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SA Clan Scratch Spawns... Devs howbout Help !!

Discussion in 'UHall' started by Lord Bishop, Mar 6, 2010.

  1. Lord Bishop

    Lord Bishop Seasoned Veteran
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    Please if you have any differing observations post them. Area drops several ingredients for imbuing but also seems the most screwed up of all the mini spawns. My observation is when a red renowned spawns and if not killed it eventually vanishes but the game mechanics seem to still think it is spawned in the area. What this means is once that renown goes poof so does that spawn for the rest of the day. Nothing you kill will start up a dead spawn once the renown is gone. Unfortunately, the renown rats are like killing the generals from the old invasions... tons of hitpts but nothing else and takes many minutes to kill. Add to that they run when still having 1000's of hitpts let they tend to be the least favorite mob for peeps to kill. Many of the renowns in SA are sterioded out versions of the regular fare but none have any decent loot, the rats are the poster boys for some serious rewrites devs please give this a look.
    TY
     
  2. Dermott of LS

    Dermott of LS UOEC Modder
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    ...

    Looks to me like the entirety of the Abyss spawns needs to be looked at and tweaked accordingly.

    Some that I have noticed:

    Secret Garden Spawn (Pixies, Wisps, Dark Wisps)

    - Wisps and Dark Wisps are known to get caught under the ground in certain locations

    Enslaved Goblinis

    - Goblins get caught down the cliff at the upper side of the spawn area and are difficult to target (although oddly enough, UNLIKE the rat spawn this does not seem to hamper the cycle as much)

    Stygian Dragin Lair Entrance (Pixie Dragons, Forgotten Servants, Wyverns)

    - Pixie Dragons get caught down the cliffsides by the lava like the goblins above
    - Renowned Wyvern... does anything really need to be said here? There's a reason why it seems to be CONSTANTLY abandoned.

    Cavern of the Discarded (Ratmen)

    - Spawn cycle breaks constantly if any of the non-static spawn are dragged away or de-spawns
    - Wolves, Scorpions, and Rats are the only "static spawn" in the dungeon and should be part of the actual spawn, not "trash" mobs they are now (right now it makes more sense to lead these away into an area (like Sutek's lab) during a break between cycles than to let them litter the area with corpses)
    - High level of imbuing ingredients, but low level of loot (by design? This seems odd yet balanced in itself)
    - Renowned does not drop any increased loot to make it desireable to kill in comparison to the time it takes and wear on items/resources to kill.
     
  3. @ Dermott: Couldn't have said it better.

    The rats are ridiculously broken... Hence the ridiculous price of those ingredients to buy when there is only one spawn working to try to gather them.

    Put some rocks that block the cliff at goblin spawn...

    I'd be embarrassed if I were responsible for creating ignorant oversights like those.

    Could you imagine buying a brand new game and a part of it not work???

    :gee:
     
  4. Lord Bishop

    Lord Bishop Seasoned Veteran
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    It seems to me that most of the new creatures in SA and especially the renowned were just like a cut and paste version of what was already in the game. :stretcher: