[MUD-Dev] Re: MUD-Dev Digest, Vol 7, Issue 9

Paul Schwanz pschwanz at comcast.net
Thu Dec 18 12:51:04 New Zealand Daylight Time 2003

Chanur Silvarian wrote:
>From: "Rayzam" <rayzam at travellingbard.com>

> You missed some of my previous stuff.  Yes, this would be true
> with static spawn points.  If there is one thing I object to over
> any other it is static spawn points.  The loot on the creature
> doesn't cause camping, knowing the precise X, Y, Z coordinate
> where the thing will spawn does.

> Logically weighted random spawning is the only way to ever stop
> camping.  By logically weighted I mean that the weighting will
> cause certain creatures to be more prone to spawn in certain
> zones/areas but precisely where in that area will never be known
> without absolute certainty and, with randomness, there is still
> the small probability of it spawning outside of the "normal" area.

I'm still not sure why we have it in for camping when players so
obviously like to camp.  Or why we have it in for farming when
players seem to prefer to farm.  Why don't these facts cause us
instead to come up with better ways to help players enjoy camping
and farming?

MUD-Dev mailing list
MUD-Dev at kanga.nu

More information about the MUD-Dev mailing list