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Is there a spawn in the game that is not indefinite spawn ?

Discussion in 'UHall' started by popps, Feb 12, 2011.

  1. popps

    popps Always Present
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    Other than Bosses spawn or champs/mini champs, is there a regular spawn in the game where players can have a feeling of accomplishment to have cleared the area of threats ?

    So far all I have found is spawns which are ever lasting. Killed some more will come, endlessly.

    I am trying to find some spawns where a player can actually clear an area from threats, at least for some time before the area starts filling up again.

    Is there any such spawn other than the bosses' spawns or the Champ and mini Champ spawns which end with the killing of the Boss or Champ or Renowned ?
     
  2. Warpig Inc

    Warpig Inc Babbling Loonie
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    There is a monbat that can be found at the tip of the Cape of Heros. Can only be harmed with the glass dagger. Once slain a player can stand with their hands on hips and stare out over the waters. If no respawn you can sigh out in relief that Sosaria is safe again.

    For someone that has (assuming with the content of your post, leaves me puzzled) as much game experience that most do this be more then a:postcount:

    The only end game for a hunt is doing quest like the explorers.

    There was an event on LS run by the EM squad. Viod being locked up lagged to death it had an end game. And there is the Bane city event invasions. Just don't go on a mage if you can't enjoy playing with a handicap.

    There is the game experience of logging into the UO world. Go cover every inch of the world of Sosaria. Double click everything and kill anything that looks at ya cross-eyed. Then move to the second character slot and do it again with another template. After last spot filled, find friends and go back to the grey screen areas.

    typing<reading<play UO
     
  3. Tazar

    Tazar Guest

    Town invasions... beat them back and you're done... at least for a while...

    No... it would be a total waste of developer time to create something that once killed - is gone forever.
     
  4. popps

    popps Always Present
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    I did not say forever.

    I said for a timer X time that is still sufficient to get a feeling of accomplishment seeing the area empty of threats for at least sometime like 15 or 30 minutes.

    A place not necessarily for farming with spawn that never ends..
     
  5. hen

    hen Certifiable
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    Yes Popps there is one at least. Lenley the snitch, found in Sanctuary.
     
  6. popps

    popps Always Present
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    Sanctuary ??

    That spawn mess that has most of the spawning creature in the game spawning in very small environment ??

    I beg your pardon, but "even if" a players deals with Lenley the snitch, given what Sanctuary is as in regards to spawn, I doubt that this would mean any feeling of accomplishment to have pacified an area.....

    I am looking for a spawn where a player, after dealing with it, can actually sit, smoke a cigarette and count the corpses laying around........ At least for a good 20-30 minutes without being annoyed by anything spawning right after.....
     
  7. Treasure chests.

    Insane Dryads.

    Citadel key droppers.

    Labyrinth trap monsters. (Flurry/Grimm etc)
     
  8. hen

    hen Certifiable
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    CANCER CANCER CANCER
     
  9. Tazar

    Tazar Guest

    Navrey should do then... though it is only about 10 minutes. Or pick any boss in Doom. They don't spawn again till the gauntlet circle comes around again.

    Of course... you don't want bosses...

    I'd recommend that you go back and play any of the original Ultima series. You can get a great sense of accomplishment when you complete one.
     
  10. canary

    canary Guest

    I have to honestly ask... not a troll, but a real question:

    popps, do you really ask questions you want answers to? Or do you just post weird questions for the sake of posting? Because the questions you ask are some that no vet would ever ask.

    And if you are honest in your questions, don't you have an experienced guild on your shard who you can join and help you with these in game things??
     
  11. *ponders deeper meaning of popps' posts*

    There must be some deeper meaning...

    *un-thinks*

    *stops thinking harder*

    I think I can feel it...
    now...
    feels like...
    eating ice cream too fast...

    AHHH! *BRAIN FREEZE!

    I see... it is so much clearer now!

    Why are there six sub-types of Elemental slayers and one super group Elemental slayer, but only one Undead slayer group? Shouldn't there be a skeleton slayer, a zombie slayer and a lich slayer? Same thing with Fey slayers.

    Why do I have to go to virtue shrines to meditate, when we have virtue tiles to place in our houses? Why can we invoke the meditation in our homes with those tiles?

    Gargoyles can fly. Why can't they fly over the oceans? And over the mountains? And there should be swimming. And oysters.

    If I log in too fast, the servers stop me from logging in. If I send a chat too fast, the spam filter stops my speech. Why don't the servers stop me if I run too fast?

    Sometimes I don't want to leave my house, but I still want to hunt something. Can't you bring the spawn to me?

    *it hurts*

    *must not get brain stuck in useless question mode*

    ARRGGHH!
     
  12. popps

    popps Always Present
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    Hmmm..... that's about it ?

    Such a vast game, several facets and nothing else comes to mind where the spawn is not endless ?
     
  13. popps

    popps Always Present
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    I crossed out bosses and high end stuff because I am trying to find spawns that could have a reason of accomplishment for undeveloped characters for like new players.

    Not everyone looks for farming. There is actually players out there who try to fight a spawn and see the area cleared of threats, perhaps for the sake of roleplaying ?

    What I am trying to say, is that I think that a game as vast as ultima Online perhaps should be able to cater hunting not interested in farming more than what is currently available. That is why I was trying to make a list of those spawns which a player can deal with, that give some sense of accomplishment because one can actually enjoy a cleared out and pacified area, at least for some time.... Of course the spawn has to restart at some point, that is perfectly undertandable, but at least for a reasonable time, the spawn will be off, leaving the player able to enjoy the pacified area.
     
  14. popps

    popps Always Present
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    A lot of players, particularly new or inexperienced players come to Stratics, quite often, as their game informations archive reference.

    Being able to find threads of all sorts, even about weird issues about the game might be helpfsull to some new and inexperienced player, eventually.

    If weird and odd questions about the game bother anyone there is always the option to not open a thread and leave it be, right ?
     
  15. popps

    popps Always Present
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    Supposedly, Ultima Online is a game, an entertainment product.

    Different people, enjoy playing the game in different ways.

    Some may prefer farming for resources, or items, or gold. Some other players might instead simply find their entertainment from finally seeing an area cleared of dangerous spawn.....

    I mean, even if player A does not understand why on earth player B enjoys a particular playing style (and vice versa), this does not mean that the game could not be capable of addressing as many different playing styles as possible.

    So, what might be a useless question to some, might be usefull to others......
     
  16. Martyna Zmuir

    Martyna Zmuir Crazed Zealot

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    Thats a complete crock, and you know it.

    You post the most bizzare, off-the-wall, downright deranged questions on a near daily basis. Seriously, no newbie is hanging on your every word.. or going to distill any pearls of wisdom from your threads. However, they may get a good laugh.

    Your bridge is getting lonely.
     
  17. Goes to the nature of spawners popps ...
    They are "inactive" (like a fridge light) when NO players are around ...
    not so much as a mongbat moves ... when an area is(& has been) clear of Players.

    A good friend and I cyphered it out in Brit graveyard one day.
    An Area has two "boundries", one centered on the players screen.
    The other centered on the spawner.
    If P does not overlap S
    S detects "no player" and goes idle.
    IF(when) Player has triggered S and moved from P/S
    P may "defeat" all spawned spawn AND declare "area cleared".

    It is just a matter of finding said sweet spot ...
    and remaining there(defeating the spawners spawned spawn)
    and the Longer that No Other Player trips the near by spawner ...
    The longer the adventurer can commune "in peace".

    Ergo: the answer is Yes ... there are many points on the maps of sosaria
    Tis very very very LIKELY ... that there are Not Many Players OR "RPG goals" that have the requisite Patience and Insight ...
    to FIND said sweet spots.

    Players are by their nature and game design ... too "twitchy" to sit quietly.

    *resumes lotus posture*
    OMMMMMM ... :danceb:
     
  18. Uriah Heep

    Uriah Heep Crazed Zealot
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    Hmmm

    I'm in a quandry here on this. I find myself agreeing with Popps, to an extent. But on two different levels.

    Normal gameplay. I remember running a newbie guild, and taking the guys hunting in dungeons, for loot and for skill work. I always thought it would be real cool, and give them (and me) a sense of accomplishment to march into, say, Deceit, clear the top level, and move one down. Spawn growing progressively harder as you go, naturally. At the end, you have the dungeon, it's cleared, hooray!! Downside? Anyone coming along afterwards has nothing to do in there. Perhaps a party toggle for an instanced copy of the dungeon? I don't know if that would be feasible.

    Events and specials. Quite a few of us have grown weary of the invasions/events, etc over the last coupla years. Because, quite frankly, it doesnt seem to matter what you do in the long run. Bane and Ophids and stuff (see Ilsh and hell hounds) are just tossed out for a diversion to keep the masses occupied and off the boards for a time. Remember Magincia? Thought that would never end, tbh. Current arc is the same way. Town gets invaded, cleared...or lost, whatever the case may be. Should be the end of it. But I think it runs something like "Oh noes! We're running behind getting this ready, turn the spawn back on in Skara and Brit and Minoc!!!" So not cool. And not fun. and repetitive, if it was endless spawn we wanted to kill, there's Miasma already in the game :p.
    In fact, we've lost a few towns on my shard...will probably lose more, because after a time, it becomes like the video, "bleh, who cares anymore?" Because it doesnt matter how many invaders you kill, you can't stop it. Killing 3k mobs wont stop it. It's gonna stop on a predetermined DATE, not on a determined kill rate. So as players, we cannot effect the event at all, other than getting the newest lootz off the mobs.

    Go back to the past, anyone remember the invasions of Brit? The long ago ones, not the recent one. Hordes of Lizardmen would spawn in Brit and attack the banksitters (not so many then, peeps were actually buying and selling stuff and interacting) and at the same time, a horde of lizardmen would spawn at the bridge to Trinsic south of Brit and start advancing on the city, to be the second wave of attack.
    The key difference? When we wiped out the lizardmen, that was it, it was done. Untill next invasion. You didnt have em respawning all over the place as you were killing them, you had set targets, and a set objective...

    Sorry for the ramble, but yeah Popps, I kinda agree, once in a while it would be refreshing to see something accomplished by our actions, rather than just farming over and over.

    /rant
     
  19. Vlaude

    Vlaude Lore Keeper
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    In a way that's kind of the point of champ spawns. I understand you're asking about something else but I've taken many new players to their first champ spawns over the years and they always feel quite accomplished after finishing them, especially if we do it in fel. If you are seriously trying to impress a new player popps (which I doubt, given our history together) take them to a champ spawn.
     
  20. :twak: there is no NEED for popps to have a following to "justify" him posing His questions
    ie. YOU be trolling and personally attacking Popps ... like it or Not ... YOU ARE.
    Tis NOT a "crock" to take him literal re: His suggestion
    YOU are under no obligation or righteous contract to butt your off topic opinions into HIS thread ...
    thats for mods and admins and the owners of the stratics name ... YES?
    :lol:

    http://vboards.stratics.com/1906652-post32.html

    :fight:start your own thread perhaps?
    POLL to ban the pointless fluff?
    Poll to ban popps?
    Poll to Ban ignorant folks from DARING to raise a question?
    :scholar: Account bound access ONLY ...
    *snicker*

    I am your: Fayled Dhreams
    Fiat justitia, ruat coelum !!
     
  21. Doubleplay

    Doubleplay Lore Keeper
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    Just go fishing or mining or lumberjacking. After a bit in one spot you will have time for a cig before the spawn re-ups. My tailor, however, is glad that the cows and sheep respawn right away. He has learned how to smoke and drink with one hand while harvesting tailoring supplies with the other.
     
  22. popps

    popps Always Present
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    I am not saying that any and all spawns in the game should be set for the capacity to pacify the area for a given time.

    What I am saying, is that since we already have tons of spawns for farming, with immediate, endless re-spawn which can well cater all those players who enjoy farming, perhaps it would do well to other players who may want to find a feeling of accomplishment in their effort, that to pacify a given area of dangerous threats for at least some time, to also offer some spawns of various degree of dangerousness to these other players.

    Resource gathering might not be satisfying enough for some players so, spawns for hunters that could be pacified at least for some time, could be a nice addition.
     
  23. There may be more but I stopped trying for several reasons:

    1) You never accept the answer, so answering any of your posts is usually a complete waste of time.
    2) The question entirely misses the point that UO is a multi player game and "achieving" the end of a spawn to one player is "blocking" the spawn for everyone else.
    3) Leaving characters unattended is against the RoC.
    4) If you want a break after fighting you can leave and log out, and yes you should have to, see #2.
     
  24. Cear Dallben Dragon

    Cear Dallben Dragon Babbling Loonie
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    pops, before this gets locked,


    The original style of ultima game play in past games was that if a char is near by, the monsters will not spawn.
    This was/is apparent in ultima online currently. I'm guessing for the most part it was disabled to that players would not camp spots and prevent others from finding monsters to kill.

    I cant remember off the top of my head what places are like that in UO now but i know they are in fel and I have some runes to them. I'll hit you up with the locations later.
     
  25. Sevin0oo0

    Sevin0oo0 Guest

    When I get bored, I clear out a few levels in anti-virtue dungeons, usually starting w/ Shame.
    When you can be found by following the trail of dead, it's been a good fight. From there, I do Cove, then upper Despise. Makes me feel like I did something when the whole level has been killed.
     
  26. Martyna Zmuir

    Martyna Zmuir Crazed Zealot

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    Oh, Fayled, hun, you failed Reading Comprehension 101. So sorry.

    Had you, you know, actually bothered to read my post… or what I had quoted… you might notice that it was aimed specifically at that. No comments about the “indefinite spawn,” or lack thereof, just a response to Popps’ response to Canary:


    So, here we see that Popps believes his incessant questions, phrased in most peculiar manners, will edify the inexperienced. Such as his fishing question, the one he’s asked at least three times. He asks it in slightly different ways, but it is essentially the same question. One might begin to think he’s testing the psychology of the UO population, OR one could go with the old adage about doing the same thing over and over, expecting a different result.

    Honestly, Popps needs to edify himself by utilizing the database here at Stratics, or the one at UOGuide. He could sate his appetite for random UO factoids without starting long, rambling threads that seem to only confuse him further.


    *raises a brow while hiding a snicker*

    You are familiar with the interwebs, right? Not new?

    You are familiar with message boards too? (Rhetorical question)

    He posts his threads to get opinions, as do we all. If we didn’t “butt in,” this would be an awfully boring board.

    Interesting notion that it’s for “mods and admins and the owners of the stratics name” to but in… Does that mean that only their opinions matter? Hmm, well, with the number of mod rage-locked threads recently, you may not be too far off….comrade.

    Just so properly formatted and punctuated paragraphs don’t feel too alien… :danceb: :danceb:
     
  27. Ah!
    That is where the RPg (role playing) comes in popps.
    I submit that that is the "forgotten aspect" OF the game ... Role playing.

    Since I can and HAVE found such spots AND explained when where why and how one may find them ...
    it is now upon YOU to find a "story" to play out. Your story to accomplish Your >role play< reasons, groups and planning.

    but no-one wants to play with me doing that.
    THE Game is NOT supposed to provide that for you(or me, or AnyOne for that matter \clarity) ... it is a sand box.
    And >the requirement(design)< is such that you and OTHERS are supposed to find a way to "play" ... BETWEEN the mainstory arcs and EM events.

    The "ticket" you bought (subscription) is VERY clear about who what when where whatever is going to be "supplied" to you. The ticket holder.

    TOS
    THE SERVICE AND THE SOFTWARE IS PROVIDED ON AN "AS IS," "AS AVAILABLE" BASIS... (their caps, not mine)

    Your "suggestions" >could be< more appropriately addressed here ... BUT
    I shall hold secret HOW to navigate to here
    as I can neither confirm nor deny(verify) that that link >actually works<.

    Carry on popps :danceb:
     
  28. Viper09

    Viper09 Grand Poobah
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    Popps, if theses mythical new players who visit stratics have a question they can ask it themselves, it's very easy to do. And based on the really odd questions you always ask I don't think you're helping many new players at all.
     
  29. Thunderz

    Thunderz Certifiable
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    I think poops scripts, so he wants an area he can script in without getting timed out or killed so his char has time to regen health/stamina/mana before the next spawn starts as his chars cant handle it, so he can farm gold to sell.

    Thunderz
     
  30. good point ...
    IF they have not (noobs) found the new player corner ... and JUST happen to stumble upon a popps first ...
    They >should< feel at ease that there is no such a thing as an actual "stupid" question.
    And that >here< is the place to >find out< where noob questions are politely answered.

    (If you have seen one, and yes there are standards for determining such ... please to post it and/or a linky, there is a "bounty" for finding one that I have been trying to claim for *looks at join date* ... :confused: quite awhile ...)

    :danceb:
     
  31. Sevin0oo0

    Sevin0oo0 Guest

    There's actually a lot of areas, depends on gear? skill? inside ? outside?
    3 different rat spawns in ilsh
    rats in Brit sewers
    3 savage warrior camps
    Harpy nest up thru the bane & past pixies
    7 Graveyards
    You talkin about those kinds of areas?
    None are very hard
     
  32. Gowron

    Gowron Guest

    How about treasure maps?

    You should have enough of those to create a spawn to defeat...

    Other than that, I lost brain cells for seeing this thread.

    At no point did the OP utter what can be considered a rational thought. I award no points, and may God have mercy on his soul.
     
  33. Vlaude

    Vlaude Lore Keeper
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    I've had a few encounters with dear old popps in game and have to say this fits his UO character much better than an inclination to help newbies :)

    Perhaps his question threads aren't as purely quizzical as he would have you all believe.
     
  34. Aurelius

    Aurelius Babbling Loonie
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    You seem to forget it's a mmo ....

    Let's say, for example, a dungeon like Shame is changed to fit your model. Somone decides to go through Shame with their well prepared sampire, or with their GD in tow, and clears out the top two levels by just walking around them - anyone else coming to hunt in Shame can now look forward to a wait of however long is defined before anything is in there to fight, assuming of course the GD handler/sampire doesn't just stay put and kill everything off again, just because they can...

    Being able to kill off only what is near you means there are always other places nearby for people to hunt. Sure, you get existing irritations with 'kill-stealers', or people camping spawns, but making spawn areas slow when things are killed in them just offers the potential to make that worse.

    Other games do something similar to what you suggest with instances, and there are some semi-instances in UO, but I've never found them too satisfying in any game. Dropping in 'areas you can temporarily clear' would need a hell of a lot of thought over implications and knock-on effects, probably changes to several core mechanics in the game, and offers very little for the effort it would take.
     
  35. popps

    popps Always Present
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    It does not have to be a sole player clearing out an area. In the case of bosses and champs or mini-champs it is usually several players who "pacify" an area for some time.

    I do not see why the game might not allow the same ability to pacify and clear an area also to characters not advanced, perhaps not even alone, in small groups, yet not advanced and willing to feel that feeling of accomplishment to see a given spawn of lower MoBs "done with" no longer spawning in that location at least for some time....
    I see nothing wrong with this.

    Who said anything about leaving a character unatteded ?
    I mean, what is the link between wanting to have afeeling of accomplishment to clear a spawn and pacify the area for some time and leaving a character unattended ?
    Besides, how often players leave characters standing at the bank ??
    I see no correlation between wanting to clear a spawn till nothing spawns any longer for at least some time and leaving a character unattended.

    Why can't a player just stay in the spawn area and enjoy the feeling of accomplishment that the area is finally pacified with nothing spawning any longer ?

    I mean, is farming all there is nowadays in Ultima Online ??

    I mean, all I see is participating for items, items and more items or for gold.
    Either one farms for a given item (often to sell it for ridicolous amounts of gold...) or one farms.

    Is ultima Online a game all about farming if I may ask ?

    Why can't a player play the game for the satisfactory feeling to be enjoyed by seeing a given spawn done with, an area that was dangerous now totally pacified, even though at least for some time ??

    Why does it really have to be always about farming, farming and some more farming ??
     
  36. Deb

    Deb Guest

    Popps do you stay up all night thinking of these questions?


    If you spent more time actually playing the game instead of asking some of
    these asinine questions you might understand UO a lot more.
     
  37. Surgeries

    Surgeries Grand Poobah
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    Here's a thought:

    Once you kill all the monsters in a particular area, recall to your house or a bank, and then initialize a macro you can create that says:

    "You killed all the spawn in this area! Relax now! Enjoy your feeling of pacification!"

    Then go to another area and repeat.

    Other than that, you are asking the developers to turn off spawn that could potentially limit the ability of another pacifist to enjoy the same pacification that you or another pacifist just accomplished.

    You could be irritating other pacifists in UO if you do not allow the pacifists to fight and pacify that area that you just got all the satisfaction of pacifying.

    You understand that, right Popps?

    You wouldn't want to hurt others game play by being selfish about pacifying areas in the game would you, Popps? I mean...what if the area YOU just pacified is an area that OTHERS love to pacify...and that person only has a limited time to play UO...but you pacified it already, and now others aren't able to pacify that area for X period of time, and that is all the time they had to play!!??

    What about that??!!

    Obviously, I am being sarcastic, and there is no reason for you to reply Popps.

    I think your request is a bit crazy.

    You are trying to take a corner of the sandbox and mark it off so you can pacify it.

    Why not adapt yourself to the sandbox, and see what areas you can fit to your play style? Fayled gave you some great insights as to how to do this.

    I have played UO for a long time...since August of 1997...and I can tell you...I have never once thought that having spawn stop completely in anything other than a Boss area would be a good thing.I am sure there are games out there that could provide this game experience for you, and even UO can...you just have to find it.

    :fight:
     
  38. popps

    popps Always Present
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    There is dozens if not hundreds of spawns in the game.

    If a spawn is for a limited time off there is a whole lot of other spawns still going on on numerous facets.

    So, I really do not see any problem with spawns going off for like 15-30 minutes since players can go to many, but really many other alternate spawns.

    Besides, it could be a good way to actually have players rotate through spawns rather than farming always the same ones.......


    Strange, perhaps my memory fails me but I seem to recall back in the years, stories about an Ultima Online with dynamic spawns where monsters would get hungry and leave their locations to invade towns if players depleted their hunting grounds....

    Meaning, a game where players could actually at least "feel" that their actions could make a difference....

    And pacifying an area, at least for some time, is a very noticeable way to feel to have made a difference.... An endless and ever lasting spawn is not, to my opinion........

    And endless spawn is just farming and actually, I remember at times posts on Stratics where players asked to "speed up" the re-spawn so that they could farm more in the same given time....

    Endless spawns, as I see them, are just yet again a glorification of the itemization of a game.

    I cannot understand, for the life of me, why any player could want a Classic Ultima Online diverting from items infestation of the game but then at the same one time be in favour of farming which is, IMHO, items galore..... Don't want much items, no wait, want to farm for items, the more the better....... makes no sense to me........

    Clearing out an area and pacifying it is, as I see it, in some way, a way to bring back "some" of the Classic Ultima Online to the game and send, to my opinion, a message of rejection to farming and items galore that has so much invaded this game.
     
  39. Martyna Zmuir

    Martyna Zmuir Crazed Zealot

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    LOL

    The dynamic spawner was in the BETA for all of a few weeks.

    Why? It didn't work. Why? Because players were ruthlessly efficient in their ability to essentially carpet bomb the whole map in a matter of hours.

    Granted, the map is significantly bigger now, but the core issue remains. UO is an MMO. Massively Multiplayer. Meaning masses of people need to be entertained pretty much 24/7.

    Allowing one person to roll into an area and lay waste to a spawn point would have a domino effect on the rest of the map as others had to move around to find a spawn that wasn't already decimated it so THEY could slaughter it.

    Foam. Lather. Rinse. Repeat.

    The entire map could lay barren of any mobs deemed worthy to kill. What would people have left to do? Socialize? EEK! Most people playing can't even be bothered talk in complete sentences, let alone use whole words! Don't even get me started on spelling...

    Until Mythic introduces a dynamic instancing system that can handle such things, your idea/desire/pipe dream won't fly.
     
  40. Why do you only feel accomplishment in blocking the spawn and preventing others from hunting? There is adequate accomplishment to be had in the slaying of monsters that does not result in being disruptive to other people.

    UO does not support the griefer mentality. Perhaps you should find healthier outlets for your issues.

    What you get out of UO is up to you.

    Because other people pay to play this game and they are not interested in your "accomplishment" when they have a limited amount of time to play and you're in their way.
     
  41. Viper09

    Viper09 Grand Poobah
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    Lol, ok popps. You always seem to think of the new players right? So, imagine the hardship of a new player when all the experienced players are pacifying all the spawns. If you're still ok with it, you are now a hypocrite. We all know the problems with these types of spawns, or simply the limited spawns.

    What you want are champ spawns. Plus all the others that have been mentioned.
     
  42. Surgeries

    Surgeries Grand Poobah
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    Popps...if you played Beta, and know what "Classic UO" was like, come on back in here and preach to me about "The Feeling". I have played since Beta, Popps. I played when a squirrel would knock your arse off, and bunnies were to be feared.

    I played in Beta, and remember very well what "Classic UO" is, for me.

    It just so happens that reason(s) you play and the reason(s) everyone else plays are obviously for extremely different reasons. I have played this game with hundreds of people over the thirteen years I have played, and we all hunt to hunt. When we are done hunting we leave the hunting area, and go somewhere safe.

    We don't ask the Devs to "Safen" the "Pacified" area.

    Just know that the significantly obvious lack of the spawns you so mightily desire means likely one of two things:

    The Developers are completely oblivious to the fact there are potentially hundreds of thousands of people who want to "pacify" areas and not see re-spawn for 20-30 minutes after they demonstrate their pwnability in that area

    OR

    The Developers realize that the microcosm of players that desire what you describe as "A Feeling of Satisfaction" are so limited in numbers that trying to code in such an area would just be a waste of valuable and dwindling resources.

    I will let history, and logic, say the rest.

    :gee::gee::gee:

    'Nuff said Fo Sho
     
  43. hawkeye_pike

    hawkeye_pike Babbling Loonie
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    No, unfortuately not. The respawn timers have changed somewhen after 2001. Before that, if you killed monsters at a spawn it took maybe half an hour before they respawned. Today, they respawn immediately. Which makes it impossible to work your way through the levels of a dungeon and accomplish something.

    But then again, equipment today is so overpowered that 90% of the dungeons are boring anyway.
     
  44. Viper09

    Viper09 Grand Poobah
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    So true. Heck, a new character can run most dungeons spamming wither and kill about 99% of the dungeon with incredible ease. Then you got some bigger guys like ogre lords that take about a minute longer to kill.
     
  45. popps

    popps Always Present
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    And then monsters are beefed up......

    And then items are made more powerfull......

    And then monsters are beefed up again........

    And then monsters are made more powerfull again.....

    And........

    Does this look only to me like a vicious, endless cycle ??

    Farming and killing for items and then again farming and more killing and more farming and more killing for new items........

    Doesn't this endless repetition get kinda boring being it always the same thing even if for new items, eventually ?
     
  46. Harlequin

    Harlequin Babbling Loonie
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    This.

    The original spawn timers were changed because players would go to dungeons, and find it empty. Folks waited around for mobs to spawn and when it did, you have several guys jumping on a lone spider.

    So imagine if you go to a spawn point, and had to wait 30 mins for something to fight because someone has already beaten you to it. Folks would then complain why does it take so long.

    If you are looking for slower spawning mobs, legacy dungeons have lower rates compared to newer dungeons like fan dancers'.

    If you want spawns that take even longer, these can still be found. There are examples above. But they won't make a lot of spawns like these because they have to cater to the other players.

    If you want things that don't respawn nearby for undefined periods, try hunting gypsies. Plus T2A spawns like frenzies and ostards. These once killed, will not like not respawn around the immediate area. Cyclops island is another one. You kill everything until they all respawn at the other side of the island. Now you have cleared the area and can go for a smoke.
     
  47. popps

    popps Always Present
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    When that change was done, there were 2 relevant differences as compared to today :

    # 1
    There were significantly more players than today

    # 2
    There were significantly less spawns than today and even way less facets....

    The 2 circumstances combined, make it so that back then there were significantly more players competing for significantly less spawns as it would be today.

    Meaning, to my opinion, that today it could be possible to do what was not possible back then since we have less players competing for far more spawns then there were back then.

    That is, back then Design would have wanted to create spawns like that but was limited by the high number of players and the low number of spawns available.

    So, it was a wish which could not come true.

    Today, having those 2 circumstances both significantly changed (now we have less players with far more spawns available), that wish "could" come true.......

    As I said, this would have players move onto other spawns that are active thus effectively rotating players through spawns and not having players often just farm the same one spawn over and over and over and over again........
     
  48. hawkeye_pike

    hawkeye_pike Babbling Loonie
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    This is absolutely true, I remember very well about the "harpy room" in Covetous or the "bone knight room" in Deceit. Everyone was hunting Harpies for skill, feathers and gold. Everyone was hunting Bone Knights for gold and plate armor. And occasionally the PKs raided the dungeon which gave us a great kick.

    But you are referring to times when maybe 20 times as many people were online as there are today, and when people actually had 8 dungeons instead of 50 to choose from.

    [​IMG]
     
  49. [JD]

    [JD] Guest

    I am against ingame cancer.