gold was reduced to a thrid what it used to be. The world is a lot bigger now and anyone complaining about overstepping their ability needs to pay someone to get that stick. May make sitting easier.
     
  4. pgib

    pgib Guest

    A thing i noticed is that mobs tend to group together in Shame. For example all the poison and blood elementals on level 3 are in the south-east corner. And i mean really all: you have like 7 of each type there. On the opposite side there's nothing at all.

    The same happend pretty much all over shame. Nothing nothing nothing... pouff, 5 earth elementals + 2 mud pie, in four tiles.

    It is not a tragedy because with careful steps (and a confusion blast or two) you can always lure one of them away and it is even a "smart" thing to do for a mob (hey guys, let's stay together this time!) but i think they are supposed to walk through the dungeon and not simply stay where they spawn.
     
  5. curlybeard

    curlybeard Seasoned Veteran
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    Maybe the brit sewers could have a few slightly higher end critters for new players. It's been a long time since bullfrogs, rats and alligators were difficult for new players, once they train up in Haven.
     
  6. popps

    popps Always Present
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    Personally, I think that the spawn engine should be dynamic and customed to the "weight" of whomever is in the area at a given time.

    That is, the game engine should give a "weight" to the character(s) present in that area given the skills, armor, weapons, and spawn MoBs accordingly.

    This way, if a newbie was there lighter MoBs would spawn, if an advanced character was there tougher MoBs would spawn. Everyone would be happy..........
     
  7. Dermott of LS

    Dermott of LS UOEC Modder
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    Doing that would be difficult. Easiest metric to use would be speed in which mobs are killed. Slower kill rate = fewer mobs, higher rate = more mobs.

    Besides, what happens when a newbie and a maxxed out player are there at the same time?