Looking4Group / L4G_Core

Looking4Group Core
http://looking4group.eu
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Despawnzeiten #348

Closed Xadras closed 8 years ago

Xadras commented 9 years ago

Originally reported by: Anon X (Bitbucket: Anonx, GitHub: Anonx)


An Issue #219 und #169 ist was dran.

Wenn normale NPCs nach 1 Minute Despawnen ist das zu schnell.

Das funktioniert in einem Gebiet, welches permanent abgefarmt wird, ansonsten nicht.

Bei Bossmobs finde Ich die Timer angemessen.


2012

I slapped on my Boots of the Bay and nuked some bloodsail pirates. By using mana shield (expires after 1 minute) as a timer, I observed the following:

looted immediately, despawned after 3rd cast (2 minutes)

looted after 1 minute, despawned after 4rd cast (3 minutes, which is 2 minutes after looting)

uninspected, despawned after 6th cast (5 minutes)

inspected, despawned after 5.2 minutes (5 minutes after inspection)

inspecting each minute, lasted 10 casts (did not wait for despawn) - mob did respawn at 8.4 minutes.

Killed the second mob, looted and the new corpse despawned after 2 minutes while original corpse still there.

killed and looted a jaguero stalker (skinnable). The corpse despawned 5 minutes after looting.

So, it seems that 2 minutes is the despawn time for looted corpses (unless salvagable, then it's 5 minutes). If there's loot it will despawn after 5 minutes. Inspecting the loot resets the timer.

There is a period of time before an enemy despawns, although this doesn't appear to be a consistent period of time the following can be observed;

A corpse will remain longer if it is not looted

A corpse will disappear immediately if it is processed in any manner (skinning beasts, engineering mechanicals, herbalism, etc)

Enemies with quest items seem to take longer to depsawn

http://gaming.stackexchange.com/questions/78923/how-long-do-corpses-remain


2014

Community Manager (GM) Rygarius

The change to have corpses despawn more quickly was intentional and was made to improve performance in heavily populated areas (where a large number of things are being killed). We're planning to increase the duration again after things calm down.

Skinnable mobs and creatures with good loot (greens or better) do have a slightly longer despawn timer. Again, we're looking at returning it back to the way things were once things are more stable.

http://us.battle.net/wow/en/forum/topic/15270579249?page=3#52


Wie sind die Despawn / Respawnsettings eingestellt?

Gab es in TBC schon die Berechnung mit Spielermenge hoch = Despawn- / Respawntimer niedrig oder kam das erst mit Wotlk mit den wandelbaren Gebieten?

Wir haben hier fixxe Respawntimer? Sind diese mit den Kommentaren vergleichbar?

Würde es zu viel Ressourcen in Anspruch nehmen diese geringfügig zu erhöhen um es den Spielern leichter zu machen?


Laut dem 2012 Posting: ~ Mein Vorschlag

Geplünderte Leiche verschwindet nach 2min. ~ 1min

Geplünderte Leiche, verwertbar durch eine Fähigkeit, verschwindet nach 5min. ~2.5min

Nicht geplünderte, nicht inspizierte Leiche bleibt 5.min liegen. ~ 2.5min

Nicht geplünderte, inspizierte Leiche bleibt 5min nach der Inspzierung liegen. ~2.5min

Inspizieren resettet den Despawn Timer.


Xadras commented 8 years ago

Original comment by Xadras (Bitbucket: Xadras, GitHub: Xadras):


Removing component: Mechanik (automated comment)

Xadras commented 8 years ago

Original comment by Anon X (Bitbucket: Anonx, GitHub: Anonx):


Da heute wieder eine Gruppe ein Problem mit sehr schnellem Despawn hatte ( Boss down, aber Leute tot ohne dass jemand rezzen konnte, Questitems im Boss ) sollte man sich die Werte etwas genauer anschauen:

Schon allein die Tatsache, dass der Client einen längeren Despawn vorschreibt, welcher vom Server so nicht gehandelt wird ist mMn Grund genug um hier weitere Änderungen vorzunehmen.

    /// Values
    m_deathTimer(0), m_respawnTime(0), m_respawnDelay(300), m_corpseDelay(60),

    /// Timers
    uint32 m_deathTimer;                                // (msecs)timer for death or corpse disappearance
    time_t m_respawnTime;                               // (secs) time of next respawn
    uint32 m_respawnDelay;                              // (secs) delay between corpse disappearance and respawning
    uint32 m_corpseDelay;                               // (secs) delay between death and corpse disappearance
#!c++

time_t Creature::GetRespawnTimeEx() const
{
    time_t now = time(NULL);
    if (m_respawnTime > now)                                 // dead (no corpse)
        return m_respawnTime;
    else if (m_deathTimer > 0)                               // dead (corpse)
        return now+m_respawnDelay+m_deathTimer/1000;
    else
        return now;
}

https://bitbucket.org/looking4group_b2tbc/core/src/4ea526723cb412841da224563ffa4cd30091f2e9/src/game/Creature.cpp?at=master&fileviewer=file-view-default

https://bitbucket.org/looking4group_b2tbc/core/src/4ea526723cb412841da224563ffa4cd30091f2e9/src/game/Creature.h?at=master&fileviewer=file-view-default

http://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-emulator-servers/wow-emu-questions-requests/417439-creature-respawn-time-bugged-need-assistance-other-simple-arcemu-questions.html


Further Research:

http://www.wowhead.com/forums&topic=181933/questions-on-corpse-despawning 4.XX

http://wowwiki.wikia.com/wiki/Spawn

https://www.quora.com/In-World-of-Warcraft-does-looting-a-corpse-actually-hasten-its-despawn-time

http://www.mmo-champion.com/threads/942234-Loot-and-Corpses

http://www.primalwow.org/forum/viewtopic.php?p=173117

http://www.gamefaqs.com/boards/943655-monster-hunter-tri/54664856

http://www.ac-web.org/forums/showthread.php?61575-Corpse-Despawn-Time

Xadras commented 9 years ago

Original comment by Xadras (Bitbucket: Xadras, GitHub: Xadras):


im endeffekt machen wir mal nen kompromiss: ich erhöh den einzigen timer, den man umstellen kann mal aufs doppelte, dann sehn ma mal was passiert, die quellen sind ja allesamt nicht tbc