View Full Version : Randomize

07-05-2007, 04:09 PM
An oldie but a goodie...

I would like to see a lot more randomization in mob spawns in the quests. For example, in Wiz King (Chamber of Raiyum) sometimes a chest spawns, sometimes not. Sometimes an arcane spawns, sometimes not.

I'd like it if the number of spawns was also random. Sometimes zero, sometimes 1,2, or 5.

In general, does anyone oppose more randomization, and does DDO do enough of this?

07-05-2007, 04:11 PM
I wouldn't mind some random spawns to change up the flavor of a quest. It would be cool to run through say ww and turn a corner to find an Ogre or a Kobold Shaman that wasn't there before.

07-06-2007, 09:45 AM
Kinda like bringing in the "Wandering Monster Tables" from the older rulesets. That would be cool.

07-06-2007, 09:53 AM
has been discussed before.

and TRD has given us our answer.

Ah, random traps again. Okay, so let me sum it up a bit. Yes we can do random traps. There are many post-launch quests that incorporate them. We're likely not going to go back to old quests and add them in because of the development time it would take away from new content.

We can do different random traps in one spot, but usually don't because many traps rely on a particular room or hallway setup which doesn't fit with many different trap configurations. Besides, I don't feel that a fire trap will surprise you any more than an acid trap, the second or third time you run the quest. Aside from that, if I randomized every trap in 4 different ways, it would take me 4 times as long, and you would get less content.

I prefer to place traps in many different places. If I do that, it almost guarantees that the first few runs will be fresh and new, since you won't be able to hit all the traps and learn their locations in one run. There's nothing I can do for you if you're running a quest with people who have run it a couple dozen times and happen to remember where traps can be. My goal is to at least carry you through your Normal, Hard, and Elite runs - and hopefully beyond.

Full and complete randomization is not going to happen to the degree and scope some of you wish. We need to build and script every trap. There's no procedural method for randomizing traps because our game relies so heavily on custom crafted content. We place traps with purpose. Sometimes it's to encourage a different path. Often, we place traps in areas we feel deserve more challenge and we want that challenge to exist all the time. I suppose fully random traps would be more likely if the game was 2-D, top down, and tile-based. Many other problems arise if everything were that random. You won't want to enter the dungeon only to find a fire jet blasting you in the face and killing you the moment you load in. I think we can all agree that would be frustrating and unnecessary.

That being said, I'm still committed to building random traps and killing your characters in fun and creative ways!

Would i like more randomizing? yes. will we ever get enough for everyone? probably not.