01-12-2020, 09:30 AM
At some point we should run a test on a back up version of the world (or even our live world -- I'd just offer to take a backup if it ends up not making a difference). Delete all the structure around the barn to see if that forces the purges to spawn at the volcano instead. Since we know its not beds or bedrolls at this point, I wonder what the threshold is that all the purges we had yesterday were there instead of at the volcano.
It could be totally random and our sample sizes are still relatively small but even then why have we not seen any at the original galleon location, or even at anne's noob spot? Why have we not seen any at the Asgarath location after we it was razed and there are still some things there.
I would imagine that there must be some points factor either in how many items were placed or the aggregate score on materials cost or something that effects the probability of what we see and where. Ideally we would be able to pick our spot and building strategy to ensure that every Purge would spawn where we want it to and what exactly allows them to trigger elsewhere, so we can get the highest probability for having the highest tier purges.
My concern is the variance in purge types make it so we ratchet the difficulty up to the point to not make the lower tier purges yawners which in turn makes the higher end ones all but impossible. While the ones we had yesterday are definitely closer to the level of difficulty we were hoping for due to the open nature and the mobs all coming at once vs. trickling in, unless we get the army versions, they are still pretty trivial. If we ratchet up the damage so even the trivial ones aren't trivial, then when we do get the top end its a for sure wipe. Which is fine, but I'm not convinced we even know what the top end actually looks like yet -- I'll have to see if there is an actual list and corresponding admin commands to force which one we get to test them vs. waiting to see what RNG gives us.
Only then would we be able to make the final tweaks to purge damage levels and buffer time between purges. If we can find the point that it's not a lot of down time if we succeed in a purge and if we fail there is only enough time to repair if we have the majority of mats already available. If anything more than minimal rebuilding is required, we wouldn't have time to do it before another purge spawns. If we get lucky on the next one and its a lower difficulty one, great. If we get unlucky and we get a top tier one there is a good chance we get knocked back to a previous location to 'start over'.
This then creates the question on if the settings only work steady state. If we truly were starting fresh, what would that do? Is it even possible to start from nothing with the same settings that make the end game interesting? As long as we are playing in a private server that may still be OK since we could just agree that we create the world and use admin rights to set the board up initially, eg everyone is level X to start and/or here is your starting set of materials, etc.
It could be totally random and our sample sizes are still relatively small but even then why have we not seen any at the original galleon location, or even at anne's noob spot? Why have we not seen any at the Asgarath location after we it was razed and there are still some things there.
I would imagine that there must be some points factor either in how many items were placed or the aggregate score on materials cost or something that effects the probability of what we see and where. Ideally we would be able to pick our spot and building strategy to ensure that every Purge would spawn where we want it to and what exactly allows them to trigger elsewhere, so we can get the highest probability for having the highest tier purges.
My concern is the variance in purge types make it so we ratchet the difficulty up to the point to not make the lower tier purges yawners which in turn makes the higher end ones all but impossible. While the ones we had yesterday are definitely closer to the level of difficulty we were hoping for due to the open nature and the mobs all coming at once vs. trickling in, unless we get the army versions, they are still pretty trivial. If we ratchet up the damage so even the trivial ones aren't trivial, then when we do get the top end its a for sure wipe. Which is fine, but I'm not convinced we even know what the top end actually looks like yet -- I'll have to see if there is an actual list and corresponding admin commands to force which one we get to test them vs. waiting to see what RNG gives us.
Only then would we be able to make the final tweaks to purge damage levels and buffer time between purges. If we can find the point that it's not a lot of down time if we succeed in a purge and if we fail there is only enough time to repair if we have the majority of mats already available. If anything more than minimal rebuilding is required, we wouldn't have time to do it before another purge spawns. If we get lucky on the next one and its a lower difficulty one, great. If we get unlucky and we get a top tier one there is a good chance we get knocked back to a previous location to 'start over'.
This then creates the question on if the settings only work steady state. If we truly were starting fresh, what would that do? Is it even possible to start from nothing with the same settings that make the end game interesting? As long as we are playing in a private server that may still be OK since we could just agree that we create the world and use admin rights to set the board up initially, eg everyone is level X to start and/or here is your starting set of materials, etc.
Too many games to fit in signature....
