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Message ID: 11086
Date: Thu Dec 2 22:20:55 GMT 1999
Author: Kimes, Dean W.
Subject: RE: A way to fix tedium and predictability was RE: RE: Cler ic/Bard armor quests
> From: "Kimes, Dean W." <Dean_Kimes@...>on
>
> I can think of a couple ways to fix that fairly easily. Whenever a Mob
> spawns, just offset its location by a random number in the X and Y
> directions and pop him to the nearest surface. This would make the game a
> heck of a lot more difficult at higher levels where a spawn that pops up
> the other side of a wall is suddenly part of a melee in another room thatCamping
> wasn't expecting more trouble because everything was 'predictable'
> a spawn in a dungeon would become really tough if anyone was campingnearby
> spawns as well.coding
>
> Just the amusement of have the PGT Mucktail suddenly spawn between the two
> medd'ing wizards instead of in front of the tanks would be worth the
> difficulty. This cannot be that hard to code, obviously monsters spawn atwith the subject submissions.
> fixed locs, just insert a function call to the random number generator to
> offset the database coords passed to the spawner and you'd be done. If
> their design is any good, this should be easy to implement.
>
> Kitasi
>
> In all seriousness, Verant has painted themselves into a
> corner with the basic game design where nearly everything is
> predictable. The same mobs spawn in the same places carrying
> the same items and can be killed using the same tactics. The
> only things that really require strategy are multi-mob fights,
> and exploring. Given the high degree of predictability, it's
> virtually impossible to make things challenging - once you
> figure out how it works, it's predictable, and no longer
> challenging; so they're stuck with making things tedious.
> --
> John H. Kim
>
> > Please send submissions for the eqbards newsletter to lol@...