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	<title>Comments on: MMORPG Design Challenges</title>
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	<link>http://www.vectorstorm.org/2008/08/01/mmorpg-design-challenges/</link>
	<description>Creating games, one brightly glowing line at a time.</description>
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		<title>By: MrCheese</title>
		<link>http://www.vectorstorm.org/2008/08/01/mmorpg-design-challenges/comment-page-1/#comment-270</link>
		<dc:creator>MrCheese</dc:creator>
		<pubDate>Sat, 02 Aug 2008 02:51:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=219#comment-270</guid>
		<description>I suppose you could average out the mobs over zones of equal level range, but I think it would need micro-management.  As you said, towns would be better placed in quieter areas.  Something that could be a feature a little further down the line, higher XP rewards for denser zones; which would attract &#039;hardcore&#039; players.</description>
		<content:encoded><![CDATA[<p>I suppose you could average out the mobs over zones of equal level range, but I think it would need micro-management.  As you said, towns would be better placed in quieter areas.  Something that could be a feature a little further down the line, higher XP rewards for denser zones; which would attract &#8216;hardcore&#8217; players.</p>
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		<title>By: CogDissident</title>
		<link>http://www.vectorstorm.org/2008/08/01/mmorpg-design-challenges/comment-page-1/#comment-268</link>
		<dc:creator>CogDissident</dc:creator>
		<pubDate>Fri, 01 Aug 2008 17:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=219#comment-268</guid>
		<description>I described that monsters per unit-of-space thing poorly.

Ex:
I have no idea what your internal scale is, but lets say a small zone is 50units, and a large one is 200units. If the slider is at 3, then it spawns one monster per 3 units of space (thus the small zone gets 16-17 monsters (depending on rounding) and the big one gets 66-67 monsters, spread out randomly among its area. And this would give it that even look cross-zones.</description>
		<content:encoded><![CDATA[<p>I described that monsters per unit-of-space thing poorly.</p>
<p>Ex:<br />
I have no idea what your internal scale is, but lets say a small zone is 50units, and a large one is 200units. If the slider is at 3, then it spawns one monster per 3 units of space (thus the small zone gets 16-17 monsters (depending on rounding) and the big one gets 66-67 monsters, spread out randomly among its area. And this would give it that even look cross-zones.</p>
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		<title>By: CogDissident</title>
		<link>http://www.vectorstorm.org/2008/08/01/mmorpg-design-challenges/comment-page-1/#comment-267</link>
		<dc:creator>CogDissident</dc:creator>
		<pubDate>Fri, 01 Aug 2008 17:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=219#comment-267</guid>
		<description>You could continue with the slider for &quot;monster density&quot; and simply have that relate to how many monsters per unit-of-space. Making big regions have many more monsters, and smaller regions have less (giving the game a more uniform look in terms of monsters). That way it would encourage players to place towns and structures in smaller zones (because they have less monsters and thus can support more players), and try to coerce players to go monster-hunting in the bigger zones farther away from towns.

It handles the micromanagement issue (just one global slider), and adds a rather transparent level of depth (easy to understand and take advantage of). Keeping the 300 creatures/players per zone is good though, this would just work alongside it.</description>
		<content:encoded><![CDATA[<p>You could continue with the slider for &#8220;monster density&#8221; and simply have that relate to how many monsters per unit-of-space. Making big regions have many more monsters, and smaller regions have less (giving the game a more uniform look in terms of monsters). That way it would encourage players to place towns and structures in smaller zones (because they have less monsters and thus can support more players), and try to coerce players to go monster-hunting in the bigger zones farther away from towns.</p>
<p>It handles the micromanagement issue (just one global slider), and adds a rather transparent level of depth (easy to understand and take advantage of). Keeping the 300 creatures/players per zone is good though, this would just work alongside it.</p>
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