Go back to previous topic
Forum Name Gameplay
Topic subjectArea resets and mobs
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=27518
27518, Area resets and mobs
Posted by Jafel on Wed 31-Dec-69 07:00 PM
Ok, everyone has seen this before when going to level. In a room where there is supposed to be just one mob there are mow multiple. It happens when the area resets and all of that mob have not been killed.

I'm guessing what it does is take the count of a particular mob type then reload them based on room order or something until the area has the max limit. So if you had 8 max mobs and you killed 4 and the area reset it would load up to the max (4 + 4), but would do so starting with the first room thus creating the possibility of multiple mobs forming in that room.

For example:

Room Desc
Arial mob
Arial mob
Arial mob
Arial mob
Arial mob
Arial mob
Arial mob
Arial mob
Arial mob
Arial mob

Is there some reason this hasn't even been fixed? Is it a nightmare to fix? Does it introduce some aspect of danger you like? More often than not it just makes me go elsewhere.
28366, How about the issue with the rats under Galadon?
Posted by Java on Wed 31-Dec-69 07:00 PM
You know, how you have to hunt own every one of them for the special rat to repop? Not sure if that's intentional or not, but it is a pain in the ass.
28396, It is only annoying when
Posted by Abernytee on Wed 31-Dec-69 07:00 PM
the person who killed the special rat before you never killed them all. Then you do the same to the next person :P
28409, You don't have to hunt down everyone of them. n/t
Posted by Piedpiper on Wed 31-Dec-69 07:00 PM
awefwef
27523, RE: Area resets and mobs
Posted by Jafel on Wed 31-Dec-69 07:00 PM
I can think of a few other areas that this happens, but arial city was just a good example in this case. If you want more examples I can probably check a few places and add to my list.
27524, RE: Area resets and mobs
Posted by Adekar on Wed 31-Dec-69 07:00 PM
It would be helpful, but I also can't guarantee it's a project that will get addressed super fast.
27520, RE: Area resets and mobs
Posted by Adekar on Wed 31-Dec-69 07:00 PM
You are correct in your assumptions about why this happens.

I would say that while some people might consider the danger factor of this when writing their areas, the main reason is probably due to the fact that some areas have a lot of the same mob, whereas others are much more diverse.

I think generally the areas that have problems with this are older areas. Arial City is being re-written, so eventually that one will be taken care of.

What other areas can you think of where this can get really out of control (and it tends to happen more often than once in a blue moon)? I can think of a few others, but none of them tend to get as bad as Arial City.
27521, RE: Area resets and mobs
Posted by Adrigon on Wed 31-Dec-69 07:00 PM
Forbidden Forest (damn trolls)
Azuremain (?)
Orphanage (girls/boys)
27522, RE: Area resets and mobs
Posted by Isildur on Wed 31-Dec-69 07:00 PM
Arendyl in the past (aka Eregion) is a huge one. Those elves are always stacked up 8 deep.
28364, RE: Area resets and mobs
Posted by Adekar on Wed 31-Dec-69 07:00 PM
Yeah, those feasting elves can be a bitch. I don't know that it will be changed though. I think all of the others wander around.
28406, In some ways...
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I think it's a good thing that *some* areas work this way -- it adds value to, for example, having a bard in your group for those areas.
28407, Bard is already valuable in every group everyplace? ntnt
Posted by CD on Wed 31-Dec-69 07:00 PM
ntnt
28408, Eh.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
It's not usually my first groupmate choice, but it's never my last, either.
28411, Bards are always my first.
Posted by Pro on Wed 31-Dec-69 07:00 PM
They provide a rediculous amount of utility to a group.

Better exp per mobe, faster learning, group sleep, can flush hidden for a long time, maladic groups.

All and all the class I look for most when grouping and the (IMHO) dumbest idea for a class ever.
28412, RE: Bards are always my first.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM

>Better exp per mobe, faster learning, group sleep, can flush
>hidden for a long time, maladic groups.

I'll give you the last three... I'm curious about your logic for the first two.
28416, RE: Bards are always my first.
Posted by Isildur on Wed 31-Dec-69 07:00 PM
Kinda depends on what you're playing. If you're a bard then you probably don't want another bard in your group.

Most of the time I'll take a healer over a bard, but there are exceptions to that too. Like if our tank is a paladin and already has sanc and healing. In that case I'll take the bard over the healer. But if we're fighting stuff that can be modified by a transmuter then I might take the muter over the bard. Especially if the third is a warrior.

If I have a group with two tanks who are taking turns, then bard starts to look better since all his healing songs are essentially twice as effective.
28417, RE: Bards are always my first.
Posted by Grudan - Guest on Wed 31-Dec-69 07:00 PM
I'm guessing he means since Bagatelle improves morale and help morale says high morale can improve your learning rate and skill success.

Also the help file claims high charisma for the group leader affects morale so if the bard is the leader that might help too.

I always wondered how much of an impact that really had though.
28418, RE: Bards are always my first.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM

>I always wondered how much of an impact that really had
>though.

Overall, I'd say not a whole lot.

At least, I don't play for / plan for it. I think groupmate competence and good group composition are much stronger indicators of how fast you'll really get XP.

(Which isn't to say that a bard can't bring a lot to a group; I think they often do.)
28419, Don't forget about flourish.
Posted by _Magus_Guest_ on Wed 31-Dec-69 07:00 PM
If the bard is leading a group, it can contribute a nice boost to morale, plus bagatelle of bravado.

At least, I always noticed a little bit of learning rate/exp difference it seemed like.
28421, RE: Don't forget about flourish.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Without doing the math, I'd be surprised if all of the above adds up to a 5% difference.
28441, Without doing the math I'd say closer to...
Posted by Pro on Wed 31-Dec-69 07:00 PM
I wish it was a class that we didn't have or that had some or all of the following restrictions.

No singing while in battle period. Yes even if not tanking.

Songs don't take affect until the end of the song lag.

Long song lag.

Songs are less effective the more they are heard.

Shield cleave/dent work on their instruments.

Using bard notes to make a list of Theran ABC's automaticlly sends a lethal electrical surge through your keyboard killing you and any offspring you have attempted to put in the gene pool.

I don't think they are neccisarily overpowered as they are overlame.
28453, I posted above from my Crackberry.
Posted by Pro on Wed 31-Dec-69 07:00 PM
For what ever reason that wasn't the intended response to your post.

I think Bard boost is closer to 20% on exp.
28454, RE: I posted above from my Crackberry.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM

>I think Bard boost is closer to 20% on exp.

I'm positive it's not, assuming you're killing the same stuff.

If you're saying, well, because we have a bard we can kill these tougher mobs or we can kill them faster or we die less and that amounts to a 20% gain... depending on your group, maybe that's possible.
28422, Why I love bards
Posted by Valkenar on Wed 31-Dec-69 07:00 PM
> faster learning

Bard as healer/tank assist:
Resisting + healing generally means you can take on tougher mobs. Usually the limiting factor on how tough a mob you can fight is what the tank can handle, more so than what is hittable by your group. Also, even on normal stuff many tanks can't fight without rest. A bard often means you can fight without rest just with resisting alone.
Sometimes a bard can even turn a non-tank into a tank... like a giant with axes, especially with distortion

Bard as damage dealer:
If you have a good tank (innately or after bard boost as above), you can often tank two+ mobs and have the bard doe AOE. That's pretty sweet stuff. Bards also have battaglia, which while not hugely impressive, does give a decent boost if you have a melee heavy boost. And fire and ice + melee hits is not terrible damage-dealing.

Bard as tank:
Depending on race, a bard is a very good to excellent tank, if you include resisting and distortion. If you compare, say a bard or an assassin vs arial prisoners I think the bard comes out on top because of unavoidable kicks. If distortion is in play, then the bard is probably second only to regenerative form shifters in overall effectiveness as a tank.

Bard as utility:
Bards make dangerous situations safer, meaning you can take more risks, which translates into faster ranking. Between non-aggro sleep and combat stopping, there's a lot of problems a bard can fix.

28423, RE: Why I love bards
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I think a bard is pretty great once symphonic echoes comes out, but that's so late as to seem like a non-factor to me. Generally getting the last ten levels plays out really different for me in that I either have so much hero help that it's a breeze, or I'm not going to bother trying to get XP.

Beyond that... yeah, everything you say is spot on and yet... only so for a bard player who actually knows what they're doing and is on the ball, and my experience generally is that a player of that caliber is a pretty effective groupmate even if they're something like a necromancer or double-water shifter.

I've had a lot of bard groupmates who were somehow terrible tanks, or who never seemed to have an idea when to heal (even if prompted) or who constantly AOE'd things they shouldn't be. By way of comparison, I think a lot of other classes are less of a burden if the player is terrible to mediocre.
28413, I think you should fix the repop bug
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
If you are able to, that is. If area authors want a huge pile of mobs to sit in the same room, they can put them there by design. Would it be possible to have the repop routine check which mobs are present instead of just popping in the amount. For example, the if the system could know that mobs 3,4 and 7 are dead, then it would repop mobs 3,4 and 7 instead of mobs 1,2 and 3 like it does now.
28415, RE: I think you should fix the repop bug
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Short answer... it's not trivial without 'breaking' something else in the process.
28424, re: bug fix
Posted by Splntrd on Wed 31-Dec-69 07:00 PM
Is this a problem you guys are going to address in the Arial City revamp? Or do we like it the way it is?
28425, RE: re: bug fix
Posted by Adekar on Wed 31-Dec-69 07:00 PM
As I stated in my earlier post, it won't be as much of an issue when/if the new version of Arial City goes in.

That being said, this isn't so much a "bug" as a consequence of the way things work. Arial City, in my opinion, is the worst instance of this getting out of hand. Newer areas generally give this more consideration than older areas do.
28480, RE: re: bug fix
Posted by Jafel on Wed 31-Dec-69 07:00 PM
I would say Arial city isn't the worst example for the prisoners at least because they don't assist. The guards maybe. The arial miners in Zaakim are much worse. The trolls are also sort of bad, but and this is a huge but... they wander. I think if the mobs wander then the point is moot. I am really only concerned about stationary mobs that assist.
28428, Or it's nice if you're a buff solo-ranker.
Posted by TMNS_lazy on Wed 31-Dec-69 07:00 PM
####, I had a recent ranger who would get as many trolls as possible on me, then retreat, and kill all of them one at a time in their huge group.

I had like 12 trolls in one room once.

Dodge and parry mastered quickly.

I also mob-died twice ;)

But I agree, I like that some areas are this way.

Except when I kill super buff mob, and I'm sorting through his loot at 30% health and all my protections have fallen and he repops and one-rounds me.

That's not as great. But still fun, in a weird way.
28363, RE: Area resets and mobs
Posted by Adekar on Wed 31-Dec-69 07:00 PM
What stacks up in Azuremain?
28357, ruins of deep
Posted by daurwyn2 on Wed 31-Dec-69 07:00 PM
all kinds of spirits will stack with their respective kind of spirit.

Personally I kind of like it, because it adds strategy to ranking there.
28362, RE: ruins of deep
Posted by Adekar on Wed 31-Dec-69 07:00 PM
Thanks for the suggestion, but in this case I do think the danger adds to it in this case.

Probably the only way I could see changing this one so they don't bunch up would be replaced with diversifying their weapon specs, as I think the risk-reward balance is already incredibly favorable for ranking.
28394, Some areas I can think of
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
Basically, this happens in every area that uses same mobs in different rooms. There's two ways to fix the problem as I see it. One is fixing the flawed repop code, which fixes the problem for all areas. The second is fixing each and every area where the problem occurs to accomodate for the flawed repop code by making the mobs repopping to different rooms to be different mobs.

Galadon sewers, like Java mentioned. There's a ring there that people want, which is held by the rat that repops into the last room of the repop series. Thus, people have to kill the entire rat population in the sewers to get it to repop. Making this rat different mob from the other rats would solve this problem.

The second one is dungeon guards in Evermoon Hollow. The guard guarding Midnight Dragon doesn't repop if the other guard guarding the dwarf is still alive.
27519, Think it is by design.
Posted by Asthiss on Wed 31-Dec-69 07:00 PM
If I remember correctly from the days of building areas you the coder of the area set the maximum number of a mob to be loaded. So when you set for a mob to be loaded you can add max 1. Then if there already is a mob no new will be loaded. So it's really up to the area designer.