Closed GoogleCodeExporter closed 8 years ago
Thanks for the report.
Yes, I totally agree. Only the current map is now subject to respawning. This
is something that I want to change. If you haven't visited a map in N
seconds/minutes, the map should completely respawn.
Would 5 minutes be a good time limit to when we respawn maps other than the
current one?
Original comment by oskar.wi...@gmail.com
on 9 Jan 2011 at 7:44
Five minutes sounds good to me. Thanks for the response. Great game by the
way. I look forward to then next update for more maps and quests.
map
This is something that I want to change. If you haven't visited a map in N
seconds/minutes, the map should completely respawn.
the current one?
Original comment by dextermi...@gmail.com
on 9 Jan 2011 at 7:52
The respawning on the current map will remain the way it is now.
Other maps than the current one will respawn every N minutes.
Original comment by oskar.wi...@gmail.com
on 9 Jan 2011 at 8:23
This is now implemented and will be included in the next version. I changed the
respawning time to 3 minutes. So if you haven't visited a map in 3 minutes
(real-world time), all non-unique monsters will now respawn. This also includes
time spent not actually playing the game, so if you load an old savegame, the
other maps than the current one will probably have respawned.
Thank you dextermichael2003 for the good idea! Please report more things that
we can add to improve the game.
Original comment by oskar.wi...@gmail.com
on 9 Jan 2011 at 10:50
Hm...
1. How about adding this last part (real time outside the game) as an option? I
understand that it's quite hard with android's stateful concept (press Home
button and application is actually still running).
2. This kinda conflicts with the turn-based concept. How about counting "turns"
e.g. 1 combat turn = 1, 1 step = 1 or maybe 2. 8-hour rest = 4800 turns.
Respawn occurs if map was abandoned for, say, 100 turns. (hey, I may have
invented in-game TIME ;) )
3. Rest means "respawn all", doesn't it.
3. How about entering and then leaving a map every 2 minutes? will it never
respawn?
e.g. I kill forest snakes south of village, then two more snakes south of that,
then return to village to sell meat / buy minor healing.
I spend
- 1 minute in village
- 1 minute in wilderness1 (w1)
- 1 minute in wilderness2 (w2)
- 10 seconds crossing w1 towards village (no respawn yet)
- 1 minute in village again
- 10 seconds in w1 (still no respawn)
- 10 seconds in w2 (no respawn)...
Original comment by surrano
on 9 Jan 2011 at 3:03
If you not moving while in-game and doing nothing (checking inv., using items,
moving etc is an action AND game is open, HOME button should effectively
"pause" everything) should speed up the respawn rate. Old respawn rate was
fine, it just needs the boost when idle.
This will allow you to clear maps and continue onto next map without having to
re-kill monsters on the past cleared maps.
Original comment by kims...@gmail.com
on 9 Jan 2011 at 3:11
I also have a problem with the realtime approach. Did you only use it because
of simplicity? (I could understand this, its not as easy as it sounds)
But the main problem would be in dungeons:
I would have to clear hard dungeons really fast to get back alive. (without too
many monsters revived - would almost double the hardness) Perhaps suspend that
rule if you are still in the dungeon.
Original comment by SamuelPl...@gmail.com
on 13 Jan 2011 at 10:10
Good point. Although, I think that making it that much harder is good. I know I
look forward to snakes re-spawning so i can get them on the way out. Part of
going in means you have to have a exit strategy too. We don't want the game to
be too easy. I'm all for a challenge.
Original comment by Captain8...@gmail.com
on 14 Jan 2011 at 1:19
Released in v0.6.8 . Closing.
Original comment by oskar.wi...@gmail.com
on 24 Feb 2011 at 9:35
Original issue reported on code.google.com by
dextermi...@gmail.com
on 28 Dec 2010 at 8:27