(implemented) "Normal Room" Regen

Started by abc, May 16, 2007, 06:05:06 PM

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May 16, 2007, 06:05:06 PM Last Edit: July 21, 2007, 04:09:32 PM by The Crazy Animal
okay. i don't know if this is known, but when i was walking around as a newbie it was basically impossible to find any monsters. on my walk to the temple (i can't remember what it was called) i barely saw one, and when i was walking around the 'harpy' area i only saw a monster below the nest.

basically monsters seem very sparse.

Yeah its cause we don't have any rgen in type 0, normal, rooms atm.  Type 1, lair, works fine as well as type 5, arena.

Honestly this is only cause I dont really know how normal type rooms rgen monsters.  I really have not seen much of a pattern in the years i've been playing mmud to figure out how it works. I've noticed that rgen seems to be per person, and a few other small details...but not much ya know.

Quote from: DeathCow on May 16, 2007, 06:20:21 PM
Yeah its cause we don't have any rgen in type 0, normal, rooms atm.  Type 1, lair, works fine as well as type 5, arena.

Honestly this is only cause I dont really know how normal type rooms rgen monsters.  I really have not seen much of a pattern in the years i've been playing mmud to figure out how it works. I've noticed that rgen seems to be per person, and a few other small details...but not much ya know.
We can make it like a 1% (or less) chance every combat tick that a mob will regen in your room (assuming there is an index/range assigned to the room).  I think that would be better than only ever hitting mobs in lairs.


TGS v1.0 (coming soon)

i think even 1% is too low; maybe 5 or 6%. i remember walking along the western road in the old mud and finding mobs all the time, every 6 or 7th step some times.

i'm not sure if this is considered, either,  but mobs might like to 'roam' from their spawn points as well, depending on some circumstances, like say there is a max limit of mobs at that room, some take a walk and more are spawned (not an unlimited amount though).

Quote from: abc on May 16, 2007, 06:40:04 PM
i think even 1% is too low; maybe 5 or 6%. i remember walking along the western road in the old mud and finding mobs all the time, every 6 or 7th step some times.

i'm not sure if this is considered, either,  but mobs might like to 'roam' from their spawn points as well, depending on some circumstances, like say there is a max limit of mobs at that room, some take a walk and more are spawned (not an unlimited amount though).
Major MUD doesn't work like that.  Think of a lair as having slots.  The room remembers the mobs it spawns in each slot, so even if the mob moves out of the room it spawned in, the room won't regen another one in that same "slot" until that mob is killed.

That being said, I think some controlled random (oxymoron?) roaming is a good idea.


TGS v1.0 (coming soon)

Maybe we should just come up with our own system for this then. It would be nice to have a system that dynamicly adjusts for stuff like party size and frequency of passage through the room.

Quote from: The Crazy Animal on May 16, 2007, 10:18:39 PM
Maybe we should just come up with our own system for this then. It would be nice to have a system that dynamicly adjusts for stuff like party size and frequency of passage through the room.
You're going to invoke the wrath of DC if you suggest we change things like this, but if you can convince him, I'm game. ;)


TGS v1.0 (coming soon)

Well regen was a big problem in real mmud boards so I think it qualifies for something that need special attention. As for changing stuff if we don't know how that type of room regened we can't put it in to begin with if it were to be wanted to be exact in its workings. So that leaves us in a tough spot. To me I'd think it were better to get it working in a way we like and if we happen to get the correct way later we could always switch it out for the legacy version. If you know what I mean.

Ok, I'm adding random regen.  Let me know if you think it's too low or too high frequency.


TGS v1.0 (coming soon)

Quote from: Vitoc on May 29, 2007, 11:34:46 PM
Ok, I'm adding random regen.  Let me know if you think it's too low or too high frequency.
Too high of frequency, going to modify tonight.


TGS v1.0 (coming soon)

If it helps at all, the mod 9 forests seemed to have the most 'random' regen since dark treants would show up like every round, so if you guys were trying to reverse engineer anything, that's the place to start. 

To what cow said, my experience tells me it definitely takes in to account the number of people around.  You used to be able to make more in the duergars just by having an evil character sit in the lord's room doing nothing, because while the other char was outside scripting, random regen would still trigger off the idling character.

And, there used to be some sort of hard cap on the amount of monsters in one area, or at least on one map.  When mod 4 first came out, people that ran duergars would go kill everything in the swamp once a month or so since the random regen up there would eventually stop duergars from regenning.

Not sure if any of that means anything, but those are some 'regenny' things that I've noticed over the years.

The rgen in normal type rooms is not just random.  Its based on a timer of some sort.  Likely its exactly the same as lair type rooms, but its probably just a chance for rgen when the timer goes off. 

Mod-9 rgen is based on room spells, in the same way the darkwood forest does it.  IE room noise spells with some of the noises also summoning monsters.

Most rooms have a control room which sets the area max, I dont now about the whole map having a maximum, that would seem to me to be a bug rather than a feature.

Normal rgen type rooms definately use all the various fields like Area max, control room, max/min index, delay...so anything we do make should include them.

Also, I think its very likely that normal rgen(in mmud) is not working how it should due to the over bloating of the code.  I assume that if it worked as it should normal type rooms would rgen 1 monster, from its group and index range, per person in the room, up to the rooms maximum, but not to surpass the area maximum of the control room, every delay minutes.

Quote from: DeathCow on May 30, 2007, 08:10:52 PM
Also, I think its very likely that normal rgen(in mmud) is not working how it should due to the over bloating of the code.  I assume that if it worked as it should normal type rooms would rgen 1 monster, from its group and index range, per person in the room, up to the rooms maximum, but not to surpass the area maximum of the control room, every delay minutes.
Going to run with this.


TGS v1.0 (coming soon)

sounds like a plan

Where do we stand on this now is it implimented and working as we want it to be?