Page 1 of 1

Spawns, Dodgy Teleporters and Related Nitpicks

PostPosted: Fri Aug 21, 2009 5:46 am
by Gurt
Hi all,

In my travels I occasionally notice places with no spawns. There's a few that seem underspawned (eg Rock Dungeon) but I think that's how they're supposed to be on OSI, or overspawns (that would be a subjective opinion) so that's not my nitpick, but this is no spawns at all, or otherwise odd bits and pieces - particularly missing or bad teleporters seems to intertwine with spawn things. I thought it was worth starting a topic on this so others can add to the discussion.

- Sorcerors Dungeon, level 2.5/level 4. The hidden teleporter in the library goes to it (on OSI it is one of the magical crystals, on WP it is the pattern on the floor that teleports you). The dungeon itself is completely empty - I was hunting for undead and this is supposed to be a good place for it, but nothing there...so...
- Heartwood seems extremely empty, plus you can only get to it through Labyrinth when Stratics talks about a gateway in Yew (seemingly in that green patch next to the moongate). I don't mind the gate not being there, makes it more interesting when you find it, but is it possible to add some NPCs even generic shops or something fitting with the crafting theme?
- Stratics says Ki-Rins and Unicorns spawn on Grimswald Ruins (the floating island in NE Malas). I've only seen Unicorns - maybe I'm not looking right. In fact a few things apparently spawn there and only some of those appear (Gore Fiend is another one that is there). This doesn't bother me much but someone wanted to tame Ki-Rins the other day and there was only Ki-Rin Passage to do it in.
- There is no way to access the caverns under Bucaneer's Den. Some places speak of trapdoors. If you click on the floor in places (eg Thieves Guild, The Baths) it sometimes identifies it as "cavern floor" and things, but there is nowhere to walk to trigger anything, and no clickable trapdoors.
- While I'm talking about Bucs I might mention there is no way to obtain the Disguise Kit since you can't join the Thieves Guild. Saying "disguise" to a Thief Guildmaster makes him/her respond "I don't know what you're talking about." (as opposed to not responding at all)
- The pouches with runes to hidden locations in Malas all appear to be empty.
- Strangely the named creatures from the Dallid the Cook quest are present in the Sanctuary Caves, but Dallid the Cook is not present in Sanctuary. This just means they're named creatures with normal creature loot! Likewise other Sanctuary quests, eg Grobu the bear in the Painted Caves.

Just for completeness I haven't listed the lack of Ferrets or Greater Dragons as they're newer spawns anyway and are more recent than the version we're patched to (if that matters).

I'll leave it at that for now. Probably more but I should play the game instead of whinge :P

Re: Spawns, Dodgy Teleporters and Related Nitpicks

PostPosted: Fri Aug 21, 2009 9:20 am
by Chvayre
Gurt

Very nice observations. I just would like to point a few things out. Whispering Pines is a custom shard, which means that while some things match Stratics many things will not. In fact the more things that do not match Stratics the better. As we try to offer something slightly different from everyone else. So let me address each of your issues……..

Places with no spawns – maybe on purpose but just the general places with no spawns gives us nothing to look at. If you find places you think should have spawns mark a rune or get the coordinates. We here at W.P. are always open to suggestions and would love to look into these areas.

Sorcerers Dungeon – I just may add some things to it in the near future. Thanks for letting me know it was so bare.

Heartwood – you are pretty young here on W.P. just a short while ago this area was not even accessible. It is an area in development and we have set it up for many custom items/quest since it is a bit difficult to get there. I do not know if we plan on just putting the normal everyday vendors in there (Staff will discuses this). As for the gateway yes on OSI it sits in the middle of the grassy area in Yew. And as I’ve said we are a custom shard. We wanted there to be more purpose in that dungeon area where the current entrance is located then just go kill or tame some monsters.

Stratics says ………. We are a custom shard, we do not follow Stratics. That being said believe it or not we have had to add 100% of all spawns on this shard. So yes it is nice to know if a location seems oddly bare. There are three people that started this shard. We are human and few. It is very likely we missed spots. (We do have more staff then 3, but our development team is 3).

Bucaneer’s Den/Caverns – there are a number of hidden areas, one of which Storm has had me looking at some scripts so she can add some custom content there. (This will be awhile in the coming, lots of scripts to work on and look at).

Disguise kit – at this time no plans to implement this (we do take suggestions through). As a custom shard on W.P. all skills can be trained, magery has a spell that will do this.

Hidden Pouch locations – are empty – feel free to make suggestions about them.

Named creatures/Sanctuary/Grobu – all of these are Mondains Legacy if you take a close look at your client number 5.0.6c it is before M.L. All ML stuff has been added by hand. Earlier this year the Peerless where added we spent untold months working on that. Once again we are custom. But have tried to add some of the better parts of OSI. We do our best…… We do take suggestions the more detail the better.

Ferrets/Greater Dragons – Ferrets do spawn on W.P. (maybe not where stratics says) Greater Dragons are an addition that came way way after the 5.0.6c patch.
We have many custom crafting systems. We have dungeon bosses at the ends of a lot of our dungeons, custom armor, levelable pets and bio pets and many more things. All these things are not on OSI or Stratics. There are currently only 4 possible places to find out about many of these things: Our Forums, the motd, players, and maybe DeVir Santi’s help page (don’t know about the last one not been there in some time, but he seemed to be getting a lot of useful stuff there).

All this being said. If you find a teleporter that doesn’t work right, let us know the location. If you find an area that seems under spawned, let us know the location. If you think maybe W.P. could benefit from some addition please place a suggestion in the Suggestion and Ideas forums. We promise we look at it and often consider the ideas placed there. In fact, talk to some of our vets as they can tell you ideas of theirs we have added.

Thank you for taking the time to point out these things. I hope I have answered your concerns fully. If not feel free to page me. I would be more than glad to sit down and have a face to face in game. I am also fairly sure Lord GhostRiderGrey would be willing to do this as well.

Re: Spawns, Dodgy Teleporters and Related Nitpicks

PostPosted: Fri Aug 21, 2009 10:01 am
by Gurt
Cool, I'll get some coordinates when I have a chance. Thanks for the quick reply and it was by no means a criticism - I simply thought it was a good idea so admin and players alike know, and partially because some of the spawns would be relatively easy to fix up and might be a welcome break from coding something nastier :P

Like I sort of said in the initial post I don't disagree on your point on Heartwood and personally I found it by accident, and I enjoyed that. It's a nice little bonus for sneaking through Labyrinth :) there are a few things that you have to really look for - the glassblowing books or Bushido training are great examples - and really, I found them with no help at all. I don't consider such things problems and with those two, if you look you find. With the Heartwood entrance, I spent a while trying to find it in Yew and giving up before finding it by accident. Which is why I posted it here! Glassblowing and bushido, I found it by logic.

Magery/Incognito can do much the same as the disguise kit except it appears the disguise kit allows you to choose your hair style and has a two hour limit; Incognito is random and short. Both generate names randomly. I mentioned it for completeness really, nothing hinges on its outcome :) I just got the impression they're in the code but there's no way to access them. I suppose if people want them, they will make it clear.

Hidden pouches, on further exploring, I found are empty, but were not originally. It appears they're in a certain rune library at a certain town! I think ordinarily these are suppose to respawn, but I guess they did not. I suppose this is no problem so long as people know (and since I've mentioned it here, it is no secret), and so long as the the books don't get trashed somehow. I doubt anybody is keen to go searching behind walls for them anyway...

Aust cleared me up on the Ferrets, I mistook the location - right area, wrong spawn point.

Anyway once again I wasn't trying to be negative or anything, these are all things everyone can and does live without. I simply do not expect admin's eyes to be omnipotent, and so I thought a list would be an excellent way to help. I realise this isn't OSI nor does it try to be (although many of the spawns are common with OSI, much to my surprise), and I've spent a lot of time here already so I'm quite happy with that. Hope you didn't take this too seriously :P

I haven't found anything else of note but I am looking. Ultimately most things work as they are supposed to and I don't find huge empty expanses anywhere (okay, maybe in Malas, but those are good housing areas). It's all quite impressive really! But I don't need to tell you this :D

EDIT: I knew I forgot something...Nujel'm Cemetery is empty. Perhaps rather than fill it now you should use it in a few months time, you never know when a cemetery might be useful ;)

Re: Spawns, Dodgy Teleporters and Related Nitpicks

PostPosted: Mon Aug 24, 2009 4:54 am
by Epimetheus
I just thought I'd point out that the Malas Pouches are supposed to be empty.
They always have been. :P

The trick is to drop a blank rune into one of them (unlocking it if needed), and it will automatically mark the rune for you. I was the one who created the runebook of which you speak. :D