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Spawn rates

chester rockwell

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So, wts was the point of jacking up the spawn rates at the fel champs? Some dopey idiot had to have cried about something, so squeaky wheel gets grease.

When is it going back to normal?
 

Lord Frodo

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Champion Spawn Update:
  • In order to improve performance while in champion spawn areas we have reduced the maximum spawn count for all champion spawns. This does not effect the spawn rate.
  • Players are still required to kill the same amount of monsters to advance the spawn.
 

chester rockwell

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Were people complaining about the number of monsters on the screen?
It takes about 10 mins longer to do a champ spawn now.
 

Enziet

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You want a horrible spawn rate. Try a small group threw the Labyrinth. Ugh. That was a horrible experience. Trying to get around the bend where Miasma and Rend spawn. Constantly having to deal with Miasma and all those damn Dragons, and then Rend pops out just as you make progress to really F your day up.
 

chester rockwell

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Frodo, was it the fel champ spawns or the non-fel ones?

I have never heard of anyone saying there were too many munsters on the screen.
 

Lord Frodo

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Frodo, was it the fel champ spawns or the non-fel ones?

I have never heard of anyone saying there were too many munsters on the screen.
I am not sure if a spawn was named it was just an overall type of thing that less populated shards had to deal with, so maybe all spawn rate is created the same and adjusting spawn A also adjusted all spawns, Not everybody that plays UO are L33T Spawn Killing Machines so UO in it wisdom took the normal player into account. They did not change the over all number that spawned just slowed the rate down a little.
 

chester rockwell

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So the less populated shards determine the changes for the rest of the shards with people? The spawns have been the same for umpteen years, but some schmoes from nowhere complain and the devs jack it up?

THIS IS APARTHEID!!! I WILL NOT STAND FOR IT!!!
 

Akiho

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I have to agree, this is an unnecessary change.

I do champs regularly and from this morning, it is a noticable difference specifically in the first 2 stages of spawn. The 3rd and 4th stages feel pretty much the same as they usually progress quickly and the mobs are more centralised.

Easy adds about 5-8 minutes extra on the initial stages as you spend more time picking off single targets and having to do an additional 1-2 'circuits' of the spawn area to achieve the kill count.

I must conceed, even though I never complained about it, I did feel that the Abyssal Infernal and Primeval Lich spawns seemed 'excessive' with mobs (the ground clutter certainly dose'nt help) but it never deterred me.

I call for a revert on this change!! No one should be struggling on the first few stages and this is where the change seems to have the most impact.
 
Champion Spawn Update:
  • In order to improve performance while in champion spawn areas we have reduced the maximum spawn count for all champion spawns. This does not effect the spawn rate.
  • Players are still required to kill the same amount of monsters to advance the spawn.
I am not sure if a spawn was named it was just an overall type of thing that less populated shards had to deal with, so maybe all spawn rate is created the same and adjusting spawn A also adjusted all spawns, Not everybody that plays UO are L33T Spawn Killing Machines so UO in it wisdom took the normal player into account. They did not change the over all number that spawned just slowed the rate down a little.

"They did not change the over all number that spawned just slowed the rate down a little." This right here that you said, is contradicting to what the patch update said that you even copied and pasted to this thread. Make up your mind.

The less amount of spawn or slower spawn rate, whichever it maybe be since no one seems to be informed on the matter, on larger shards is going to have a very negative effect anyway you put it. Using Atlantic as an example, There are enough people on the shard at any given time to steam roll anyone at a spawn much less if your trying to solo it. At times like that, when you are soloing it or with a 'small' group, you don't want it to last any longer than it has to because of the high chance of getting raided by an opposing party or a single mega-hacker that you couldn't take down with a large group.

If it was such a big deal on smaller shards they need to either make a spawn character, change an existing character to a spawn character, get better at the game, or buy the 7th character slot and make a spawn character.
 

Lord Frodo

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I guess it is a good thing that UO doesn't cater to the select few.
 

Lord Frodo

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"They did not change the over all number that spawned just slowed the rate down a little." This right here that you said, is contradicting to what the patch update said that you even copied and pasted to this thread. Make up your mind.

The less amount of spawn or slower spawn rate, whichever it maybe be since no one seems to be informed on the matter, on larger shards is going to have a very negative effect anyway you put it. Using Atlantic as an example, There are enough people on the shard at any given time to steam roll anyone at a spawn much less if your trying to solo it. At times like that, when you are soloing it or with a 'small' group, you don't want it to last any longer than it has to because of the high chance of getting raided by an opposing party or a single mega-hacker that you couldn't take down with a large group.

If it was such a big deal on smaller shards they need to either make a spawn character, change an existing character to a spawn character, get better at the game, or buy the 7th character slot and make a spawn character.
No it is not, you still have to kill the same amount they just spawn slower, sorry if that is so hard for you to understand and it is a good thing UO listens to all of its players and makes changes that are the best for the majority not the select few.
 
No it is not, you still have to kill the same amount they just spawn slower, sorry if that is so hard for you to understand and it is a good thing UO listens to all of its players and makes changes that are the best for the majority not the select few.
You contradicted yourself again. I'm not trying to be a prick like you, I want to point that out. I understand what the patch said just fine. I was stating that I don't think you do. They didn't change the spawn rate AT ALL. They changed the amount of spawn per mob. In example, when you pop a spawn just say that 20 monster spawned before the patch, now after the patch only 10 spawn when it is popped. Get it?

Also, I never said anything about it making changes for me, a group, or anyone for that matter. I said larger shards on the whole are going to suffer from the spawns being slower in FELUCCA, specifically, not necessarily in iish.

P.S. If i did want to say something about the 'majority' of the UO community, I WOULD say that the majority being at least half of its player are on Atlantic. Smaller shards are made up of mostly Atlantic shard shield hoppers that go there to get cheap deals on goods as well so they shouldn't be considered part of the number of players on said shard.
 

Lord Frodo

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You contradicted yourself again. I'm not trying to be a prick like you, I want to point that out. I understand what the patch said just fine. I was stating that I don't think you do. They didn't change the spawn rate AT ALL. They changed the amount of spawn per mob. In example, when you pop a spawn just say that 20 monster spawned before the patch, now after the patch only 10 spawn when it is popped. Get it?

Also, I never said anything about it making changes for me, a group, or anyone for that matter. I said larger shards on the whole are going to suffer from the spawns being slower in FELUCCA, specifically, not necessarily in iish.

P.S. If i did want to say something about the 'majority' of the UO community, I WOULD say that the majority being at least half of its player are on Atlantic. Smaller shards are made up of mostly Atlantic shard shield hoppers that go there to get cheap deals on goods as well so they shouldn't be considered part of the number of players on said shard.
LMAO Really
If it was such a big deal on smaller shards they need to either make a spawn character, change an existing character to a spawn character, get better at the game, or buy the 7th character slot and make a spawn character.
Then what is this and no Atl does not make up half the players in UO, now that is funny. And what part of this do you not understand "Players are still required to kill the same amount of monsters to advance the spawn."If they do not spawn as fast and you still have to kill the same number then I guess it will take you longer to advance the spawn. It is called SIMPLE math.
 
Then what is this and no Atl does not make up half the players in UO, now that is funny. And what part of this do you not understand "Players are still required to kill the same amount of monsters to advance the spawn."If they do not spawn as fast and you still have to kill the same number then I guess it will take you longer to advance the spawn. It is called SIMPLE math.

It says in the patch note that the spawn rate was not changed only the maximum spawn count. I've quoted your first post for comparison. Read the first bullet, second sentence closely. No math is involved. You only need to read it and actually comprehend it. But does what I'm saying when I say: If more spawn is present then killing the amount of spawn required to advance the spawn will be easier and in turn make the spawn progress more quickly? not make sense? Less monster = longer spawn versus more monsters = shorter spawn.


Champion Spawn Update:
  • In order to improve performance while in champion spawn areas we have reduced the maximum spawn count for all champion spawns. This does not effect the spawn rate.
  • Players are still required to kill the same amount of monsters to advance the spawn.
 

OREOGL

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I haven't followed the change, but they lowered the spawn cap for "performance" issues.

This increased the time it took to do a spawn, which is unecessary.

No one should have to grind any
More because someone else's connection or computer sucks.

I believe they were supposed to have returned the spawn cap back to where it was.

If they haven't and tried to sneak it through to see if anyone noticed there's going to be some tough conversations ahead.
 

chester rockwell

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Weepin' Jesus on the cross....DEVS PUT THE SPAWN RATE BACK TO NORMAL!!!

Game designed to run on a friggin 28.8k dial-up connection....in 1998....we are adjusting this for people's connection in 2016? Plus, the U.S. has the crappiest connection to the internet, comparatively, world-wide....
 

Merus

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I can't imagine this was a problem on smaller population shards. I spend most my time on Napa and have done every spawn there is... 1000s of them... never noticed anyone complaining or had any trouble with performance.

When asked directly what "performance issue" was trying to be resolved we got nothing but crickets.

As far as I'm concerned this was nothing more than a diliberate change to slow down spawners... hidden behind some BS.
 

chester rockwell

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I can't figger it out either. I've never heard a soul make a peep about too many munsters on the screen.

If they want to slow down spawners......why not just say that?

Where is the proper place to lodge a complaint? I don't whine about crap too much, but this is just odd.
 

sirion

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I've just done 3 spawns and there were just not enough level-1 mobs to kill, so we wasted time running around.
Level-2 onward were okay: packed with enough mobs to keep warriors busy.

They keep saying it is still the same "total amount of mobs" or same spawn rate, but they dont say that you now have to destroy MORE HP, that's at least my impression.

For example:
Before: 200 snakes + 30 dragons
Now: 150 snakes + 50 dragons

NOT liking this at all.

Dev team should really address what "problem" specifically they were trying to solve.
 

Merus

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I've just done 3 spawns and there were just not enough level-1 mobs to kill, so we wasted time running around.
Level-2 onward were okay: packed with enough mobs to keep warriors busy.

They keep saying it is still the same "total amount of mobs" or same spawn rate, but they dont say that you now have to destroy MORE HP, that's at least my impression.

For example:
Before: 200 snakes + 30 dragons
Now: 150 snakes + 50 dragons

NOT liking this at all.

Dev team should really address what "problem" specifically they were trying to solve.
This is not how I understood the notes at all, but I could be wrong... my take was:

Before:
Level 1 spawn:
Need to kill 1000 (number just for illustration, I have no idea what the real number is)
Respawn delay was say 10 seconds
Max spawn allowed was 80 spread out over the whole area

Now:
Level 1 spawn
Need to kill 1000 (number just for illustration, I have no idea what the real number is)
Respawn delay was say 10 seconds
Max spawn allowed was 50 spread out over the whole area

Thus now there are fewer mobs per screen to kill, so for fast spawners it takes longer... for slow pokes it makes no difference.

My example: I use a necro/mage/weaver with super high SDI. In a coon spawn I can clear the entire screen with 1 essense of wind, but now that screen has few critters that are killed (before I might have killed 25 whereas now its 15)
By doing the math you can see that before I would have needed to cast/clear 40 screens (1000/25)... now I have to do 66 (1000/15)... which just takes longer to kill the same number of total mobs.
 

Mrsbug

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I've done 3 spawns since the change and I've noticed that it's faster and less lag. I like the change. Oh and I had one other person helping. It is a pain to have the monsters spread out in the bigger spawn areas...but it can be done.
 

OREOGL

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I've done 3 spawns since the change and I've noticed that it's faster and less lag. I like the change. Oh and I had one other person helping. It is a pain to have the monsters spread out in the bigger spawn areas...but it can be done.
I rarely had an issue with lag and even then it was minimal.

It sounds like they didn't adjust the spawn cap.

Maybe tonight I will do a spawn and see how long it takes to pop the champ.

If it goes from 20 to 30 minutes, I'll know pretty quickly.
 

Merlin

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I agree it was an unnecessary change. Seems like it was made to cater to people who want everything to be able to be done in solo fashion. I personally would prefer to see spawn returned to previous rate. My understanding is that this was partially done due to the 'ghost' spawn that would be left over in EC, but I don't think that reason warranted a change in total spawn rate. On ATL, I prefer to move in a group that goes out to a spawn with the intention of running it quickly and efficiently, to reduce the chance of letting the encounter drag out and have someone spy you out for a raid. This gives the raiders more time to find you.

Sampires who can agro-macro the spawn to come to them are a bit more valuable now though.
 

OREOGL

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I agree it was an unnecessary change. Seems like it was made to cater to people who want everything to be able to be done in solo fashion. I personally would prefer to see spawn returned to previous rate. My understanding is that this was partially done due to the 'ghost' spawn that would be left over in EC, but I don't think that reason warranted a change in total spawn rate. On ATL, I prefer to move in a group that goes out to a spawn with the intention of running it quickly and efficiently, to reduce the chance of letting the encounter drag out and have someone spy you out for a raid. This gives the raiders more time to find you.

Sampires who can agro-macro the spawn to come to them are a bit more valuable now though.
I don't know, I work(ed) spawns solo so this would have a negative impact by increasing the time it takes to finish.

One change after another they are edging out my playstyle.

Factions, Idocs, and now nerfing spawns and Pvp has slowed significantly that it's mainly only on Atlantic, which I have no desire to play on.

Explains why I only have one account open I guess.
 

Merlin

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I don't know, I work(ed) spawns solo so this would have a negative impact by increasing the time it takes to finish.

One change after another they are edging out my playstyle.

Factions, Idocs, and now nerfing spawns and Pvp has slowed significantly that it's mainly only on Atlantic, which I have no desire to play on.

Explains why I only have one account open I guess.
I certainly concur that it seemed like an odd and unnecessary change. It's probably the only thing in the recent publish which I was confused as to the purpose of what this is adding to game play.

If you decide to come to Atlantic, give me a holler. UWF can always use other spawners. ATL isn't as bad as you think ;)
 

BeaIank

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I still suspect this is related to the ghost NPC bug on the EC or maybe the displacement bug, but that one happens with a low amount of critters on-screen as well.
Those are the only performance situations that I can think of that could be related to this.
I run with 250 MS ping and never had lag problems with fel champ spawns.

I will only see what they have done to the spawns this Saturday, but yes, I suspect that this will add 5 to 10 minutes to the time it takes to finish a spawn.
 

OREOGL

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I still suspect this is related to the ghost NPC bug on the EC or maybe the displacement bug, but that one happens with a low amount of critters on-screen as well.
Those are the only performance situations that I can think of that could be related to this.
I run with 250 MS ping and never had lag problems with fel champ spawns.

I will only see what they have done to the spawns this Saturday, but yes, I suspect that this will add 5 to 10 minutes to the time it takes to finish a spawn.
It seems odd they'd cite performance issues for fixing a big.

It is even more baffling they said they increased the spawn cap to only have it seem to stay the same.

If either of these are true then they have some work to do on their communication.
 
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