agree with one modification
if spawn doesn't occur the chance of spawn increases by 1-5% for next spawn
this should be true for all the critters out there
agree with one modification
if spawn doesn't occur the chance of spawn increases by 1-5% for next spawn
this should be true for all the critters out there
That's acutally pretty cool. How about it starts out at like, 1%, and every 10 minutes it adds 1% to the chance it spawns. Thus if it was 'just killed' it won't be worth camping, but the longer it's been the more likely it has respawned.
PS : I have a hard time feeling bad for those who insist that they are going to 'camp' something, and complain that the monster they are 'camping' haven't shown up, got taken by someone else, etc.
These 18h spawns don't drop something you 'need'. they drop a lot of stuff people 'want'. However, about 95% of the items snagged through the current system go straight to playershops and the shopping channel. They weren't hunted down for the item, they were just hunted as an income source.
When content serves no purpose but to make the high levels easily richer, it's not right.
nodrop loot
well, that would alter things, only slightly
spawns would be even more camped and people would rent out their services to deliver a product -- no regular folk ever would get items because kind friends could no longer lend or give them the items -- full auto kill teams would rule.
I like one thing about it though -- it would obliterate the ebay market
or
go with what the poster said and introduce some "wobble" into these spawns such that the proffesional farmers are frustraited and there is more of a chance of rare items finding their way into a much wider section of rubi-ka population
edit: but perhaps it would just make some aspects of the game even more frustraiting, who knows
Nodrop is Bad, very bad, wish Nodrop tag was just removed.
I havent even looked at any of the 18h uniques in a year or more, but i do see the problem about them being camped by people.
I guess the best way would be to make a TK like spawn system, though i do not think that would really change things much, since the same people could just show up every X hours/minutes and see if it spawned.
One option ofcourse is to make it spawn more often, then the market would get more of them, and prices would go down (normally), which should make the items buyable by most people.
I'm not sure 18 hr uniques need to be changed at all.
1. 220s earned some of their prowess through work, some rewards should accrue to them. This doesn't really benefit all professions, none equally, but higher level, means more damage, etc.
2. Anybody can find out the spawn time of an 18 hour mob. You go to the spot, wait a while (or hours), wait for it to pop. 220 spawn campers arrive 5 min before, you write down the time of death, and then you know it pops a certain time from then.
3. The next time the mob is up, you bring your buddies. Only mob I've visited recently was Colonel Kaehlor, but somebody got the spawn time, and people asked me to help (one some guy in another guild, another time a guildmate). We killed him and the guy got the sleeve. At least there, from what I've seen a team of 4 or 5 high levels is enough damage.
Most people in the game a certain length of time will have accumulated friends, will be in a guild, and most guilds can devote 30 minutes to helping one member out.
If a group of people have tracked down the spawntimes of certain uniques, I fail to see the harm in it. They don't have a monopoly since another group can easily come by and outdamage them. They do perform a valuable service by killing the mob and making it available for sale. The prices of these items (kaehlor sleeves, jones vest, shades) has dropped in price over the years, so while they were nice in the day, none of them are essential, and your game can continue without it.
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that's the thing. the 18h spawns are not camped by 'people'. They are camped by just a few persons, who log in every 17 hours and 55 minutes, kill the mob, and log out. If you want to go kill that mob, and you camp it out, expect someone logging in right beside you just before it spawns and outdamaging you.
Putting in some randomness would enable 'people' to camp these mobs, because the act of 'camping' an area consists of yalming over a large area looking for the mobs. Even if you could kill it one hit, you would still have to 'hunt' for it.
Ok, if not NODROP then how about UNIQUE? (except stuff like sleeves which can be equiped as a pair).
If its unique you can't obviously farm it (unless you got a few mules) and you can't stick it in GMS, so you'll either have to sell it over the channels or forums (more work).
I mean some things like Ancient Container are Unique.
Also, while at it, removing unique from non-phat loot would be nice (like all those undercover group armors).
Problem with making them unique or nodrop is that a lot of the 'high end' players already have a lot of these items. For example, frederickson sleeves are highly in demand and passed around a lot to squeeze into items.
Modifying the items themselves would be a large undertaking, considering there are many of them in playershops, on players, in banks, etc.
The main purpose of randomizing the spawn timers it to make 'camping' not an effective way to get these items. The person who logs in every 17 hours and 55 minutes to slay a certain 18h spawn and take the fantastic item to get huge credits isn't someone I'll feel sorry depriving credits from.
Benefits to randomizing spawn timer and location
1. To effectivelly 'camp' the mob will involve continually yalming in a circle around the spawn spots for an indefinate length of time.
2. Occasionally, someone will get lucky and spot where the mob spawned. They call in their org, and the org sends a team to kill it.
3. It will break the monopoly certain characters have on certain 18h timers. Less competition means highly inflated prices.
It would require some work, but with lost eden already effecting major changes, this would be an excelent opportunity. After all, how much roleplay sense does it make for a certain creature to reappear every 18h in the same spot just to get killed? Call me crazy, but even a leet knows when to run away and hide.
bump for thatOriginally Posted by securitywyrm
total randomization wouldn't be great though, too frustraiting, all it needs is a little wobble in the spawn _or_ make like TK spawn with every X min passing where there isn't a spawn the spawn chance is increased by 1-5%
you just need to make it a bit more frustraiting so that the 17hr+55m people are out of a job
imho
bump randomizing RK uniques timers
on RK1 there's actually 2 orgs which have 90% of the 18h RK uniques stuff on GMS, I was at Daria's spawn just before and guess what: 220 & 202 soldiers from each org poped a few minutes before spawn and ofc the 220 one won loot. So as it is only way for non tl7 soldiers to have loot is either camping server restart and be lucky, bring some FA/AS friends at spawn, buy them from one of these **** or roll and level a soldier... this is just retarded.
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BUMP to this, fantastic idea for uniques.. even *GASP* yes tara.Originally Posted by securitywyrm
It takes no skill to set your cell phone alarm for 18h and try and log in when possible to get a free 50m-...1.6b? There is no skill, no excitment, left inside of these unique mobs..
Yeah, Tara isnt the same thing as wyrm is talking about.. thats a public raidbot problem.. but this would kill 2 birds with 1 stone. I think all the end game mobs should be on a timer like this - OR have a PH that you have to kill to spawn it. The drop rate is chance, the spawn isnt. So when one person or group of people get a timer for one of these mobs its camped pretty much untill the server restarts.. then it starts all over again..
This could help put some fun back into end game pvm and raids, as well as put a complete stop to THTP and their crusade to use these timers to their advantage. Also dramatically reducing lag and increasing the chance for ANY side to take loot (yeah I'm mainly talking tara here but oh well..)
As for the complaining, it will come mainly from one group of people.. the ones that are used to getting a kill or 2 in a week on these uniques and dont want that to change. Good thing they are probably in game right now camping aliens with CRUs bought from the sale of a freddy sleeve making even more money off AI botss /rant.. sorry..
Bump for this again.. simply brilliant, and I'm sorry that the devs didnt think of this months ago.
bump!
at the time some new RK content gonna probably be added why not changing that too?
Even Tara on a random timer would prevent having 200 people crashing the zone and would be much more fun if people have to prepare faster than when they know exactly when it's gonna pop.
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Bump for this suggestion. In years of playing I have seen two- RK 18 hour bosses.. one alive and one dead.
Why because they are dead and the corpses looted by the time I get to them during a server restart or I am a minute or two too late to get the spawn point if I'm already online.
And quite frankly I just don't feeling like camping a boss that is going to be a KS fest.
Sometimes, you just have to charge in with both hands blazing and hope they drop before you do.
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