Spawn Randomizer and why its bad.

Mu online season 21 - grand opening

MCDONALDS

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You said you wanted bosses to be competitive and that the randomizer was your way of fixing it so different guilds had a chance of bosses. Well the randomizer i really dont think was the way of doing that.

Why didn't you instead set Fixed time spawns using the Robot system like i suggested before.


Bosses could spawn at 12:00 3:00 6:00 9:00 each time. That way there is no one "Better tracking" bosses and everyone would be on the same page.


The problem i have with the randomizer is it will throughout the course of a week make bosses impossible to track. This is how i see it.


Say for example MTK was on a 3 Hour spawn. And the server went up at 12:00. Meaning if it would spawn at 12:00 3:00 6:00 9:00 in a perfect world.

With the randomizer say you had a 10% spawn diversity on. Which on a 180 Minute spawn it would be 18 minutes +/- of that spawn time.

meaning that the next spawn could be at 2:42 or 3:18.

Now this means over 3 spawns, it could theoretically spawn 54 minutes early on the 4th or 54 minutes late.

over 30 spawns it could be a potential 980 Minute difference in spawn time.

This means that by the 3rd day of boot. If one guild hasnt chain killed the same boss on every spawn through camping it and tracking its potential spawn fluctuation. It is impossible to track. This removes all boss rotating from the game, as bosses will changing and will be spawn nowhere near the same time in different caves. With a few well places lowbies with random RTs. One guild can control every boss by char hopping and finding the ones that have spawned making it alot easier to take every boss.

If you want to share the bosses out. Make them all spawn at the same time. Every time.

Big guilds will go for the big stuff. Small guilds will take the smaller stuff.

Itll undoubtedly be better.
 

Neecha

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Mar 28, 2007
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The fact that the bosses won't be able to be tracked is what makes it fairer, the big guilds won't be able to log on 5 mins before, rt to the boss (or as near as dammit) kill whoever is in KR and take the boss, and rinse and repeat for all the other bosses. They will have to get to KR and see if the boss is there, the same as everyone else, if it isn't, they will have to decide wether to camp it, the same as everyone else, or to move on and try a different boss.
The way it used to be, the strong guilds knew exactly when everything spawned and simply killed anyone else there, and took the boss, the smaller newer guilds simply could not win fights against them because those big guild took just about every boss at will, preventing any of the smaller guilds getting the items that would make fights more even.
This new way, means everyone gets a chance, I love it and from what I'm hearing, most people do :D
 

MCDONALDS

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Im not in a big guild any more, im in a very small guild and we take our fair share of bosses with or without this randomizer. But im saying, Small guilds unless they get very lucky finding it. Wont get **** all.

This is encouraging mass recruiting, making sure you have someone in every KR pretty much all the time is going to be the new thing to do.
 

Male

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May 22, 2013
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You said you wanted bosses to be competitive and that the randomizer was your way of fixing it so different guilds had a chance of bosses. Well the randomizer i really dont think was the way of doing that.

Your opinion your welcome to it, can't say i agree or disagree we'll have to wait and see. Am i the only one forgeting the "test" bit of this server here?

Why didn't you instead set Fixed time spawns using the Robot system like i suggested before.

Bosses could spawn at 12:00 3:00 6:00 9:00 each time. That way there is no one "Better tracking" bosses and everyone would be on the same page.

Could work if all bosses ran on the same timer to stop mass zerging by big guilds from KR A to B, then again could also down the line mark bosses as owned by a guild and trying to fight your way up to the next tier of boss a nightmare.


The problem i have with the randomizer is it will throughout the course of a week make bosses impossible to track. This is how i see it.

Say for example MTK was on a 3 Hour spawn. And the server went up at 12:00. Meaning if it would spawn at 12:00 3:00 6:00 9:00 in a perfect world.

With the randomizer say you had a 10% spawn diversity on. Which on a 180 Minute spawn it would be 18 minutes +/- of that spawn time.

meaning that the next spawn could be at 2:42 or 3:18.

Now this means over 3 spawns, it could theoretically spawn 54 minutes early on the 4th or 54 minutes late.

over 30 spawns it could be a potential 980 Minute difference in spawn time.

This means that by the 3rd day of boot. If one guild hasnt chain killed the same boss on every spawn through camping it and tracking its potential spawn fluctuation. It is impossible to track. This removes all boss rotating from the game, as bosses will changing and will be spawn nowhere near the same time in different caves. With a few well places lowbies with random RTs. One guild can control every boss by char hopping and finding the ones that have spawned making it alot easier to take every boss.

Removing boss rotating is a good thing as far as i see it as it will make guilds focus on one or split there forces. As for lowbies with RT's it would work and i'm sure has but any one finding out about them would more then likly camp the boss and the lowbie, hell i would.

If you want to share the bosses out. Make them all spawn at the same time. Every time.

Big guilds will go for the big stuff. Small guilds will take the smaller stuff.

Itll undoubtedly be better.

Your a fool or just lying to your self with that statment. EC has a chance to drop a DSS, that's enough of a reason to camp and kill it for every war in game, you would not class a boss like that as Big surely?

Can't say i agree or disagree with you just putting it out there it might work or it might not its a test server so lets just test it and see? whats two weeks worth of boss kills worth really? seems most people bitch about bad drops off bosses as is so they are lying or just pissy that someone else might find out that the boss drops like a gold mine.

FYI i sub boss hunt at best and am unguilded, so this means sod all to me.

But just lets try it and see?
 

Turrican

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Im not in a big guild any more, im in a very small guild and we take our fair share of bosses with or without this randomizer. But im saying, Small guilds unless they get very lucky finding it. Wont get **** all.

This is encouraging mass recruiting, making sure you have someone in every KR pretty much all the time is going to be the new thing to do.

this is wrong a small guild is more willing to wait around for a boss than a big guild. this system creates decisions people will need to make which imo makes it more interesting, when you actually get a boss it will mean more than 100% knowing the exact minute it will spawn.

if guilds want to allocate people to camp each boss, so be it, but its more likely a guild will show up and kill said camper, then the opposing guild has to make a decision whether its worth sending a team back to them or not. big guilds will naturally still get more boss's as guess what they are bigger, but this system gives other guilds a glimmer of hope that one of the big guilds might of missed a few boss's.

personally i think the spawn time should be between 2-4hrs. would make it alot more interesting.
 

Male

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personally i think the spawn time should be between 2-4hrs. would make it alot more interesting.

I'd agree to that if only they then incressed the drop rate on items more, come on lets face it how would you feel killing a boss you waited around for upto 4 hours to only end up with a bene? the fun of fighting with other guilds is a bonuse but its the loot we all want at the end of the day, no good having a carrot on a stick if the stick is 5miles long with a rotten carrot on the end.
 

Roborius

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I'd agree to that if only they then incressed the drop rate on items more, come on lets face it how would you feel killing a boss you waited around for upto 4 hours to only end up with a bene? the fun of fighting with other guilds is a bonuse but its the loot we all want at the end of the day, no good having a carrot on a stick if the stick is 5miles long with a rotten carrot on the end.

Good point, I agree with you
 

wumatica

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Nov 21, 2007
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Just set up a system that would spawn for example 10 bosses in 1 week time... There will be no problems with a delay of several minutes and no one will be able to track at what time it will be spawn.
 

TheMasterGee

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Apr 23, 2003
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I can understand the reasoning behind random spawning, and tbh it shouldn't make a difference if bosses were that difficult to kill.

To explain....

The actually fact that people in Mir knew that, way back when, WT spawns at xyz time, it made it possible to go there with little effort and kill it. ZT was the same and they tried to mix it up with mazes. Likewize ST basement.

All these places were 'almost' guaranteed a good drop every time.

Then came the mazes and etc, and drops went to the wall. Waiting in ZT KR solo in original Mir chatting with your guild for 6 hours ? Yeah sounds crazy.

Imo, well it's always been, if people kill bosses around the clock - they're too easy.

Random spawns ? Ok, but shouldn't be necessary tbh.

KRs should be an absolute b1tch to get to, respawns random and only when the room, and prior room, is clear of mobs and/or players - that or tele everyone out 10-15 mins after the boss kill or summit. Being a b1tch to get to doesn't mean the artful/skilled w/t/w group can't get there, just means it takes effort.

Also have a change-up in mazes every day.

BUT, and it's a big BUT, the drop has to reflect the effort.
 

d1craig

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I like the post above. Make rooms leading to KR so busy it becomes impossible to move.

As a guild we have ram through ZT 7th many times just so we can rush the boss and then get the next boss on our list.

Seems to me KRs such as bonelord one massive room should be rammed. KRs like ZT should be rather peaceful but the room/s leading to it should be rammed.

As much as I like killing bosses I also like clearing the way to the boss :(
 

TheMasterGee

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Apr 23, 2003
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Easiest way to judge how hard is too hard is to take, ZT as an example, and make it completely on test. The ZT kill itself produces a 1/1 drop of the best armour in the game (with a meagre dura maybe, or some way it won't last forever)

As soon as someone, anyone, has that item, obviously there's been a kill of the boss.

Now, you start off making the place so ridiculously hard to get to, no guild of 100 players could get there, then make it easier each day until the drop registers on the server.

You could possibly give incentives on the way so people cba trying it. Tbh they shouldn't need them.
 

Squatts

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I like the post above. Make rooms leading to KR so busy it becomes impossible to move.

This wouldn't make any difference. ZT lobby upwards takes less than 20mins to get to if u go with 3lvl 40+ wizzzes who TS.

EXP = crazy.
 

Skyline

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I like the post above. Make rooms leading to KR so busy it becomes impossible to move.

As a guild we have ram through ZT 7th many times just so we can rush the boss and then get the next boss on our list.

Seems to me KRs such as bonelord one massive room should be rammed. KRs like ZT should be rather peaceful but the room/s leading to it should be rammed.

As much as I like killing bosses I also like clearing the way to the boss :(
Was almost impossible to run to ZT KR if i remember correctly, especially as a wiz on your own.

There was just simple too many mobs.
 

Kinneas

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Was almost impossible to run to ZT KR if i remember correctly, especially as a wiz on your own.

There was just simple too many mobs.

If we're talking about euro, it was certainly possible to solo ZT (including the run there) on a Wizzy. You just needed a bit of AC. Make yourself a path through the mobs with firewall.

Was always a fun challenge :)
 

Turrican

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Make rooms leading to KR so busy it becomes impossible to move.

This is a bad idea, if you pack rooms with mobs, its just gonna make wizzy's even faster to level than other class's. The solution has always been there. remove Rts/horse for last 2-3 maps leading up to Kr.
 

TheMasterGee

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This wouldn't make any difference. ZT lobby upwards takes less than 20mins to get to if u go with 3lvl 40+ wizzzes who TS.

EXP = crazy.
.... that's only really cos TS isn't how it used to be and uses less mp, and in any case, a lvl 33+ wiz can kill 5x PB Omas easier for less cost and a heck more exp. Group with them and either lure or just stand there.
Zumas were always mobs that never paid to level on. Something did change.
I could make a pre-KR in ZT that you'd not goto to get exp.
Was almost impossible to run to ZT KR if i remember correctly, especially as a wiz on your own.

There was just simple too many mobs.
Not really. It was possible to do on euro @ 31+. You did have the odd occasion where you'd either not make it or get stuck (generally cos someone had tried running through or summit), but as Kinneas says, I didn't use firewall so much myself, mostly shocking things if they were awake worked best for me.

Taking the bbms out of the kr did present another challenge, but found alternatives like untaming pets in there etc.

Was a weird occasion where you'd think you were doing it on your own, getting stuff and giving things to your mates, but I do remember bumping into a wiz named "Vivi" (I think) out of the blue and you realise there are others doing it too.
 
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