Spawn bugs

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Blaze
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Spawn bugs

Unread post by Blaze »

I'm reporting some bugs related to creature spawns.
I don't know if they took it or not, what I do know is that they are immersion breaking and so I think it is better to report them.

1. Fire Giant General
There are a multitude of giants that spawn continuously in the area, even after killing the general. This doesn't make RP immersive and you don't have time to write anything without a giant spawning out of nowhere.

2. Frost Giant King
When reduced to 1/3 health, a giant and a dragon spawn from nowhere. I doubt they are summons and if it is, he would have to at least lose two rounds for such a things to appear in your face.
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Theodore01
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Re: Spawn bugs

Unread post by Theodore01 »

I don't mind some additional spawns at a boss fight.


But I find it much more annoying,that critters spawn right next to you in every dungeon now. Especially if a group spawns on you.
That's almost a death sentence for every non-powerbuild.
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Rhifox
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Re: Spawn bugs

Unread post by Rhifox »

Not a bug, just bad design. They should really spawn at the entrance and charge at you, rather than right on top of the boss.
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Re: Spawn bugs

Unread post by Valefort »

Since people lure the frost king away often that's not really an option unfortunately. I can make them teleport near the king and paralyzed for a couple of seconds I suppose.
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Rhifox
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Re: Spawn bugs

Unread post by Rhifox »

Valefort wrote: Tue Sep 21, 2021 8:36 am Since people lure the frost king away often that's not really an option unfortunately. I can make them teleport near the king and paralyzed for a couple of seconds I suppose.
Can you not have the frost giant king do an 'I'm attacked' shout every couple of seconds? Something like this. Or is it out of range? And if it's out of range, is there any way to increase that range?

Also, if someone lures them away... well, that's just tactics. Boss's shouldn't have free reign to just avoid tactics. There needs to be RP behind encounter design, not just 'how do we beat the player' design. If the boss has zero IC ability to teleport mobs to them, then they shouldn't be able to. Obviously, there's also considerations of realism from the other side, too: If you're fighting the boss anywhere in the throne room, then adds should not have any issue finding you there.

If you really need to have something spawn on top of them, then give the boss a spell their class has that summons things. Like, FGK could prepare some Gates or Summon Creature spells instead (some custom NPC-only one if you want to customize the stats of the thing they call), that'd be much more realistic for having something spawn on top of it.
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Blaze
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Re: Spawn bugs

Unread post by Blaze »

Rhifox wrote: Tue Sep 21, 2021 7:46 am Not a bug, just bad design. They should really spawn at the entrance and charge at you, rather than right on top of the boss.
How many? And for how long? If I take the Fire Giant General as an example, they spawn everywhere and without any limit

Valefort wrote: Tue Sep 21, 2021 8:36 am Since people lure the frost king away often that's not really an option unfortunately. I can make them teleport near the king and paralyzed for a couple of seconds I suppose.
For the first point? Is it normal that there are these spawns or is it just an oversight / mistake?
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Re: Spawn bugs

Unread post by DaloLorn »

Valefort wrote: Tue Sep 21, 2021 8:36 am Since people lure the frost king away often that's not really an option unfortunately. I can make them teleport near the king and paralyzed for a couple of seconds I suppose.
A better question might be why they started spawning at all...
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Valefort
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Re: Spawn bugs

Unread post by Valefort »

It's intentional, no bug or mistake there, as for the reason it was to change things up a bit.
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Re: Spawn bugs

Unread post by Tsidkenu »

Rhifox wrote: Tue Sep 21, 2021 8:47 am Can you not have the frost giant king do an 'I'm attacked' shout every couple of seconds? Something like this. Or is it out of range? And if it's out of range, is there any way to increase that range?
I don't know if it would be too much work but how about when the King gets a visual on a PC, he blows an ancestral warhorn. Spawn the extra mobs outside the room and script them to charge in from that way at the very beginning of the battle?
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Re: Spawn bugs

Unread post by DaloLorn »

Valefort wrote: Tue Sep 21, 2021 9:03 am It's intentional, no bug or mistake there, as for the reason it was to change things up a bit.
"Change things up a bit"?
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Valefort
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Re: Spawn bugs

Unread post by Valefort »

... yes ? For most people those two guards are a nice surprise ?
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Re: Spawn bugs

Unread post by gedweyignasia »

Rhifox wrote: Tue Sep 21, 2021 8:47 amASlso, if someone lures them away... well, that's just tactics.
Is it also kinda metagaming, though? I'm not sure how to deal with repeatable dungeons with identical bosses from an RP perspective.
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Re: Spawn bugs

Unread post by EasternCheesE »

gedweyignasia wrote: Tue Sep 21, 2021 12:23 pm
Rhifox wrote: Tue Sep 21, 2021 8:47 amASlso, if someone lures them away... well, that's just tactics.
Is it also kinda metagaming, though? I'm not sure how to deal with repeatable dungeons with identical bosses from an RP perspective.
Yes and no. I lured it out several times by just trying to retreat. The other option is making the room similar to nashkel mines pit fiend so one literally can't lure him out.
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ValerieJean
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Re: Spawn bugs

Unread post by ValerieJean »

I don't mind the extra mobs spawning personally, but I would say for Fire Giant have it end after he dies at least, looting is a pain and unless there is some Giant Lore I don't know, maybe have them 'Run away' which leads to the well known Ambush outside it. Which at least makes more sense than constant spawn inside.

FGK is fine IMO, yeah I suppose it can do the spawn at door and charge over on top.
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Steve
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Re: Spawn bugs

Unread post by Steve »

gedweyignasia wrote: Tue Sep 21, 2021 12:23 pm
Rhifox wrote: Tue Sep 21, 2021 8:47 amASlso, if someone lures them away... well, that's just tactics.
Is it also kinda metagaming, though? I'm not sure how to deal with repeatable dungeons with identical bosses from an RP perspective.
Bosses should be able to spawn in any part of an Area, imho. Talk about meta gaming, knowing that a Boss is ALWAYS in the same place is l.a.m.e..

How about THAT for a bit of excitement!!!

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