Post:Dynamic Spawnrates - 03/20/2013 - 14:00: Difference between revisions
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Latest revision as of 20:47, 11 May 2014
Re: Dynamic Spawnrates · on 03/20/2013 02:00 PM CDT | 1265 |
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>>Equilibrium - The spawn evaluates the hunting ground and says, "There's 4 people here and every time I fire off there's 4 people and 4-8 creatures." so it decides, you know what, that sounds good.
>Isn't this what we have now in certain hunting areas that cause complaints? >2 people dancing with 4 each = 8, 2 people twiddling their thumbs. That example wasn't as clear as it could have been. Let me clarify: Every 40 seconds the spawn fires. It tries to keep a 3 to 1 ratio. Every time it fires it finds how many players there are, how many creatures there are, and restores this ratio. Underpopulation - The spawn evaluates the hunting ground and says, "There's 4 people here and every time I've looked lately there's 4 people and 11-12 creatures. Normally I'd spawn 0-1 creatures, since I want a 3:1 ratio, but I'm going to spawn 2 this time. If it happens again I'll spawn 3. And again? I'll spawn 4. And I'll keep increasing that until we hit 4:1 and see how that looks." Equilibrium - The spawn evaluates the hunting ground and says, "There's 4 people here and every time I fire off there's 4 people and 4-8 creatures. Sounds good to me, let's spawn 4-8 more to get us back to 3:1" (This is how it works currently. This is NOT the scenario with people tying up spawn dancing and not killing, that's an underpopulation scenario). Overpopulation - The spawn evaluates the hunting ground and says, "There's 4 people here and every time I fire off there's 4 people and 0-2 creatures. Wow so, uh, yeah, that last batch didn't last very long. Instead of spawning the 10-12 I normally would to get us back to a 3:1, I'm going to only spawn 9. Huh. Still all instantly died? Let's only spawn 8. Yup, still being slaughtered. Let's do that until our we stop getting instantly murdered the moment we pop our heads out the ground." Since this is the scenario everyone is worried about, I'll expand. Say the above happens - You have 4 people in the hunting area, 1 is a normal guy just trying to hunt. The other is a guy with two mules to force spawn hosing everything down the moment it spawns. What happens then spawn slows down? Let's look at it closer, and assume the creatures always spawn in the room with the players at a perfectly even split (not exactly how it works, but good for this example). Start conditions: Spawn #1: Spawn #2: This repeats for awhile. Spawn #10 - the dynamic spawn rate starts to kick in, since every time it looks it's replacing a large chunk of it's population. It decides to drop the ratio to 2.9:1 Spawn #11 - the dynamic spawn rate sees that it's still replacing the bulk of it's creatures every pulse, so it drops the ratio to 2.8:1 Spawn #12 - Still all dying? Hrh. Down to 2.7:1 we go! Spawn #13 - Down to 2.6:1 Spawn #14 - Down to 2.5:1 Spawn #15 - Down to 2.4:1 Spawn #16 - Down to 2.3:1 Spawn #17 - Down to 2.2:1 Spawn #18 - Down to 2.1:1 Spawn #19 - Down to 2:1 And we stay at that level until a smaller % of the creatures are dying with every spawn at which point the spawn rate starts to turn back up. Let's say JillHunter shows up, who also kills 1 creature every spawn. Spawn #30 - @2:1 Spawn #31 - @2:1 Spawn #32 - @2:1 Spawn #33 - @2:1 At this point we're again at a steady state, but since we're only replenishing 50% of the creatures each time the spawn rate would start to curve back up. Again, these aren't anywhere near finalized numbers and the above spawn # are purely illustrative, but hey should convey the general idea. | |
This message was originally posted in Creatures of Elanthia \ General Discussions - Creatures, by DR-RAESH on the play.net forums. |