Author Topic: Wandering Monsters  (Read 1035 times)

Gabbin

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Wandering Monsters
« on: 19:14:10 - 06/05/14 »
We could easily add 'wandering monsters' to the game.  A special rare set of mobs that only show up as wanderers and have interesting rewards.

A small % chance that the additional mob will be spawned to any non-guardian, non-raid, non-boss dungeon fight.
Everythings easier in pseudocode!

Nipal

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Re: Wandering Monsters
« Reply #1 on: 11:18:04 - 06/10/14 »
it's actually something we wanted to do but gave up due to some technical complexity (or rather exploits).

if rare mobs spawn when the fight is launched, (hardcore) players only need to launch over and over
again fights to get the rare spawns. (by losing on purpose if no rare mobs spawned).

so the only way to counter this is to spawn rare mobs at dungeon attunement (when the cooldown starts).
so we have to save lot of more information we don't do atm.

but yeah, it's definitely doable.


Gabbin

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Re: Wandering Monsters
« Reply #2 on: 14:43:08 - 06/10/14 »
I was thinking about that sort of abuse... wasn't sure if having the mob spawn 100-200 ticks in would make a difference or not.

Or maybe instead of a small chance at the beginning, it has a super small chance of showing up every 15 ticks throughout the entire fight.

Everythings easier in pseudocode!

Nipal

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Re: Wandering Monsters
« Reply #3 on: 15:04:06 - 06/10/14 »
rare spawn "during" a fight is a planned feature, related to soul capture to be precise.
it's a very hardcore and grindy feature that we don't prioritize for release.

basically, imagine slime king has "a small chance" to spawn a rare blob and you have
"a small chance" to capture it. most of players don't care about this feature but it's a
must for all "gotta catch'em all" people.