Rest Spawning

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ashsagoon
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Rest Spawning

Post by ashsagoon »

I really like that new things are being implemented and there are a lot of good ideas, however there are ones that don't work so well. The rest spawning is one of those. I personally really don't like it. It disrupts the game and makes the high level planes way too hard. When one of your party rests and 5 umber hulks spawn on top of you, even the best group will have a run for their money. Even if it's not a difficult spawn, it's still disruptive to the game. It is also highly exploitable as we have shown some of the devs. Everyone I have talked to dislikes it and I don't think there will be a way to implement it that will work.
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Shamed Monkey
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Re: Rest Spawning

Post by Shamed Monkey »

I dislike it as well, it makes the catwalks in the inside of DWP hard as hell. Just seems...unnecessary.
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Apokriphos
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Re: Rest Spawning

Post by Apokriphos »

It is not in. Occasionally I use content debugging wands on players (without their knowledge of course :twisted:) which enables effects and features that are still in a possibly never-ending testing phase.

That nonwithstanding, making your life hell is a DM's job :lol:

neil420
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Re: Rest Spawning

Post by neil420 »

Yep its to much love some o the stuff (blood stains in pvp). Please lose this thing. Thanks

Alkapwn
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Re: Rest Spawning

Post by Alkapwn »

Only real pain i find is in big parties. and some of the spawns seem unnecessarily large. 1 or 2 maybe 3 at most. But i do find it very reasonable add in. I've also noticed they dont seem to drop anything either. It would be nice if they did but then again highly exploiting
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Thorac
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Re: Rest Spawning

Post by Thorac »

I think the rest spawns and other new content going in are awesome, adds alot to game play.

Theres more juice in the old girl yet (NWN i mean) Big thanx to all involved. :mrgreen:
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Re: Rest Spawning

Post by --Ashe-- »

I actually like the rest spawn. Yes, I do tend to think it needs to be toned down, especially when you have a large party in an epic area, it is difficult to survive when you have four umbers spawn on top of you with no buffs or replenished spells to protect yourself (even if you set a watch the things are hard to kill as it is.) Perhaps modifying occurance rate down and modifying number of monsters spawned down as well. Having one umber hulk in DWP or one Xag in positive spawn on a rest party is enough to deal with. Occurance rate still seems a bit often when you have a lot of people in party to check against (especially in DWP where we were getting a rest spawn a good 5 or 6 times in a short period).

I don't personally think its disruptive to the game at all. It lends more realism to the whole thing. How can you expect to camp in the wilds and not be set upon by beasts when caught unaware. Perhaps a check against a person's SPOT/LISTEN/SEARCH set on watch could be put in place to further drive down the spawn. Force people to rest in waves. It also dampers a lot of loner venturing in the more dangerous areas (lonering DWP, you're insane) which makes sense anyway.

It definitely forces you to adapt some strategies for if spawning does occur. Found myself withholding at least two or three bigby before rest to be able to stun anything that comes along. Resting in waves to ensure that others are at least ready to handle anything that pops up. (and yes it is the most difficult to do in a place like DWP or positive). Put the scrolling clerics back in business by carrying mondo rez and raise. The potion dealer is rolling in the dough.
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Re: Rest Spawning

Post by DM_Kim »

Apokriphos wrote:That nonwithstanding, making your life hell is a DM's job :lol:
--Ashe-- So you like spawn popping up on you when you rest for, "It lends more realism to the whole thing."

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frogofpeace
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Re: Rest Spawning

Post by frogofpeace »

I'm with Ashe, fun once in a while at random to keep you on your toes, even spam spawns can be fun (big ol' "phew!" when everybody finally gets a rest), gets old when it happens a bunch of times in a short period. Granted, DM's have an unquestioned right and obligation to mess with players, but I hope the intent is to keep it ... interesting.

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Valhor
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Re: Rest Spawning

Post by Valhor »

I also agree with Ashe, rest spawns add another flavor to watch out for when adventuring in dangerous places. And yeah it makes sense, think of it as monsters wondering around and spotting a bunch of people in his territory sleeping! "bash their heads I say" But maybe the number should be toned down when in already crazy areas such as DWP. We had 3 umber hulk spawn from a rest spawn 5 minutes after our bards had to leave the group. So of course we got smashed.

p.s. and kim if you want, be my guest and spawn whatever you want on me :lol: - atleast that will mean more testing to help Anubis's rest spawn idea

Bargeld
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Re: Rest Spawning

Post by Bargeld »

Whether or not the area is 'cleared' should have some effect on it. When it was initially implemented, I thought that's what happened... Rest and the creatures in the zone would randomly coming running at you. If they were far away, then you would have time to rest, but if they were just out of sight, then they would be on top of you in an instant.

There has also been mention of exploits, and I can't recall how many people in-group have said 'heh, this would be a good way to get xp' as a joke after killing a rest spawn. Causing the existing map creatures to attack will eventually deplete the enemies, whereas an actual new 'spawn' can be exploited.

Perhaps 'safety areas' can be provided in certain areas that may have specific issues. These would negate the rest spawn chance.
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mgrjebbo
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Re: Rest Spawning

Post by mgrjebbo »

Well again I say the idea is sound, but there is a huge possibility for exploitation here. I am not sure if this can be used to spawn boss's still but I know for sure that the jobs that require you to kill a certain amount of creatures to advance are at risk with this. All a person has to do is continue resting and wait for mobs to come to them. It’s also possible to spawn a zone like giants with this. Just leave a few alive and have one person in the party rest a lot.

I am not saying do this... anyone caught trying to exploit is banned anyway.....what I am saying is these are areas that need looking into.
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Apokriphos
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Re: Rest Spawning

Post by Apokriphos »

I'm going to clarify once more since people seem to be confused over this. Rest spawns are not in. They are in testing, and will continue to be for some time.

Being a feature in testing, things change as bugs are found. Some current (June 11th) rest spawn features:

*Rest spawns do not work if nothing is left in the zone.
*Certain areas such as relic rooms (and possibly high level zones) will not spawn rest spawns.
*If a party member in your group isn't resting, there is a much lower chance of spawns.
*After a rest spawn appears, there is a long duration (up to 20 minutes) before the area can have another spawn.
*Resting continually will not spawn things continually, as the check itself only occurs between durations.
*Rest spawns do not work for bosses.
*Being a high level ranger or rogue reduces chances greatly of having a rest spawn.

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mgrjebbo
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Re: Rest Spawning

Post by mgrjebbo »

well it sounds like you have things well under control m8.

keep up the hard and good work. :-)

Feel free to test on me all you like while i am on.
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Heeza
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Re: Rest Spawning

Post by Heeza »

Maybe this is a way to implement the "Intimidate" skill. If you leave someone awake on watch who has a high Intimidate skill perhaps the wandering monsters would think twice before attacking the party. Perhaps even take it as far as; The higher your Intimidate, the fewer monsters spawn on you.
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