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Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 5:35 pm
by KOPOJIbPAKOB
At first I'd like to say this is a very cool feature, my appreciation to the staff!
I just have a couple of questions:

1) If I am killing monsters at low level location and an occasional high level toon runs somwhere nearby, will new spawned monsters become stronger? How does this work?
2) Does this affect high CR locations for low level toons? I mean does it make high level monsters weaker for low level toons?

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 5:45 pm
by Theodore01
And where is the challenge now - if monsters always spawn relative to a char. level ?
I like the challenge now - it really spices the dull questing up a lot - great idea.

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 6:57 pm
by dedude
I will concoct a description of all the spawn variation systems we are running on this server and put it on the wiki. I will try not to go into too much detail though, as not to ruin the illusion and turn the game into numbers and calculations.

But to answer your questions here first:

1) No, the system will base it off the lowest level character in the area. If that character is in a group it will be based off the average level of the group. And it is only active if said character is at least level 5.

2) It does not. The system only scales upwards, and only a small bit. Being in a group does allow it to scale slightly more than if it's a single character in the area.

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 7:04 pm
by Steve
I think I might have experienced this new system today, and it created a real challenge that had me working to survive the encounter, one that would have normally been a cakewalk—for my PC and Level—in the past.

I was running the Orc Chieftain's Head Quest, and in the Chief's room/lair, alongside the chief, spawned a Orc Mystic that was not only literally BIGGER in size than even the Orc Chief, but was casting away an immense amount of spells that were just not...normal.

And that required some quick thinking on my part, as a Player, in order to survive (and some Heal potions were required...thankfully, I had them!).

As well, I received 80 xp for that eventual kill, which was almost 3x what the regular Mystics were giving for that Area and my PC's level.

So all in all, if the game is now producing random Challenges of this sort for both single PCs and groups, than total awsomeness. It really changes the landscape of the game, especially for those of us that have been visiting the same Areas for years. Now...we both can and cannot expect the environment to be the same...and that adds a greater level of excitement to the game. Cheers!

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 7:09 pm
by AC81
Wow ... this sounds so cool. This will re-invigorate many areas for many people. Thanks Dedude!

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 7:18 pm
by dedude
@steve my guess is that that mystic had a yellow name which means that he was a random boss spawn.

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 7:20 pm
by Steve
Can't remember anymore if that was the case, dedude...I was more concentrated on my toon not dying! :lol:

Whatever was the case, it was very cool to experience.

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 7:28 pm
by Tsidkenu
Concur. Love this new system!

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 8:03 pm
by KOPOJIbPAKOB
dedude wrote:I will concoct a description of all the spawn variation systems we are running on this server and put it on the wiki. I will try not to go into too much detail though, as not to ruin the illusion and turn the game into numbers and calculations.

But to answer your questions here first:

1) No, the system will base it off the lowest level character in the area. If that character is in a group it will be based off the average level of the group. And it is only active if said character is at least level 5.

2) It does not. The system only scales upwards, and only a small bit. Being in a group does allow it to scale slightly more than if it's a single character in the area.
Thank you for your answers!

I just noticed how much diversity it adds to the gameplay, and its not only about difficulty. For example, Gnoll Shamans I meet now possess Boar form!

UPD: I also met the one who has turned into a tiny bear ^^

Re: Dynamic CR scaling on spawns questions

Posted: Fri Oct 20, 2017 8:07 pm
by KhaosKid
I was in the crypts today in the Underdark and thought someone was messing with me. I reached the last bridge before the barrier to the bone dragon... and on that bridge I bottlenecked an endless supply of mummies, wraiths, and wights. I normally don't struggle in the area, but it took so long to kill stuff they were spawning on top of me. I ended up having to leave.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Oct 21, 2017 1:43 am
by aaron22
this sounds amazing. I feel like i have been begging for this for a year. lets hope i get to eat my words. watch what you wish for and all.

thank you to all those that put forth the effort and time to make something as enjoyable as this.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Oct 21, 2017 2:38 am
by Nemni
Dynamic stuff is awesome! Do the harder creatures give more xp?

Re: Dynamic CR scaling on spawns questions

Posted: Sat Oct 21, 2017 2:49 am
by dedude
Yes they do.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Oct 21, 2017 6:43 am
by Wolfrayne
Noticing a rather large amount of yellow name spawns in particular when i am wandering around on my lvl 30 druid, Adds a nice little challenge (still nothing can kill a dragon but you know...) Its definitely surprising.

Re: Dynamic CR scaling on spawns questions

Posted: Sat Oct 21, 2017 8:53 am
by Sun Wukong
Somehow this just sounds like a massive disaster. Will the high level spawns despawn the moment some low level enters the area? BEcause if not... Better toggle myself invisble on the scrying tool and just go camp in some low level area... I hear the Fugue is lovely this time of year.

Not to mention the obvious increased need to use powerbuilds to overcome the 'dynamic' challenge.