It's why Tam always carries a Knapsack of Bearspawn:DI-KP wrote:Always Running Away ™Witchdoctor wrote:Heero lieswait till you get a face full of angry werewolf. And yes they are out there.
(since lvl1)
The Great Spawn Revamp
Moderator: NWN2 - 09 DM
Re: The Great Spawn Revamp
Re: The Great Spawn Revamp
Malar lives!Lucifer wrote:It's why Tam always carries a Knapsack of Bearspawn:DI-KP wrote:Always Running Away ™Witchdoctor wrote:Heero lieswait till you get a face full of angry werewolf. And yes they are out there.
(since lvl1)
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: The Great Spawn Revamp
So far so good.
I've been chit-chatting back back and forth with Riot on some minor things with the tew spawn system, but nothing that I would call a proper bug. (Putting identifying info on non-hostile spawn groups, etc)
DIscussed a little bit a lewt drops ( perhaps a slightly high %age of MW weapon drops.....but that coud be just my experience and not statistically significant).
Now I say put in some really bad ass stuff out in the jungles of Skaug
But seriously.... this has been a great thing for player experience on MS!
I've been chit-chatting back back and forth with Riot on some minor things with the tew spawn system, but nothing that I would call a proper bug. (Putting identifying info on non-hostile spawn groups, etc)
DIscussed a little bit a lewt drops ( perhaps a slightly high %age of MW weapon drops.....but that coud be just my experience and not statistically significant).
Now I say put in some really bad ass stuff out in the jungles of Skaug
But seriously.... this has been a great thing for player experience on MS!
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
Re: The Great Spawn Revamp
I'm really glad you like them! So far, the test has been a success. There will definitely be additional groups, climate types, and areas added in the near future.
The next round of updates is ready to be released, a few minor tweaks to the system. Please continue to report any bugs or issues you see!
Be careful out there. The wilds are deadly to the unprepared.
The next round of updates is ready to be released, a few minor tweaks to the system. Please continue to report any bugs or issues you see!
Be careful out there. The wilds are deadly to the unprepared.
Re: The Great Spawn Revamp
so far I have not heard any complaints, even from the dead.
good work Riot!!!!!!!!!
good work Riot!!!!!!!!!
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
-
Witchdoctor
- Gelatinous Cube
- Posts: 318
- Joined: Tue Mar 20, 2012 10:44 pm
Re: The Great Spawn Revamp
Castano wrote:so far I have not heard any complaints, even from the dead.
good work Riot!!!!!!!!!
Nope...the spawns are working as they are supposed too...be silly and get your arse smacked off
Re: The Great Spawn Revamp
One issue that does come to mind:
Given that the wilds now have random spawns popping up in random locations, what about areas that can be used for DM events without static spawns interfering?
My vision is that we would have the "backbone" of the server, areas with static content accessible by ATs all the time without DMs. To this backbone a spawn system is a great part of. But that is not a RP world, just your casual "hunt spawns with a bottle of bear in the other hand" -grounds. It is only a dry skeleton of what we're supposed to be - it's missing the meat of DMd stories.
On top of the skeleton I dream of a selection of "DM playground" areas where the PCs can be taken off the "backbone", and that meat can be served. Not only without mechanical interference from unintended spawns, but more importantly taking the PCs off the backbone, to which they are OoCly bound, and into the other 99.9% of the IC world.
At least my DMing is currently frustrated by a lack of "general wilderness" areas, of which we have basically the 2 that I brought in some months ago. I've worked what I can on existing areas to stand in for generics, but understandably most existing areas, not meant to be generic, have specific freatures on them that interfere with the intent. Spawns, unfortunately, make adopting areas for DMage even harder by adding in specific spawns. So while improving on the backbone, it makes it more pressing to have separate areas for DMage.
Given that the wilds now have random spawns popping up in random locations, what about areas that can be used for DM events without static spawns interfering?
My vision is that we would have the "backbone" of the server, areas with static content accessible by ATs all the time without DMs. To this backbone a spawn system is a great part of. But that is not a RP world, just your casual "hunt spawns with a bottle of bear in the other hand" -grounds. It is only a dry skeleton of what we're supposed to be - it's missing the meat of DMd stories.
On top of the skeleton I dream of a selection of "DM playground" areas where the PCs can be taken off the "backbone", and that meat can be served. Not only without mechanical interference from unintended spawns, but more importantly taking the PCs off the backbone, to which they are OoCly bound, and into the other 99.9% of the IC world.
At least my DMing is currently frustrated by a lack of "general wilderness" areas, of which we have basically the 2 that I brought in some months ago. I've worked what I can on existing areas to stand in for generics, but understandably most existing areas, not meant to be generic, have specific freatures on them that interfere with the intent. Spawns, unfortunately, make adopting areas for DMage even harder by adding in specific spawns. So while improving on the backbone, it makes it more pressing to have separate areas for DMage.
Re: The Great Spawn Revamp
Regardling spawns specifically, newest update (should hit live in next few hours / days) reduces the frequency of appearance for the first test areas (which were turned up a little too high).
Going forward, there used to be a function on the DM tool that would deactivate all spawns in area. I don't think the DM Spawn Debugging tool is working right now, it could be either a server or global ALFA problem, but I'll ask the tech admins about status and see if we can get it working again. If so, that will at least solve your 'I dont want these spawns' problems as a DM
Going forward, there used to be a function on the DM tool that would deactivate all spawns in area. I don't think the DM Spawn Debugging tool is working right now, it could be either a server or global ALFA problem, but I'll ask the tech admins about status and see if we can get it working again. If so, that will at least solve your 'I dont want these spawns' problems as a DM
Re: The Great Spawn Revamp
Riotnrrd - thanks for your efforts , time and devotion in this.
Re: The Great Spawn Revamp
Yes, totally!rorax wrote:Riotnrrd - thanks for your efforts , time and devotion in this.
Re: The Great Spawn Revamp
New version up (v.02)
- reduced gnoll encounter strength
- added named militia, adventurers, and merchants
- decreased frequency of spawns in test area
- corrected minor equipment bugs
- fixed pixie quest item
Future Improvements:
- Temperate Hills Encounters: EL 2-9
- Jungle Encounters: EL 5-10
- Dungeon Encounters: EL 1-3
- reduced gnoll encounter strength
- added named militia, adventurers, and merchants
- decreased frequency of spawns in test area
- corrected minor equipment bugs
- fixed pixie quest item
Future Improvements:
- Temperate Hills Encounters: EL 2-9
- Jungle Encounters: EL 5-10
- Dungeon Encounters: EL 1-3
Re: The Great Spawn Revamp
OK guys, need your help: Am looking for underground / dungeon areas for the next wave of spawn revamps.
I'm interested in FILLING areas that have NO spawns, and CHANGING areas with PREDICTABLE spawns.
I've identified two areas so far for my dungeon encounters
1) Wild Caves below Dwarf Home
2) Pirate caves
Question: are there other commonly visited / accessible dungeons on MS, that are either old, predictable, or broken?
I'm interested in FILLING areas that have NO spawns, and CHANGING areas with PREDICTABLE spawns.
I've identified two areas so far for my dungeon encounters
1) Wild Caves below Dwarf Home
2) Pirate caves
Question: are there other commonly visited / accessible dungeons on MS, that are either old, predictable, or broken?
- ElCadaver
- Rust Monster
- Posts: 1202
- Joined: Wed Mar 24, 2004 3:22 pm
- Location: Perth, Western Australia
Re: The Great Spawn Revamp
Sounds great, all the work that is going on. Make ALFA servers the Deadly beasts they used to be I say. The deadlier it is, the more prole will play. Heck, Advertise the fact that we have the deadliest spawns, and DMs! in the NWN2 universe!

- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: The Great Spawn Revamp
Wondering if the new spawns got turned off.
been wandering around about the last couple of days and have 0 random encounter spawns
been wandering around about the last couple of days and have 0 random encounter spawns
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
Re: The Great Spawn Revamp
QUIT FARMING MY SPAWNS!!!dergon darkhelm wrote:Wondering if the new spawns got turned off.
been wandering around about the last couple of days and have 0 random encounter spawns
j/k... I'll log in and take a look. I think Cast was making some updates during his last fix but don't know details. And he might be leaving us for a little while...
I'll follow up Dergon, thanks!