Lair Regen (Not exactly a bug but I'm reporting it anyhow)

Started by Gardner Denver, June 28, 2008, 02:22:51 AM

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I run a very small loop, 25 rooms.  It's way below my level really but in keeping with the whole "op's not playing competively" request from Vitoc.  The numbers used in this are just for example, not exact numbers on regen times.

Anyhow, I over run the regen in the area obviously, noticed something interesting.

Say you have a lair room, and the lair regen is 5 minutes, and would spawn 5 monsters each time.

Say it takes me 3 minutes total to clear the room and move on.

If I loop back through the room in exactly 2 minutes, only 1 or 2 of the monsters will regen vs the 5 that should regen.  The remainder will regen on the next loop or two through the room.

I've been tracking this for 2 weeks and it LOOKS like each individual monster in the lair has the 5 minute regen instead of the room having a 5 minute regen.  In other words, 5 minutes after I kill the 1st one, it will regen, same for 2nd, 3rd, 4th, and 5th monster.

If it takes me longer than 5 minutes to get back to the room after killing the last mob, all 5 spawn when I come back.

It's not really a bad thing, and I'm not sure I'd consider it a bug really.  Just passing along something I noticed.  Honestly I kind of like it this way.  Add's an element of "What am I going to face this time" to every loop of the game.  Kinda cool :)

I noticed that too.  I'm not sure if it's good or bad.  I imagine if you're in a hard place and you died and are trying to beat the regen back to your deathpile it'd suck.  But it's good exp I guess since you don't have to wait for the entire room to be ready to respawn.
Broadcast from Stinkyhaze "please dont take me to the bathroom, will"

After reading this, yeah, I guess I didn't implement it like MajorMUD.  Hmm...

It sounds like you already figured it out, but here's a little more info into how it's currently implemented.

If a room has a max regen of 3, that means that room has 3 slots for mobs to regen in.  If one slot's mob gets killed, the next regen tick will cause regen in that slot.  We can fix it to be all or nothing or we can leave it as is, it's up to you guys.


TGS v1.0 (coming soon)

As stated, I kind of like it this way.  It adds a slight element of uncertainty into a game we've memorized.  And that's not always a bad thing.  Will I get 5?  Or will it only be 2? 

June 29, 2008, 12:03:48 PM #4 Last Edit: June 29, 2008, 02:18:55 PM by The Crazy Animal
Perhaps just randomize it a little more... So that it could cause more permutations in the regen patterns.. Ie. a room with a max of three might regen 1 or 2 or 3 up to its max of 3.. and in a room with a max of 6 it would be anything from 1 to 6 up to its max of 6. I guess maybe just a random roll up to the max number minus any over the room's max or something along those lines would do it.