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Why spawn for always the same...?
Posted: Fri May 23, 2014 1:39 pm
by La fronde
Sorry but i write in french !
Bonjour,
Pourquoi les "spawn" sont toujours pour les mêmes? Souvent en passant par hasard sur je vois un groupe de joueurs sur la minimap. En allant voir, je me rend compte qu'il y a un admin et qu'il spawn pour eux... Et curieusement ce sont souvent les mêmes. Qui, de plus, sont des haut level. Alors soit on vient les prevenir, soit les chercher ou même les deux.
Ce serait bien de faire cela equitablement merci.
Car je ne suis pas le seul à le penser!
Amicalement,
La fronde
Re: Why spawn for always the same...?
Posted: Fri May 23, 2014 1:46 pm
by joeylamcy
could someone pls translate?

Re: Why spawn for always the same...?
Posted: Fri May 23, 2014 2:42 pm
by Whitestar67
joeylamcy wrote:could someone pls translate?

Hello,
Why the "spawn" are always the same? Often through random I see a group of players on the minimap. Going to see, I realize that there is an admin and spawn it for them ... And interestingly it is often the same. Which, moreover, are high level. So either we just prevent them or get them or even both.
It would be nice to do this equitably thank you.
Because I'm not the only one to think!
Re: Why spawn for always the same...?
Posted: Fri May 23, 2014 6:27 pm
by La fronde
Thanks Whitestar67 for the translation

Re: Why spawn for always the same...?
Posted: Fri May 23, 2014 6:37 pm
by MadMikael
I think the request here is for a low level spawn party.... which would be nice if planned out.
Unfortunately, when it comes to "spur of the moment" parties, it is very rare for there not to be someone of higher level there. They can end up taking most of the experience to be gained.
I will say that the mods (in my experience) tend to spawn creatures that all present can fight, so if you were to attack you would get experience. Just be careful of some of the stronger ones, that they don't hit you. I have seen these made weaker as well though.
Maybe if you asked a mod nicely when he/she is spawning things, perhaps they can set aside an area for lower levels to participate... just an idea mind you; these events are up to mod discretion.
Re: Why spawn for always the same...?
Posted: Fri May 23, 2014 7:39 pm
by Secular
What I tend to do during my parties is starting off with the strongest of foes first, simply to preoccupy the higher levels. I then run around to the players who are too weak to gain any exp off the first wave - spawning skeletons, blue vlads, spiders, sapphire dragons, red minions, etc.
Each party I host, I attempt to make all attendees satisfied - regardless of level. Although, when there are several lv 400+ players there, it becomes increasingly difficult to maintain spawns for the [newbs] due to the surplus of mana; it's quite a lot to keep up with.

Re: Why spawn for always the same...?
Posted: Fri May 23, 2014 8:31 pm
by blitzcraig
Right, the otyher thing I've noticed is that when I do a "spur of the moment" party, a bunch of low levels disappear to log into their higher level alts to get more xp (which is fine, but hard for low levels) ... after these maps are implemented (soon...very, very soon ; ) maybe I'll spend some time trying to do some lower level only parties... only a little time though, because then it's back to adding some more quests, then new map(s) for medium level players (maps coming in June are gonna be pretty tough )
Re: Why spawn for always the same...?
Posted: Fri May 23, 2014 10:59 pm
by Elia
Secular wrote:What I tend to do during my parties is starting off with the strongest of foes first, simply to preoccupy the higher levels. I then run around to the players who are too weak to gain any exp off the first wave - spawning skeletons, blue vlads, spiders, sapphire dragons, red minions, etc.
Each party I host, I attempt to make all attendees satisfied - regardless of level. Although, when there are several lv 400+ players there, it becomes increasingly difficult to maintain spawns for the [newbs] due to the surplus of mana; it's quite a lot to keep up with.

Yes, definitely, I agree. Sec spawns very wisely and spawns for all with hundred percent satisfaction. If there were spawn parties with class restriction then it would be far more satisfying and rewarding. In most spawn parties, most of the drops are owned by high level mages, who reserve mana and attack at red which amounts to stealing the kill.
Re: Why spawn for always the same...?
Posted: Sat May 24, 2014 1:14 am
by rev1
Isn't could based one dmg, not kill? So even as a low level fighter hitting a Cyclops I fighting a high level I get some could. Die a lot in these patties, been killed more often by mod spawns then by O'Connor and regular monsters together. But it's fun;) and probably safer as an archer of made which doesn't have to close.
Re: Why spawn for always the same...?
Posted: Sat May 24, 2014 1:58 am
by Secular
rev1 wrote:Isn't could based one dmg, not kill?
EXP is based on damage dealt, it could be that you were fighting a monster with a large dexterity integer.
The stronger enemies have 75-100.
rev1 wrote:Die a lot in these patties, been killed more often by mod spawns then by O'Connor and regular monsters together. But it's fun;)
Sorry about your death, it's always unfortunate.
Normally, I will have a designated tanking player while warning lower levels several times to go below the higher levels. (while also providing weaker monsters for others)