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Dynamic respawn algorithm - "respawn range"

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Posted by: Daerious.8129

Daerious.8129

As I understand it …

Problem: The respawn time of hostile creatures in confined spaces is too short for solo or small expedition parties to reach their objective and return without having the risk of being overwhelmed by the newly ‘risen’ dead.

Solution (as proposed by Orion): Only have creatures respawn when the existing 95-120 second timer expires & a new player enters that creature’s zone of activation.

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As many have pointed out, this would lead to excessive server load since it would have to constantly query the system and decide if a ‘new’ player has entered each creature’s activation zone.

An alternative solution is to flip the problem around … instead of waiting for a ‘new’ player to enter the activation zone; have the timer increased by the number of active players who participated in the creatures death.

For example of a respawn delay equation …

spawn delay time = minimum delay + ( delta delay / number of players at death)

Therefore, with a solo adventurer, the spawn delay time is a maximum — and each additional player reduces the spawn delay accordingly.

As for the impact on the server resources … the number of players (or at least the identity of those players) involved in the creature’s death is already known since it is required for determining whom receives experience/treasure from the kill.

Other thoughts?