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Forum Name Gameplay
Topic subjectRanking areas getting bunched
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=11055
11055, Ranking areas getting bunched
Posted by elmeri_ on Wed 31-Dec-69 07:00 PM
Some areas tend to bunch up with repops if the area isn't cleared properly. Would it be possible to do something about this, since with cf running for days without crash/reboot, ranking is a pain.

Solution A: more reboots

Solution B: some sort of area reboot stuff, that would every once in a while sort out the area, perhaps if no one has been there for a long enough time?
11058, Or solution C: Smart Repop Code
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
In which the game would identify that the room where the mobs are to repop already has enough of mobs of that type, filling the rooms where the mobs are missing.
11061, Or option D: By design. n/t
Posted by Grurk Muouk on Wed 31-Dec-69 07:00 PM
nt
11062, I was expecting this, and I am aware that it is by desi...
Posted by elmeri_ on Wed 31-Dec-69 07:00 PM
gn that some areas need to be cleared up in order to stay unbunched. However, my main objective was actually not to get a quickfix or complain about it, just to hear some ideas if you (the IMM staff) think it is a bit overboard when cf is running for a week non-stop (which is also great), that a lot of the areas get bunched up, and possibly stay so for days. The smart repop system isn't really what I'm looking for, more along the lines of the areas keeping their original quality in terms of repop, but perhaps getting reseeded a bit more often, say every two days, or perhaps if no one enters the area for a set number of hours or whatever.
11065, In general, no fix needed.
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
A few specific areas may have issues. You can email me areas that are exceptionally bad like this, and we'll look at them, but in general we're not going to rigidly ensure that you never see a few NPCs in the same place.

valguarnera@carrionfields.com
11063, A problem with "by design"
Posted by Theerkla on Wed 31-Dec-69 07:00 PM
The game changes, and often, the areas don't. So the original design takes into concept skills and game balance that exist at the time of writing, but not the skills of today.

Let's take the arial dark guards as an example (since it is probably the number one ranking area hindered by bunching). When the area was designed, slept mobs stayed asleep. Groups of six autoassisting mobs didn't matter as long as you got a bard to sleep them. Now, they wake up so you have to be very careful with your timing.

So, while yes, the area is acting as designed, being open about changing it is beneficial, and dismissing suggestions out of hand with "by design" or "author's choice" can be detrimental.
11064, RE: A problem with
Posted by Valkenar on Wed 31-Dec-69 07:00 PM
>When the area was designed, slept mobs stayed asleep. Groups
>of six autoassisting mobs didn't matter as long as you got a
>bard to sleep them. Now, they wake up so you have to be very
>careful with your timing.

Not only that, but with sleep durations greatly reduced, they're going to wake up quickly. A bard or necro is still servicible in some of these situations, but a thief isn't going to work most of the time now.
11100, Thief should work fine
Posted by incognito on Wed 31-Dec-69 07:00 PM
Blind the buggers whilst they are out.