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View Full Version : NPC Spawn Issue: City Guards Should Be Quick Spawns Until May 2000 Era


uygi
12-11-2019, 03:02 PM
May 12, 2000

Newbie Guards
As we are sure many people are aware, there are guards that exist specifically for the purpose of giving new characters a place to run in order to be saved from a certain death. However, as many people have mentioned, these guards are frequently either dead, or engaged by players choosing to hunt them. This makes things very frustrating for newer players, and with the large influx of new players due to the release of EverQuest: The Ruins of Kunark, we decided that a change was warranted.
Though we do not have a problem with players choosing to hunt guards, the newbie guards themselves, specifically the ones at the gates of cities and in the vicinity of newbie zones, need to remain alive under most circumstances. To that end, we have buffed up these newbie-protecting guards, made them immune to magic, and given them some pretty good healing properties, in order to make them less attractive to people hunting them.
In addition, though we have left the guards inside cities as-is from the perspective of power, we've also found a problem with the respawn rate. Previously they were typically on a six-minute timer, making them spawn much faster than an equivalent NPC would in a dungeon. We have normalized the respawn time of guards inside cities to bring them in line with dungeon NPCs.

uygi
12-11-2019, 03:05 PM
Gate guards should also not be buffed until this era, but I don’t engage them so not sure what their current green/teal state is. My irrelevant opinion is the game is better off with buffed up gate guards...

skorge
12-13-2019, 05:25 AM
This has the potential to be huge, as it opens up more camps for the server. I hope the devs address this or at least fix it for Green 2.0.

uygi
12-15-2019, 12:19 AM
The change happens 13 months into server timeline, we're just barely past release day still. Green 2.0 talk may be a bit premature ;)

uygi
01-10-2020, 02:28 AM
Any word on this? I was hoping this would be an easy fix :confused:

Tethler
01-11-2020, 05:51 AM
Does Highkeep count as a "city"? Cause, ...lol

cd288
01-13-2020, 04:30 PM
I would doubt they make this change. I don't think they're going to spend time on coding this change so that people can farm plat and XP off city guards way faster.

uygi
01-14-2020, 07:59 PM
I believe it would just be a rollback to early blue, I suspect it's minimal coding.

Glasken
01-23-2020, 12:01 PM
Any update on this, big H.?

Castle2.0
02-17-2020, 04:22 PM
MAY 12, 2000

increase gate guard stats, increase spawn time of city guards from 6 minutes to 20 minutes (nerf guard hunting)
Source: http://wiki.project1999.com/Patch_Note_Sources


This change didn't happen until Kunark. Guard hunting was a part of classic.

Let's revert guards back to classic state - 6 minute pops. Unsure if stats are classic because I don't know how to tell except some guards seem to resist a LOT, while others seem to be like normal mobs at that level.

Castle2.0
02-24-2020, 03:40 PM
*BUMP*

Castle2.0
02-25-2020, 11:56 PM
Dev response on validity of this issue and/or timing of when this would be fixed?

uygi
05-11-2020, 01:55 PM
Not gonna happen /shrug

Baler
05-11-2020, 02:58 PM
newbie guards are in their pre-buff state on P99 Green. I can't speak to their respawn timer.

I'm skeptical their resists/stats are purely classic accurate however but they are not as strong as their post-buff version as seen on blue/red currently. (and im not just talking about newb troll guards)

Castle2.0
07-27-2020, 08:21 AM
Any update on this? Should be 6 minutes. 100% confirmed.

Castle2.0
08-05-2020, 04:39 PM
*bump*

Castle2.0
08-14-2020, 03:40 PM
*bump*

Castle2.0
08-16-2020, 04:41 PM
*bump*

DMN
08-16-2020, 09:51 PM
i suspect it's pretty low priority given how advanced green is on the timeline currently. But it does jive with my memories of single players camping singular guard spawns. i had always assumed they just had really good exp modifiers, but perhaps the modifiers were normal and ths spawn times good. One of my earliest "culture shock" moments coming from the beta into playing on the live servers was entering Ak'anon and every 20-30 feet there would be a single higher level player meditating, just waiting for the nearby clockwork XVII to spawn.

It wasn't completely unheard of to kill guards in the closed beta, in fact the first level 50 was notorious for his rounding up of guards and getting them stuck in the pathing somewhere while nuked them over and over with AoEs(wizard).

cd288
08-16-2020, 11:55 PM
Guessing this falls into the bucket of classic changes that would make things easier and because they were later changed to be tougher, the staff has made a conscious decision to keep them as the later patched version

Castle2.0
09-18-2020, 12:43 PM
*BUMP*

uygi
12-14-2020, 12:31 AM
One final bump. It's a done deal for Green now, but it would be great to have this era-corrected for the future.