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Progressive Spawn Theory

Discussion in 'UHall' started by uoBuoY, Jan 18, 2009.

  1. uoBuoY

    uoBuoY Guest

    What if...

    A critter spawned with random Stats, Skills & Resists (as they currently do) but on subsequent re-spawnings that critter improved it's Stats, Skills & Resists by 10% in a random fashion. The next critter to spawn would always be stronger in some way. Eventually you would be confronted with a critter that had totally maxed out Stats, Skills & Resists. Once the Big Guy was killed the process would begin again with random Stats, Skills & Resists. Might make PvM lot more interesting and challenging. Might give UMers something new to think about. You wouldn't know the strength of the critter you were attacking unless you were a hight level Tamer. Is that a mongbat or a MONGBAT?
     
  2. Basara

    Basara UO Forum Moderator
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    That's similar to the 2006 & 2007 halloween spawn, actually.
     
  3. uoBuoY

    uoBuoY Guest

    So there is a precedent.
    Is it a good or bad idea for all critters?
     
  4. UOKaiser

    UOKaiser Guest

    Bad for many things. Training would become increasingly more difficult. Can we say animal taiming training will become nigh impossible. Most creatures will become unhuntable after the first few that get killed. How many mongbats are killed during the day by the countless people that walk by you be walking whith youre crafter and all of the sudden youre attacked by a peerless level mongbat.No matter how many people there are wont even be able to get through the 2nd level of a champ spawn. If it was a solo game with levels that you increase as you down the dungeaon and can take on monsters as you decend the levels while youre stengh increase that would be one thing but this is a multiplayer game which people of all skills from the lowest to the highest roam the lands in the same areas and pretty much any high level creature is already a challenge to the decked out player fully completed character solo.
     
  5. uoBuoY

    uoBuoY Guest

    All of what you say sounds good to me...more excitement in PvM!
     
  6. Warpig Inc

    Warpig Inc Babbling Loonie
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    You want pucker factor just recall into a dungeon spawn area or log out in the middle of and Ish champ after it is done. Log back on hours later and have your fun.

    I find when I long for the days years gone past of having little and trying to survive....................I log on with a fresh character on a shard I don't play. Running around with a have nothing character on another shard, rooting through the sloppy seconds loot, and seeing how plp on that shard treats you really tells you something about that shard.
     
  7. Silverbird

    Silverbird Slightly Crazed
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    Very soon after such a change all tamers would run around with perfect/maxxed pets. Is that what you re having on your mind?
     
  8. Babble

    Babble Guest

    I think at the beginning of UO creatures could train up skills, which resulted in the deaths of many a newbie.

    I still would prefer a roaming spawn where after some time the spawn would change and so be less predictable and make the lands seem to be more diverse.
     
  9. Dragkiris

    Dragkiris Visitor

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    If you have ever pvm'd on a tamer and lored what your fighting you will realize that monsters do gain skills while fighting.
     
  10. Having never had a tamer of any skill I did not know that.
     
  11. uoBuoY

    uoBuoY Guest

    Was it that obvious?!
     
  12. Draconi

    Draconi Most explosive UO Legend
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    Yes, that actually had the simplest kind of balancing system I've been able to boil down: it was based on the speed with which a spawn area was defeated. Too fast, and they got harder next round, too slow, and they got slightly easier.

    Fuzzy control, but very untuned. It'd be nice to formalize the system for other things.
     
  13. Warpig Inc

    Warpig Inc Babbling Loonie
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    Not hunted the Destard dragon hole in some time.............but I remember that area having triple spawn. When it was getting hunted heavy it would have a respawn of the area that would make the entrance the meeting of the ghost. Even the time the harrower was dropped into that area was fun. Something a good EM could be given/doing the ability to spice up a popular area.
     
  14. Nibblets

    Nibblets Guest

    How about having certain classes of spawn instead of just spawning in the same place over and over again, have it be more like the more that are killed the more that spawn. Then there would be a boss of some sort, not quite like the champ spawns in difficulty, but very similar, and when the boss is killed the spawn would move to a different location.

    Take for instance the solen (just using this as a what if), so they start a hive somewhere, you come along and start killing the workers. After so many workers are killed, the warriors come to defend. Then the solen queen spawns, kill the queen and the hive decides that this would not be the best place to stay since they're getting attacked all the time and move on. Very simplistic what if, but that's the general idea. It would cause people to actually adventure and you could actually give the boss that spawns a chance at dropping something. The harder the class of monster, either the better chance of a drop or the chance at a better item.
     
  15. Actually if such a system was implemented, tamed critters would probably revert to normal stats alot like they already do when you tame stuff and their HP gets cut in half.