tmap island #163.. a little fishy maybe?
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- Smelly Ira
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tmap island #163.. a little fishy maybe?
OK, its the one to west of shrine of compassion if I recall correctly.
I wondering if the spawn on this particular island is as it should be, I have no idea about the accuracy, but it is truly ridiculous sometimes.
Every time I have a map there it ca necessitate killing something like 5 silver serpents, and sometimes even more giant serpents, as well as a huge host of alligators and snakes. I
That alone would be reasonable I guess, however, there have been some occasions where it seemed like the respawn of the serpents, including silver ones, was faster than they could be killed (using EV's).
I realize the riskiness of treasure hunting on islands is just part of the deal, but this particular island is a bit silly, i'm wondering if it's a case of "working as intended", or is something a little off here?
I wondering if the spawn on this particular island is as it should be, I have no idea about the accuracy, but it is truly ridiculous sometimes.
Every time I have a map there it ca necessitate killing something like 5 silver serpents, and sometimes even more giant serpents, as well as a huge host of alligators and snakes. I
That alone would be reasonable I guess, however, there have been some occasions where it seemed like the respawn of the serpents, including silver ones, was faster than they could be killed (using EV's).
I realize the riskiness of treasure hunting on islands is just part of the deal, but this particular island is a bit silly, i'm wondering if it's a case of "working as intended", or is something a little off here?
Re: tmap island #163.. a little fishy maybe?
In my opinion, the monster spawn on our shards is far slower and lower than it was in 1999.
- Smelly Ira
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Re: tmap island #163.. a little fishy maybe?
Have you checked out this island specifically? It seems unlike the others in terms of both the number (and as far as I can tell) the frequency of the spawn.
I have had no issues with the other islands, they seem normal, and when I kill stuff it's not back in 2 minutes.
I realize it could be my imagination, or maybe i'm overstating the case, but honestly I have been on the island at one point where it seemed like every couple of tiles was a silver serpent or giant serpent.
Also, I find it hard to believe it would have been like this back in the day, or at least if so, no one would have been able to do anything there. It is a fair challenge dealing with 3 silver serpents at once and all the other crap immediately around when you are in the middle of those little shrubs, with a character (thunter bard) built just for this purpose....I can't imagine that back in the actual era many people had characters or templates to even handle the kind of spawn on this island, or maybe they just did it with alot of people, I don't know.
I have had no issues with the other islands, they seem normal, and when I kill stuff it's not back in 2 minutes.
I realize it could be my imagination, or maybe i'm overstating the case, but honestly I have been on the island at one point where it seemed like every couple of tiles was a silver serpent or giant serpent.
Also, I find it hard to believe it would have been like this back in the day, or at least if so, no one would have been able to do anything there. It is a fair challenge dealing with 3 silver serpents at once and all the other crap immediately around when you are in the middle of those little shrubs, with a character (thunter bard) built just for this purpose....I can't imagine that back in the actual era many people had characters or templates to even handle the kind of spawn on this island, or maybe they just did it with alot of people, I don't know.
Re: tmap island #163.. a little fishy maybe?
I've died more in that island to those damn silver serps than combining all my other deaths. I have a pile of t-maps on that island that I haven't been able to dig up yet, but at the end of the day, it's part of the environment you have to deal with. It just depends on how bad you want it.

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Re: tmap island #163.. a little fishy maybe?
I believe this whole issue is due to the regional spawners.
Regardless of the correct percentages of silver serpents to say, alligators, each time you kill an animal, it has a chance to spawn as a different animal.
From what I remember, there was a nasty island near Trinsic that would contain a lot of giant serpens, scorpions, and small snakes..
Regardless of the correct percentages of silver serpents to say, alligators, each time you kill an animal, it has a chance to spawn as a different animal.
From what I remember, there was a nasty island near Trinsic that would contain a lot of giant serpens, scorpions, and small snakes..

Re: tmap island #163.. a little fishy maybe?
There were only 3 or 4 different spawn timer variables that were used by OSI/EA. I can't remember the exact amount since the information is on my other computer but there was instant, 5 mins, 20 mins, and 60 mins. The whole spawn system here isn't really accurate at all besides the type of creatures that spawn in the locations of course. This is mainly due to the RunUO code that is being used since re-coding this type of project is quite an enormous task. Still hoping it will be done some day though.
- Smelly Ira
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Re: tmap island #163.. a little fishy maybe?
I didn't realize this, is it essentially random what respawns then, within the boundaries of what is normally there?Eulogy wrote:I believe this whole issue is due to the regional spawners.
- nightshark
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Re: tmap island #163.. a little fishy maybe?
If you download runUO and host a shard, you'll see how spawners are setup. In the case Eulogy is talking about, there will be 1 spawn area with x amount of monsters/animals. Each time you kill one, it spawns a random type. Say there was a spawner which spawned rats and liches, and you were only killing the liches, eventually the entire spawn area would be rats.Smelly Ira wrote:I didn't realize this, is it essentially random what respawns then, within the boundaries of what is normally there?Eulogy wrote:I believe this whole issue is due to the regional spawners.
It would be easily fixed though by creating a spawner for rats and a spawner for liches, which do not interact with each other. The rats to liches ratio would never change.
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Re: tmap island #163.. a little fishy maybe?
This is correct for most ourdoor regions.Smelly Ira wrote:I didn't realize this, is it essentially random what respawns then, within the boundaries of what is normally there?Eulogy wrote:I believe this whole issue is due to the regional spawners.
This is generally true in outdoor areas; overfarming of a creature type can bring that type to extinction. However there are some feature on UOSA that are a little more complex than what you will find on a RunUO distro; our spawns do readjust to the intended creature balance over time.nightshark wrote:Say there was a spawner which spawned rats and liches, and you were only killing the liches, eventually the entire spawn area would be rats.
This was a big issue in our first year due to the herding of llamas and ostards out of the lost lands, they became extict weekly.

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Re: tmap island #163.. a little fishy maybe?
This island is a pain, but I've done a number of maps on it by myself.
What I've started doing is cast a gate, hide, and go through hidden so I don't get immediate aggro. I throw an EV at the nearest critter and go back through the gate.
Sometimes I've had to do this two or three times to clear out the area, but it does work and beats the heck out of death by silver serpent and having to get your stuff back from your body on that hellhole of an island.
What I've started doing is cast a gate, hide, and go through hidden so I don't get immediate aggro. I throw an EV at the nearest critter and go back through the gate.
Sometimes I've had to do this two or three times to clear out the area, but it does work and beats the heck out of death by silver serpent and having to get your stuff back from your body on that hellhole of an island.
- Smelly Ira
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Re: tmap island #163.. a little fishy maybe?
Yeah, i've developed tricks to deal with it, the spawn seems to vary alot..i'm gonna assume that's down to the above topic of different things getting spawned when some things are killed off.
Also as I hadn't really thought about how things would respawn until this thread, I was basically killing the whole island with EV's and making stuff respawn, making it harder on me.
Also as I hadn't really thought about how things would respawn until this thread, I was basically killing the whole island with EV's and making stuff respawn, making it harder on me.
Re: tmap island #163.. a little fishy maybe?
I know for a fact the Ophidians that spawn over at tera keep spawn MUCH more slowly than they did on OSI.Mikel123 wrote:In my opinion, the monster spawn on our shards is far slower and lower than it was in 1999.
(the ones on the pathway towards the keep, good place to learn provoking)