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Re: Random Despawning of Zones

Posted: Tue Nov 14, 2017 12:03 pm
by chad878262
Fair point, but I don't think the reasoning behind the change is fully understood. Grinding is not always a cooperative experience. I think we have all experienced a time where we entered an area and an individual or party had no intention of grouping up or sharing the area and makes it known either IC or OOC that you aren't welcome. This doesn't exactly lead to a pleasant experience either. The goal of the script is to encourage 'sharing the server' so that if a person or group is in an area for too long they are encouraged to move on, opening the area up for other players to enjoy.

Perhaps 30 minutes is too short a time and it should be 60 minutes... However, I don't think it is fair to grind an area for 2+ hours if you are the type of player that will exclude others (and I know you aren't Touri, but you can't argue that such players exist). There is nothing they do that breaks the rules, but it is still a situation where their actions, IC or OOC have the potential to negatively impact the experience of other players.

It's possible that the script could be scrapped, but it's more likely that it is tweaked to try and avoid an area being empty for new PC's entering.

Re: Random Despawning of Zones

Posted: Tue Nov 14, 2017 12:22 pm
by Touri
I see, but I am not a fan of punishing others because of the bad behaviour of a few. I think that it would be much easier to speak to this players or ask a dm to help if it really annoyes you that much.

I play here for a very long time and really never had that issue so that it really annoyed me. For sure I came to a place where there was a party that was already full. But well that happens. I don't think any script will change such behaviors.

Re: Random Despawning of Zones

Posted: Tue Nov 14, 2017 2:30 pm
by dedude
We are not trying to punish anyone. It is about making the server more dynamic. This event is just one part of a bigger initiative to do just that. Does it need adjustments along the way? Of course it does.

Threads like this help us get a sense of how it's experienced from the player side, so keep up with the feedback. Some changes have already been made based on that.

Re: Random Despawning of Zones

Posted: Tue Nov 14, 2017 2:46 pm
by NeOmega
chad878262 wrote:Wasn't it great chasing enemies that lost morale in the old Infinity Engine games? I still remember having NPCs that I wasn't paying attention to chase enemies and end up getting mobbed/killed further in to a map.... Or Khalid screaming "Better part of valor!" as he runs off to have a diseased gibberling eat him for lunch. Ah those were the days. :evil: :twisted:
I rope a doped everything, always played rogue.

But only some historical RTS games have enemies that know how/when to retreat/regroup. Almost all games have every enemy fight to the death, no matter how outnumbered.

if you noticed, sometimes fear is actually helpful to enemies.

retreating is one of the most crucial decisions a commander can make, and it usually requires good timing. Retreating at the right time can often be the key to victory. It is unfortunate, but good retreat AI is probably still a few years off in games. Once it is, expect more dynamic battles in games.

Re: Random Despawning of Zones

Posted: Tue Nov 14, 2017 2:55 pm
by aaron22
remember very clear my slow mummy fearing the xvarts and then "chasing" them to his own death by multiple shammies. hated that mummy.

Re: Random Despawning of Zones

Posted: Tue Nov 14, 2017 6:26 pm
by Brother Bruce
First you hear people complain about circle-grinding for various reasons and now you've got people unhappy you may have ruined their grinding. It's a work in progress people, come on. Not to mention that with the new cr scaling system there are more areas than ever at your cr to visit should the enemies have picked up and left. 30 minutes too short? Okay, valid concern and I'm sure the devs responsible are going to consider changes to a system that's still in development, but outright saying it's bad or it takes from you and simply wanting to revert it to how things were before is a bit selfish imo. the combination of new systems in place (for loot, for more dynamic spawns and encounters, etc) work well together and I personally have found them enjoyable and would like to see how they're refined/developed further.