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Re: Spawns r Spawners

Posted: Thu Jun 16, 2011 7:05 pm
by Elijah Ray
I agree Anarchy,
the way uoex is set up, solo hunting is the thing. most mobs and quests are easy enough to solo. So why not? Makes it easier and you don't have to wait on others that way and can go by your own schedule.

However,

I think if the mobs and bosses were beefed up to where it was impossible to solo or duo anything worth fighting, then group play can become more practical. For loot purposes having loot randomly dropped into a group mates pack after the kill makes it random to begin with. Then everyone can make a dice roll to see who gets the item after it has been dropped. The mechanics for something like this might not work in uo but has worked pretty good in other games I have played.

Back to the original topic though of spawns and timers,

as the population is growing, some spawns, not all might need tweaked a bit. That however is for the staff to decide. It would be good to see something changed up a bit. without change, everyone gets stuck in a rut of the same old stuff. spicing things up a bit would be good!

bottom line,

Just have fun! games are more enjoyable when you just enjoy and not complain!!!!!

Re: Spawns r Spawners

Posted: Mon Jul 04, 2011 11:15 am
by Aghorra
Elijah Ray wrote:bottom line ... games are more enjoyable when you just enjoy and not complain!!!!!
Agreed, about as simply put and true as it gets.

Re: Spawns r Spawners

Posted: Mon Jan 30, 2012 8:39 am
by SnaponTools
i have noticed in at least one dungeon the did increase the spawn so far (theres different types also how i know it was changed ) but must have increase the respawn rate been walking around in a empty dungeon for 10 mins now lol , i feel thats kind the same thing still = empty dungeon lol the respan rate was fine IMO just needed more spawn. i know this was an older post but spawn was just changed so wanted to reply

Re: Spawns r Spawners

Posted: Mon Jan 30, 2012 1:06 pm
by +Nyx
Please do not bump very old threads for new discussion.