Page 1 of 2

Random Spawn

Posted: 23 Feb 2008, 07:02
by Drizak
hello there, itz me again!

i was thinking on the travels of Desert City to Woodland City and the other areas like Snowtown and the dimonds cove.

The travel is not LONG, but the snakes and Scorpions somethimes kill who cant pass.

My request is the next, can have another Spawn point on mana world, that will be nice, it can be random or "preffered where you are" (you must understand, i dont talk too much english).

Well, thats enougth, bye !!

Re: Random Spawn

Posted: 23 Feb 2008, 18:03
by leeor_net
I think I understand what you mean:

When users die, instead of being brought back to the beginning area, they are instead respawned at the nearest 'respawn area', like the graveyards of World of Warcraft.

Is this what you mean?

Re: Random Spawn

Posted: 23 Feb 2008, 18:48
by eXcite
Yes i think he means the spawn points like world of warcraft. If he dies he will be back at the nearest graveyard. i thinks thats a nice idea. if you get killed far away, you will be thrown back to the beginnig area.

is it possible to code such graveyards?

Re: Random Spawn

Posted: 23 Feb 2008, 19:20
by Crush
Sure, nothing is impossible on TMWServ. But we already got a different solution for respawn we want to try out.

Re: Random Spawn

Posted: 23 Feb 2008, 22:44
by Drizak
eXcite wrote: is it possible to code such graveyards?
Yeas, you hit on the Center xD
but, itz only a option, maybe can be "Randomly Spawned" to ANY spawn point.

Re: Random Spawn

Posted: 23 Feb 2008, 23:45
by Crush
Transporting to a random spawnpoint wouldn't be a good idea IMO because it would desorientate new players when they respawn somewhere they've never been before. It would also result in players trying to die over and over again until they respawn at a specific location.

Re: Random Spawn

Posted: 24 Feb 2008, 00:02
by Jaxad0127
We could have player respawn at the inn (or doctor's office) of the last town they visited.

Re: Random Spawn

Posted: 25 Feb 2008, 09:16
by Drizak
Crush wrote: Transporting to a random spawnpoint wouldn't be a good idea IMO because it would desorientate new players when they respawn somewhere they've never been before. It would also result in players trying to die over and over again until they respawn at a specific location.
hey Crush, for prevent that, can be implemented a penalty for be killed so many times in a certain time period, loss of gold, or exp.

PD; NOTHING is impossible to implement on the TMWServ.???
PPD: What IMO mean??

Thanx !

Re: Random Spawn

Posted: 25 Feb 2008, 16:17
by Crush
Drizak wrote:hey Crush, for prevent that, can be implemented a penalty for be killed so many times in a certain time period, loss of gold, or exp.
That would make it even less comfortable for a player to get stranded in a remote location where he can not easily get back to the area he was doing something. Would be quite annoying.
PD; NOTHING is impossible to implement on the TMWServ.???
Well, maybe not ABSOLUTELY nothing, but we got much, much more freedom regarding game mechanics with TMWServ than we got with eAthena. We programmed it from scratch so we know exactly what it does and how it does it and thus we can easily program changes and additions. Almost any gameplay mechanic you have seen in commercial MMOs would be possible to recreate with TMWServ when we would want to. WHEN we would want to. That's why I love programming: You can make a machine do anything you want.
PPD: What IMO mean??
IMO is internet yargon for In My Opinion.

Re: Random Spawn

Posted: 25 Feb 2008, 19:27
by Jaxad0127
Another option would be to allow the player to setup respawn points at inns, medical facilities, etc. Setting it up would cost some gold (the more out of the way, the more it costs) and optionally to automatically spend some gold when you respawn so you have more hp/mp that you would otherwise. Each character would only have one at a time, setting up a new one would clear the old one.

Re: Random Spawn

Posted: 26 Feb 2008, 06:40
by Drizak
Crush, i guess xD wrote: That would make it even less comfortable for a player to get stranded in a remote location where he can not easily get back to the area he was doing something. Would be quite annoying.
Is true, i dont have thinked in that way, but i suppot the idea of jaxad0127, we can set it by talking to NPCs or another way.

Thanx for the "IMO" help !! xD.

Re: Random Spawn

Posted: 23 Mar 2008, 15:21
by jimao888
Record the most clased city in each area can be use to solve this kind of problem

Re: Random Spawn

Posted: 23 Mar 2008, 19:24
by leeor_net
I believe the dev's have a different approach to how they're going to handle player respawns. I've only heard bits and pieces and rumors so I won't say anything because I just simply don't know.

I would suggest we allow Crush and the other developers to implement their methods and then let them tell us what they came up with.

Re: Random Spawn

Posted: 24 Mar 2008, 17:09
by Crush
leeor_net wrote:I would suggest we allow Crush and the other developers to implement their methods and then let them tell us what they came up with.
So we need permission now to do what we want? Interesting. :wink:

Re: Random Spawn

Posted: 25 Mar 2008, 11:48
by Krysiul
I think that implementing the spawn areas isn't a good idea at all. Now dying make players no troubles excepting the fact that they may have to get back to the place where they were fighting before death, which is especially troublesome for the less experienced players. If the feature we're talking about is implemented then dying will cost nothing.