View Full Version : Dynamic Spawning?
Tinman
04-14-2005, 04:11 PM
I wondered while checking some posts and screenshots of the game from www.dungeonlordsgame.com, and I saw a screenie of a Level 11 Granny Slime; in co-op, or single-player for that matter, does it have dynamic spawns, meaning that different creatures are spawned based upon level?
Here's hoping so.
Narserke
04-14-2005, 05:22 PM
I would think so, because after a while goblins and rats and bats and green slime would just get to easy..plus chuk22 said that they were going to change the spawn system to the way you were thinking..cause in the demo gaint spiders spawned right in front of me and owned me while i was till to low level to fight them
chamr
04-14-2005, 05:37 PM
I hope they've done something a little old school here as well and factored in location when figuring out spawns. I'd love to see the world have areas where it's just plain harder to get around than others. If you go to location X at too low a level, expect an a**-kicking. If the spawn system depends soley on your level, it would take a little flavor out of the game to know that no matter where you went, you'd always be facing monsters of about your level. Yawn...
NTJedi
04-14-2005, 07:08 PM
If the spawn system depends soley on your level, it would take a little flavor out of the game to know that no matter where you went, you'd always be facing monsters of about your level. Yawn...
I definitely agree !
And there should always be the once in a blue moon super mean enemy... heck even have it attack and kill other nearby monsters to really set the mood.
chamr
04-14-2005, 08:04 PM
heck even have it attack and kill other nearby monsters to really set the mood.
Brilliant! I love it!
Runeblade
04-14-2005, 09:00 PM
I always liked monster infighting in other games. :D
Narserke
04-14-2005, 09:20 PM
they would be cool, more realistic in a sense, but i don't want them stealing my experience:)
Mythor
04-14-2005, 11:29 PM
The "random" spawns should be around the player's level (or the highest/average player level in MP) or else it could get tough trying to just travel from place to place.
By "around" though, it should be possible for monsters a couple of levels higher to spawn, just be a rarer occurence. This would keep players on their toes in random spawning areas whilst giving spawn hunters a reason to keep hunting. :)
I think in the harder difficulty levels, they should increase the "cap" on the level of the wandering monsters. So on the easiest setting you might get some goblins a level or two above you once in a while... But on the hard setting it'd be fairly common to run into things 4 or 5 levels higher and occasionally some really out there ones like 10 or more higher.
Substitute appropriately higher numbers of course. If 10 levels isn't a significant amount in the game then whatever it takes. :)
I'd really prefer not to see level 1000 rats though, unless they actually look like lvl1000 rats should - mutated and huge and foaming at the mouth and stuff. :)
Vampire_X
04-15-2005, 12:06 AM
i like taking on enemies that are stronger then me i like the challange remember gothic? i wasnt that strong yet and i was taking on elite orcs 2 hits and i would be dead i praticed alot on em i killed them with out them even touching me.
Mythor
04-15-2005, 12:54 AM
I got annoyed at Gothic pretty quick and never got very far. :D
Sacred's random system where the random respawns are usually appropriate to your level and the location within the game is nice. They also have unique/super creatures from time to time, which are usually a couple of levels above you, plus significantly tougher (health) and stronger (do more damage) and usually give appropriately better loot.
Not sure how you'd flag such critters in DL though. Sacred had the little circles under their feet and Diablo when you moused-over a creature it's name and health bar appeared up the top of the screen.
Narserke
04-15-2005, 01:55 AM
they could put an aura around them, or some indicator could appear when you mouse over them.
Mythor
04-15-2005, 02:32 AM
Not sure you want to mouse over every monster in the middle of such free flowing combat though. ;)
The aura would be a good idea around magic using folk, but they may already be doing something along those lines for other purposes like buff effects.
Perhaps something more subtle like a change in the music? Or little flames wreathing the creatures feet?
I guess that second one won't work on things that don't have feet though. :)
Narserke
04-15-2005, 02:37 AM
It has to be something that won't clutter up the screen..I mean these guys won't even let the amount of damage float above the character..which is understand about and could get distracting in this type of game..however, that is the one thing i didn't really like about games like diablo 2 and gothic 2, you didn't know how much damage you were doing..but i guess you didn't need too.
it could be something as simple as changing the armor they wear..i mean it wouldn't work with rats, but for things like goblins and war trolls it would work..if a war trolls was especially high level, it might not just swipe like most trolls, it might carry a big hammer or something..and the spiders and rats could be a different color or bigger then the ones around them.
Mythor
04-15-2005, 05:34 AM
Yeah, if they could swing a palette shift that'd be a good idea. Not anything wild like pink trolls or anything. ;) But just a different shade of brown/green from it's mates.
Tinman
04-15-2005, 11:37 AM
There are some games where the spawns at the same level of the charcater worked, and others where it didn't.
Most notably in my opinion, of a blowout, was Wizardry 8's equal level spawn system. That game got dreadfully boring at times, and the pure amount of combat you'd have to slog through got really repetitive.
Neverwinter Nights though I think does a good job of spawning, and keeps the combat swift enough, yet versitile enough for the designer to custom script a powerful NPC.
I know I wasn't dreaming when I was playing the Demo, but doesn't the current version of the game still have the mouseover tooltip showing the creatures' level and health? I figure as you get more experienced with the engine, simply passing your cursor over them to estimate attack force should be no problem. No need for flames or auras... unless the creature is demomic or angelic! ;)
Zebulon
04-18-2005, 01:32 PM
I think in the harder difficulty levels, they should increase the "cap" on the level of the wandering monsters. So on the easiest setting you might get some goblins a level or two above you once in a while... But on the hard setting it'd be fairly common to run into things 4 or 5 levels higher and occasionally some really out there ones like 10 or more higher.
Excellent idea..!!
But i would like to see some high level loot on the harder ones too and not "34 rusty daggers and 13 short bows" so there will be a strong interest to fight these guys.
Otherwise i will run away....:-))
Are there any new rumors about a second demo before release date ??
Zeb ( fighting in Rapax Castle )