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  #111  
Old 12-24-2013, 01:58 PM
baalzy baalzy is offline
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Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
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Just to offer my suggestion on a possible solution. When repop occurs grant everyone a temporary immunity shield (say 10 seconds total immunity and then up to 10 minutes immunity if they don't move, incase they were afk) and spawn an instant-click, 1 use, lore, no rent/expires in 10 minutes item on their cursor that succors them. Could code this only for zones where it might be dramatic to have everything repop on them instantly. This would give people the option to either:

1) Attempt to reclear their camp and if they get overwhelmed they have a temporary safety net.
2) Clear out immediately
3) Wait a couple minutes for some backup

Not the most elegant, but if you truly want to respawn every mob in the game I don't know how you could do this in a way that guarantees someone won't have a pile of mobs dropped on their heads unexpectedly. At least you're giving them a safety net if they can't handle the sudden repop and a huge leg-up if they just happen to be in the right place at the right time and are capable. The other solution would be to have some kind of proximity check on all of those high-value targets and delay their repops and give warning. That sounds expensive on CPU usage.

Could maybe couple it with a game-wide full heal/mana refresh.
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  #112  
Old 12-24-2013, 02:13 PM
Gaffin 3.0 Gaffin 3.0 is offline
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wow this is awesome almost makes me want 2 play blue, grats to all guilds
  #113  
Old 12-24-2013, 02:18 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Rogean
Lol it's funny watching you guys try to learn the mysterious workings of the server [You must be logged in to view images. Log in or Register.] Anyways, one of you mentioned QuestManager::UpdateSpawnTimer, and you would be correct:
PhD CS (systems/AI emphasis), so this is kind of my thing [You must be logged in to view images. Log in or Register.]

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Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
Coding a respawn system is not difficult, the problem is coming to an agreement with how we want it to be handled. We want to respawn every mob, not just raid mobs, but we want a way to do that without being intrusive to people who are already sitting in a split camp room. Don't want to respawn 5 mobs on top of them for surprise buttsecks.
I would like to restate Estuk: it is impossible to overemphasize how much simultaneous repops would help the server raid scene.
  • They naturally spread out players, reducing training and other douchebaggery
  • They make it much, much harder for one guild to 'run the table'. This will be doubly true when the more casual guilds get better at them, and triply true when Velious comes out and increases the number and difficulty of the mobs
  • They make it possible (with the announcement) to get mobs WITHOUT TRACKING
So while I can see your point about a really elegant full world solution, asking Sirken to run those commands once a week in the mean time would be hugely beneficial to the server.

Quote:
Originally Posted by Rogean
For example, any type of EntityList->GetMob. Let's use a derivitive of that, which is something like GetOwner(), which is how a pet references it's master. It would store it by EntityID instead of Pointer, and every time it needed to access it, it would iterate every mob in the zone until it finds it.

And THEN you'd have situations like:

if (GetOwner()) { // Yep I have an owner
GetOwner()->DoStuff();
GetOwner()->DoMoreStuff();
}
Kinda surprised you didn't just change it to a hashtable, although of course pointers are the fastest.
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  #114  
Old 12-24-2013, 02:24 PM
Splorf22 Splorf22 is offline
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Oh, and my thought for repopping the entire world: break it into two operations:

1. World shakes, system message, all mobs despawn, all players are stripped of rez effects and reset to full HP/Mana.

2. After a 30s delay, all mobs repop. Any player that has been idle during those 30 seconds is automatically ejected.

Basically you give people 10-15s to run to a better spot. 95% of the time they can move outside a room or something to a place that will only pop 1-2 on them, possibly invis up, etc. It won't really affect mobilization so much either.
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  #115  
Old 12-24-2013, 02:29 PM
Elmarnieh Elmarnieh is offline
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Hey on live if afk people were in a bad spot for a server downtime for a patch they were in a bad spot when they came back.

Don't have to make it perfectly save and a small 1-2 min warning is enough to evac or run out of most places without giving guilds too much extra notice.
  #116  
Old 12-24-2013, 03:47 PM
heazels heazels is offline
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would have to do it off hours sometimes for euros/asians too
  #117  
Old 12-24-2013, 04:14 PM
quido quido is offline
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I think a short warning like 30-60 seconds would give groups enough time to get somewhere safe in most cases while at the same time not allowing people to initiate heavy poopsocks.
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  #118  
Old 12-24-2013, 04:54 PM
Korpskugga Korpskugga is offline
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Quote:
Originally Posted by heazels [You must be logged in to view images. Log in or Register.]
would have to do it off hours sometimes for euros/asians too
/aye [You must be logged in to view images. Log in or Register.]
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  #119  
Old 12-25-2013, 12:37 AM
karanastorm karanastorm is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
Coding a respawn system is not difficult, the problem is coming to an agreement with how we want it to be handled. We want to respawn every mob, not just raid mobs, but we want a way to do that without being intrusive to people who are already sitting in a split camp room. Don't want to respawn 5 mobs on top of them for surprise buttsecks.

So someone suggested "Just give a warning then".. but then if we have a warning, we have 100+ raid players poopsocked on the raid mobs before they even spawn. We have camps being stolen when people leave to get to safety, etc.
So what if folks die who are at these areas when the server respawns them? It doesn't mean anything because people will show up and those folks will get resed etc. Also I thought this was EQ, people take risks when they camp areas. If they know that a raid target can pop anytime in a week they camp that area at their own risk. Reses are easy to get, people need to understand this is EQ not carebear land when it comes to how they interact with the game world.
  #120  
Old 12-25-2013, 05:47 PM
baalzy baalzy is offline
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Quote:
Originally Posted by karanastorm [You must be logged in to view images. Log in or Register.]
So what if folks die who are at these areas when the server respawns them? It doesn't mean anything because people will show up and those folks will get resed etc. Also I thought this was EQ, people take risks when they camp areas. If they know that a raid target can pop anytime in a week they camp that area at their own risk. Reses are easy to get, people need to understand this is EQ not carebear land when it comes to how they interact with the game world.
lil bit different. Rog is talking about repopping ALL mobs in game. So you just FD broke a camp and things are on a staggered repop. You just killed the last mob in the rotation and are recovering when suddenly the whole room repops on your head.
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Baalz Less - Humger, Baalzy - Ikscro

If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it.
Picture courtesy of azeth
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