Grind area spawn rates

It Does What It Says on the Tin: Resolved Issues

Moderators: Moderator, Developer, DM

Slight spawn rate bump for grind zones?

Yes please!
15
41%
No freaking way!
16
43%
Let's discuss..
6
16%
 
Total votes: 37

User avatar
Maecius
Retired Admin
Posts: 11639
Joined: Sat May 16, 2009 4:24 pm

Re: Grind area spawn rates

Unread post by Maecius »

We try to balance for the best of both worlds.

If we increase spawn rates too high it makes roleplaying in dungeons difficult, as you'll constantly be attacked while emoting, and won't be able to create "safe space." If we make them too low, it's difficult to get the adrenaline rush that comes with taking on a lot of enemies, or the surprise that comes from being unexpectedly ambushed by a respawn.

We don't really design the dungeons for maximum xp grind. We obviously know that a lot of people use them for that purpose (i.e., to kill monsters for level ups), and don't really discourage it if it's not interrupting someone's RP. But for most of the area builders, the core aim seems (to me) to be to make areas that are interesting enough to visit and RP dungeon crawls around.

Naturally, if an area has a really low or really high spawn rate, we would like you to let us know so that we can check it out. But I don't think we'll be upping the global spawn rate on every map in the near future, unless there's a really big call for it. And just looking at the poll right now, the server seems pretty divided.
User avatar
Akroma666
Posts: 1888
Joined: Mon Jan 16, 2012 2:24 pm
Location: California

Re: Grind area spawn rates

Unread post by Akroma666 »

Maecius wrote:We try to balance for the best of both worlds.

If we increase spawn rates too high it makes roleplaying in dungeons difficult, as you'll constantly be attacked while emoting, and won't be able to create "safe space." If we make them too low, it's difficult to get the adrenaline rush that comes with taking on a lot of enemies, or the surprise that comes from being unexpectedly ambushed by a respawn.

We don't really design the dungeons for maximum xp grind. We obviously know that a lot of people use them for that purpose (i.e., to kill monsters for level ups), and don't really discourage it if it's not interrupting someone's RP. But for most of the area builders, the core aim seems (to me) to be to make areas that are interesting enough to visit and RP dungeon crawls around.

Naturally, if an area has a really low or really high spawn rate, we would like you to let us know so that we can check it out. But I don't think we'll be upping the global spawn rate on every map in the near future, unless there's a really big call for it. And just looking at the poll right now, the server seems pretty divided.
Thanks for the feedback, what about a global XP bump? for RP and grinding?
Or a system that creates a trigger that spawns a mini DM like event? Such as a short faster wave spawn, then a final fight with a slight bump of exp at the end.
Storm - The Blade Flurry
Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
User avatar
Maecius
Retired Admin
Posts: 11639
Joined: Sat May 16, 2009 4:24 pm

Re: Grind area spawn rates

Unread post by Maecius »

It's possible, and the ambush scripts are one way we have tried to mix things up with "random events," but as far as XP bumps go I guess I'm not sure it's necessary? I mean, I don't think we really want to encourage a "race to level 30" mentality.

I know some veteran players have gotten into the mindset that "once I'm level 30, then I can RP," and I know that there will be some upset players when we turn the 100% RCR bot off; but BG:TSCC wasn't really designed to be an epic-level server, and its content's not quite as strong at epic levels. (It's also not as strong as I'd like it to be at low levels, but that's an entirely different conversation.)

The server's probably best enjoyed at mid-levels, from about level 7 to about level 23, when characters are being crystallized in the minds of their players, and there's a wealth of content to explore.

And while level 30 is great for PVP and for unrestricted exploration of the server, it can also be really hard to DM for or to challenge in a meaningful way. There's few things worse from a DM perspective than having a level 30 come crashing in to "save the day" during an event with a bunch of mid-level characters. :P It takes all the thrill, teamwork, and heroism out of the adventure when a one-man army clears the battlefield.

And many level 30s know this as well, which means they often bow out of events and other opportunities to develop their own characters unless it's a purely social event or a "mass combat" style event. And once both mechanical and narrative character growth stops, boredom slowly seeps in to take its place.
chad878262
Posts: 9332
Joined: Thu Sep 18, 2014 6:55 pm

Re: Grind area spawn rates

Unread post by chad878262 »

I wonder if it would be possible (and not overly difficult to implement/taxing on server resources) to provide some sort of adventuring XP bump for players in a party who actually are doing 'adventure RP' as opposed to grinding an area. What I mean by this is to have a similar impact to what we did with chests being lootable by parties. So, perhaps it becomes equally/more beneficial to RP with a party and travel to various areas as opposed to ROFLStomping an area for hours on end. Perhaps when a party visits a dangerous area for the first time in a server reset they gain bonus / RP XP and a bump in kill XP for say 10 minutes. After that there would be some benefit to enter a new area. Would need to be limited to bonus once / reset to avoid spamming back in forth between areas, but it might give a gentle nudge to encourage players to travel together to many areas for their grinding pleasure as opposed to camping on the xvart map.

Then again, you may end up with grinding parties running about, interrupting RP'ers as opposed to staying in a single location, at least somewhat out of the RP'ers way. Not sure, but it would be nice for some sort of benefit to RP adventuring to various areas as opposed to just grinding for hours in a single location.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

Tarent's Wands and Elixirs

A Wand Crafter's guide to using wands
Eclypticon
Posts: 1009
Joined: Mon May 30, 2011 7:26 pm
Location: USA

Re: Grind area spawn rates

Unread post by Eclypticon »

Some places already have good rates last time I checked. Balance wise, we may want to leave those places be. Some places have a larger area that could use a boost. The area near Beregost with the boat that takes you back to BG, for example, this is a good place for grinding certain kinds of builds that have a hard time with other areas, especially, solo. I would not object to boosting areas like this a small amount.
Shad
Posts: 328
Joined: Tue Nov 11, 2014 5:36 am
Location: Ukraine

Re: Grind area spawn rates

Unread post by Shad »

I like chad878262's idea too. It could be implemented lots of different ways. May be as simple as to add time multiplier for every area (int var with name like "XPM_"+GetName(oPC)) stored on an area) which would deteriorate over time - until reset, say from 1.25 to 0.75 - in an hour or two. Or over kills count.

And make it same for talkers! :) Boost first hour, then drop when PC is tired of talking or feeling overheat near campfire.

Would encourage to do both type of role play - storytelling, and adventure.
Tad - mercenary of the Phoenix Company. Now spending most of time in Friendly Arms, where he rents a room.
Corwin - Who am I? - Lost memory after injuries in the Undead war..
User avatar
Darkcloud777
Posts: 891
Joined: Fri Feb 15, 2013 4:22 pm

Re: Grind area spawn rates

Unread post by Darkcloud777 »

I would personally love an occasional *unique* spawn.
Terri Lalani
Administrator of Phoenix Company
User avatar
Moltrazahn
Posts: 915
Joined: Thu Jul 02, 2009 3:33 am

Re: Grind area spawn rates

Unread post by Moltrazahn »

*you have been ambushed by a random kangaxx*
Za'than Za'amal(Elsewhere!)
Thumbler Trunk-son(Also Elsewhere!)
Inanis Umbra(Active)
Molag'ur(He stink!)

Myhun Kren: "You should change Za'thans mask to green, and run around yelling "Somebody STOP ME!"

"You are a spastic pony" - HDM Arrakeen
chad878262
Posts: 9332
Joined: Thu Sep 18, 2014 6:55 pm

Re: Grind area spawn rates

Unread post by chad878262 »

Moltrazahn wrote:*you have been ambushed by a random kangaxx*
"Excuse me, I need to go change my shorts..." :oops:
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

Tarent's Wands and Elixirs

A Wand Crafter's guide to using wands
Post Reply

Return to “Solved Problems”