stalked monkey
01-01-04, 20:55
Yes, I stole this idea from Q, but his thread was getting kinda banter-ish and I bet the mods have stopped listening to it.
Basic idea was the over-camping of the P1 sewer and P2 aggiecellar.
1. CONNECT all the damn cellars to the mainsewer. yes.. it would be one hell of a challenge. Let me do it. Hell I'll do it for free.
2. The P2 cellar is backwards. Aggie capitans up in the front, but none in the back... hell, its easier in the BACK of the cellars than it is in the front. Just stashing the aggie capitans in the back room only would be an improvement.
3. About all the sewers looking all the same: As long as there are differences (stuff in different places, different mobs, etc) its ok with me... seriously, if you go down into the New York sewers (Real life people.. remember it?) its gonna look the same a lot.
4. The reason people use the hunting places they use is the ease of use. Namely, having a Citycom right next door. MB just got one added to the front. Aggie capitans are about 5 feet away from a citycom. P1 cellars? Citycom right around the corner.
These places dont need to be REMOVED, they need to be MOVED.
5. Missions themselves are a problem. Theres SEVERAL other cellars around neocron within walking distance of a citycom, but there are no missions for the mobs inside. (Mutant Gunmen, Hurlers/Butchees, etc)
6. Add more gogus/genreps/vendors around the OZ, and people will likely go there more.
7. This would likely be slightly harder to implement, but it would be THE solution in the end. Mob spawn rates and camped-ness should be intertwined. More people around? Monsters get scared and go away, and only rear their ugly heads every once in a while. People would have to move on. Heck, this might be EASY to do. At every spawn point, if a monster is about to spawn, check to see if there are more than, say, 1 player around. If there is? Stop the spawn.
Basic idea was the over-camping of the P1 sewer and P2 aggiecellar.
1. CONNECT all the damn cellars to the mainsewer. yes.. it would be one hell of a challenge. Let me do it. Hell I'll do it for free.
2. The P2 cellar is backwards. Aggie capitans up in the front, but none in the back... hell, its easier in the BACK of the cellars than it is in the front. Just stashing the aggie capitans in the back room only would be an improvement.
3. About all the sewers looking all the same: As long as there are differences (stuff in different places, different mobs, etc) its ok with me... seriously, if you go down into the New York sewers (Real life people.. remember it?) its gonna look the same a lot.
4. The reason people use the hunting places they use is the ease of use. Namely, having a Citycom right next door. MB just got one added to the front. Aggie capitans are about 5 feet away from a citycom. P1 cellars? Citycom right around the corner.
These places dont need to be REMOVED, they need to be MOVED.
5. Missions themselves are a problem. Theres SEVERAL other cellars around neocron within walking distance of a citycom, but there are no missions for the mobs inside. (Mutant Gunmen, Hurlers/Butchees, etc)
6. Add more gogus/genreps/vendors around the OZ, and people will likely go there more.
7. This would likely be slightly harder to implement, but it would be THE solution in the end. Mob spawn rates and camped-ness should be intertwined. More people around? Monsters get scared and go away, and only rear their ugly heads every once in a while. People would have to move on. Heck, this might be EASY to do. At every spawn point, if a monster is about to spawn, check to see if there are more than, say, 1 player around. If there is? Stop the spawn.