Difference between revisions of "Lairs (Game Mechanics)"

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== Game Mechanics ==
 
== Game Mechanics ==
  
There are three types of lairs:
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'''Lair Types'''
  
 
* Mission Lairs
 
* Mission Lairs
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'''Lair Behavior Types'''
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* Active Behaviors
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* Passive Behaviors
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'''Parts of a Lair'''
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* Creature Type Selection
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* Spawn Size
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* Condition
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* Boss Spawns
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* Baby Spawns
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'''Environment Effects'''
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* Terrain Transforming
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== Lair Types ==
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There are three types of lairs, mission lairs, wild lairs and invisible lairs. Mission lairs are lairs that are spawned into the game world through the acquisition of a mission. These are identified by having specific names given to the lair such as "a quenker lair" or "a hurton pack lair." Wild lairs are lairs that spawn naturally in the game world and are usually indistinguishable from one another with names such as "a pile of leaves" or "a pile of rocks." Invisible lairs are what is more commonly known as spawn points where groupings of creatures will be created at without a physical lair to defend.
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Note: All lairs with the exception of invisible types produce a 64 meter diameter No Build zone around them. This prevents players from building any kind of structure or camp around a lair.
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No build diameter can be observed from the following (note that the lair is the brown mound structure near the dewbacks. The player character circled the no build area using a waypoint to measure the radius from point to point.):
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* [[media:LairNoBuild1.jpg|Lair No build 1]]
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* [[media:LairNoBuild2.jpg|Lair No build 2]]
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* [[media:LairNoBuild3.jpg|Lair No build 3]]
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* [[media:LairNoBuild4.jpg|Lair No build 4]]
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== Lair Behaviors ==
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Creatures are stored inside of a lair and will spawn out into the game world based on what type of lair behavior is occuring. The 2 types of behavior for a lair are Active and Passive. Most are acquainted with Active behavior. If you hit a lair, critters will pop out. During active behavior, the initial creature to spawn from the lair after it has been hit will take between 5-10 seconds. After this creature spawns, a new creature will appear randomly between 5-15 seconds until the wave amount has been reached. Both mission lairs and wild lairs allow for the active behavior to occur. Passive behavior is seen only in invisible lairs and wild lairs and can be thought of as spawning creatures that are kept in a hidden reserve. Each creature in in the initial wave of a wild or invisible lair has 3 replacements kept in queue. Whenever a creature is killed, its replacement is automatically set to spawn based on a 3 minute timer. This can be observed on the NGE where if a player kills the entire initial spawn, each mob killed will have its replacement spawned almost exactly 3 minutes after the previous creature died. In the case of invisible lair; if a player singles out one enemy in a spawn to kill 4 times in a row (the initial wave and the 3 replacements) the spawn will despawn after the other remaining mobs are killed since the server thinks that 4 waves have been killed as all 3 replacements and the initial spawn for that particular mob were used up.
  
 
== The parts of a lair ==
 
== The parts of a lair ==
  
  
* Creature Type
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* Creature Type Selection
 
* Spawn Size
 
* Spawn Size
 
* Condition
 
* Condition
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* Boss Spawns
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'''Creature Type Selection'''
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The creatures that spawn at lairs are dependant on creature family tables. Creature family tables are unique categorizations of creatures and npcs organized to produce a more diverse game world environment. Each type of lair gets its source from this system.  In this system combinations of creatures such as Hurtons, Hurton matrons and Hurton pups come together to form a creature family table which can then be added to the world spawner which will allow these creatures to spawn together as part of a lair in the wild or on the mission terminal to be picked by a player and later spawned. The importance of being aware of creature type categories is that all missions exist as creature family tables but all creature family tables don't necessarily end up as missions. Some creature groupings are wild or invisible lair spawns only and are not available to players as missions and not all wild spawns are available as lairs. For example Grauls and ancient grauls are wild and invisible lair spawns only. To throw another cog in the wheel, the process is further complicated in that spawns can be created with any number of potential creatures at the lair. Missions, wild spawns and invisible spawns can be any mix of the creatures in the creature family table selected for that particular lair. For example, even though the hurton, hurton matron and hurton pup family table was selected and all 3 of these creatures could spawn at the lair at once; there is no guarantee of this due to the randomization of the process. Any combination of these creatures could theoretically spawn at the lair such as 3 hurtons, 3 hurton matrons , 3 pups etc. Once the lair has been created in this fashion it will always spawn these creatures on every wave.
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Another element to creature family tables is that they possibly were given a challenge level as well. The challenge level set for the lair is presumably the highest CL of the creature within the creature family table selected. In the previous example used with the hurtons; of those hurtons the matron has the highest CL, so the CL of the hurton family table in this case would be 26. It is suspected that the spawning mechanics uses challenge levels in determining what can spawn in an area and as such, Challenge levels being associated with lairs allows for its possibility to be spawned in the game world. Lair Challenge levels also plays a role in calculating experience gain since players earn experience based on a CL calculation using the amount of damage dealt to the lair compared with an fixed experience value. Presumably the lair also shares the same base experience value of the highest CL mob in the lair. One more important aspect of the CL mechanics of the creature family table system is how it relates to missions. Players receive the listings based on the pool of creature family tables linked to the terminal. If a player or their group's challenge level matches or is higher than the CL associated with a creature family grouping then that grouping shows up on the terminal as a  mission lair (if the family grouping is flagged as being able to allowed as a mission and not wild spawns only).
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'''Spawn Size'''
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There is a maximum number of creatures that any lair spawns. This set of critters is called a "wave". I will define the "wave amount" as this maximum number. The number of critters you see when you first encounter the lair is this "wave amount". This set of critters is the initial wave.
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Once a creature grouping is selected, then the spawn size of the grouping is determined. Spawn ranges can be anywhere from 1 up to 5 mobs total in a wave. The spawn size creation process is based on randomization.
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Note: I have two theories or proposals for how the lair spawn size can be determined:
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* 1. Randomization of the lair spawn size between 1 and 5.
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* 2. Assign a Randomized Challenge Level to the lair with the min CL being the highest cl mob from the creature grouping selected.  The cap on the challenge level would be the highest CL of the player that enters the spawn range. For example a cl 25 player entering an area will spawn any mob between CL 1-CL 25. A cl 10 player will spawn only mobs ranging from cl 1-10. The challenge level would use the same spawn size multiplier that missions use:
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** 1.0-1.27 x cl for 1 mob
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** 1.28-1.67 x cl for 2 mob
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** 1.68-1.97 x cl for 3 mobs
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** 1.98-2.22 x cl for 4 mobs
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** 2.23(onward) x cl for 5 mobs
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Note: we could cap the max random potential multiplier at 4 so we can get a more even distribution of difficulty levels for the lair. Leaving it uncapped would add higher probability that the lair would only spawn high amounts of mobs.
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'''Condition'''
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Lair condition represents the amount of damage that a lair can take before it is destroyed. Condition on a lair lowers as it takes damage through either being attacked or by creatures exiting the lair. Every lair with a spawn size between 1-3 creatures will take a 10% loss from its maximum condition per creature spawned during the active spawn cycles. Lairs with a spawn size of 4-5 will take 5% condition loss per creature spawned during the active spawn cycles.
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Lair condition was long thought to be a variable based on the challenge level of the creatures or the spawn size. Under this proposal, condition has a base value for each challenge level which is given a multiplier based on what the spawn size calculation is for that lair. The way it works is that the more mobs there are that spawn from the lair, and the higher the lair's Challenge level is, the more condition the lair has.
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When a lair's 1st active wave is complete, the lair will then take 3 x damage from attacks made against it. This was SOE's way of making it easier to take down lairs with high hitpoints. After all creatures in a lair have been destroyed (including passive spawns), it is presumed that the lair has another damage bonus made against it between 4-10x damage (Note: data on this is sketchy).
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Note: Due to the nge changing the way condition values work, an alternate proposal has had to be constructed since it is no longer possible to obtain useful information comparative to pre-cu from lair conditions.
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* [[http://wiki2.swganh.org/index.php/Image:ProposedLairConditionRanges.xls Proposal for Lair Condition Values]]
  
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The proposed values in the listing above are within a range based on the calculated cl of the lair's highest mob and the number of mobs spawned. As an example, a cl 1 lair with 1 mob can spawn a lair with a condition randomly ranging between 1000 and 2999. The CL of the lair would be the highest level mob that can spawn from that lair.
  
Part I: Lair Science
 
There are 3 types of lairs, and 2 types of behavior... but first I need to define the "wave".
 
  
In the 2 types of behavior there is a maximum number that the lair spawns, this set of critters is called a "wave". I will define the "wave amount" as this maximum number. Usually, if nothing has killed off a critter or 2 or they wandered off a far distance, the number of critters you see when you first encounter the lair is this "wave amount". This set of critters is the initial wave.
 
  
The 2 types of behavior is Active and Passive. Most are aquanted with Active behavior. If you hit a Mission lair, critters will pop out. Creatures emerge from a lair
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Note: Lair condition loss during active spawning was determined through using a number of lairs, attacking them and then observing the condition loss as the creature spawned. Examples of the testing procedure are from the following -
  
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3 mob spawn
  
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* [[media:LairConditionLossWith3MobLair1.jpg|Lair Condition Loss With 3 Mob Lair part 1]]
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* [[media:LairConditionLossWith3MobLair2.jpg|Lair Condition Loss With 3 Mob Lair part 2]]
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* [[media:LairConditionLossWith3MobLair3.jpg|Lair Condition Loss With 3 Mob Lair part 3]]
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* [[media:LairConditionLossWith3MobLair4.jpg|Lair Condition Loss With 3 Mob Lair part 4]]
  
The Passive behavior is seen in the "invisible" lair. Shoot and kill a critter, another critter will pop up to replace it about one minute later. The initial wave, plus 3 more waves will show up unless the server triggers a spawn replacement. Now for the lairs...
 
  
Lair types are Mission, Invisible and Natural lairs. Mission lairs can be determined by the name of the lair containing the name of the defender. For example, "a Tattared Torton lair" or "a Wrix Pack lair". These type can be "generated" by the mission terminals. The other 2 can be found just roaming the wilderness. The visible ones will be named things like "a Nest" or "a Warren" or "a pile of rocks".
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5 mob spawn
  
The Mission lair exibits only Active behavior. All lairs have the initial wave but in a mission lair you can stand all day and not get another critter to show after you kill the initial wave. Hit the lair, however, and you get another wave. When the lair crosses just under half of its hit points in damage another wave comes out. Invisible lairs exibit only passive behavior, there is no lair to defend. You have to wait for the respawn on those. Natural lairs are the fusion of both behaviors. Kill the initial wave and another pops up. Hit the lair and the initial wave will come after you AND spawn defenders to heal the lair... and come after you. It is possible to be fighting 2 full waves at once in a visible, natural lair. This is not a bug or a server "hiccup", this is working as intended.
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* [[media:LairConditionLossWith5MobLair1.jpg|Lair Condition Loss With 5 Mob Lair part 1]]
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* [[media:LairConditionLossWith5MobLair2.jpg|Lair Condition Loss With 5 Mob Lair part 2]]
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* [[media:LairConditionLossWith5MobLair3.jpg|Lair Condition Loss With 5 Mob Lair part 3]]
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* [[media:LairConditionLossWith5MobLair4.jpg|Lair Condition Loss With 5 Mob Lair part 4]]
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* [[media:LairConditionLossWith5MobLair5.jpg|Lair Condition Loss With 5 Mob Lair part 5]]
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* [[media:LairConditionLossWith5MobLair6.jpg|Lair Condition Loss With 5 Mob Lair part 6]]
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* [[media:LairConditionLossWith5MobLair7.jpg|Lair Condition Loss With 5 Mob Lair part 7]]
  
If after this "server hiccup" you find the lair fully healed you know that someone in your party hit the lair that should not have. .
 
  
Part II: Hunting Techniques
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'''Boss Spawns'''
I had to insert this postumously, as it was the end of the day at work hense the edited/reposted state.
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We will go over the 3 kinds of lairs, worked by 2 kinds of hunters: Solo hunters and hunter parties. First we knock off the invisible lairs. Nothing new here other then the skills you learn hunting a particular spieces. Techniques for hunting particular spieces is beyond the scope of this post and there are guides out there for who is BAF and who is not and also require knowledge of the professions, toughness of the creature, etc. What is in the scope of this treatise is the relationship to the wave and the lair and order of battle.
 
  
Therefore (with all that out of the way) invisible lairs, those exibiting only Passive behavior, you simply kill the initial wave and lay in ambush for the rest of the spawn (EQ/UO called this "camping", but there the spawn system facilitated this far more readily and had a different flavor).
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At 20% of the lair's maximum condition, certain lairs will spawn Boss Spawns. Boss spawns are a spawn of a single creature (or single creature with a group of linked mobs) from the center point of the lair itself, that will rush the lair's attackers if they are anywhere within 64 meters of the lair. Lairs that spawn boss mobs are linked to the creature family tables. Boss mobs are linked to particular creature family groups and appear when that grouping has spawned with at least 3 or more creatures per wave. Boss mobs have some unique behaviors in that some lairs can spawn different types of bosses and boss groupings. Some bosses spawn with their own entourage of creatures to assist them. These creatures are in effect, linked to the boss creature and will spawn in varying amounts anywhere from none up to 15, depending on the boss creature type.
  
An aside: Corpse Rot
 
It has been often bemoaned that the bodies from a kill vanish too fast. This is not quite true. You have to develop a technique for this in groups. Solo hunters will not have this problem unless you manually loot, then harvest, such that you allow a problem. How it works is while a dead critter is on the ground, untouched, the body is available for about 3 to 5 munites (I never really timed this). However, if a body has been looted and/or harvested, by ANYONE, you have 30 seconds before *poof*.
 
  
When hunting in a group, what you should probably do is assign your leader as the most knowledged about the wave amounts for a creature an let him signal when the wave has been killed. Then AND ONLY THEN should anyone harvest the critters. This way 30 seconds is just about enough time for all to get a share and ultimately maximized your total production. My euphimizm for this is "Ninja Harvest" .
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* [[Boss Mobs (Game Mechanics)|Boss Mob Spawn Listing]]
  
In the aformentioned invisible lair you can probably get away with kill the wave, harvest, then kill and harvest the rest as they respawn. If the server spawns them in a group it would be best to wait for the whole wave to show but I have not seen regular behavior here, so you can play that one by ear.
 
With mission lairs it's a pretty easy sequence:
 
  
1. kill initial wave
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Note: boss spawns supposedly appear randomly even amongst creature groupings that allow them to spawn, therefore lairs aren't garunteed to have a boss.
2. harvest
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3. TAP the lair and wait for full wave to show then kill it (or ambush kill, but don't harvest yet till the wave is dead)
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4. harvest
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5. shoot the lair until JUST BEFORE you have damaged it to half of the lairs hitpoints. Whatever you do STOP SHOOTING IF YOU SEE A CRITTER COME OUT
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6. wait for full wave (as in step 3)
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7. harvest
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8. Crazy go nuts. The lair is empty at that point, but some have "bosses" at the end of the lairs HP so be mindfull of that.
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Definition: Tap the lair; shoot or otherwise hit the lair ONCE then peace.
 
  
Now we come to the part that is more art then science: visible, natural lairs. Remember: both behaviors are in play. You probably can do the Mission lair sequence, and then pop off the Passive waves as you go. However, if you are not an experienced group or the critter is particurly powerful I'd go for first applying the Invisiable lair technique (kill the Passive waves first) then finish the lair with the rest of the Mission lair technique. If you are solo hunting low level you can tap the lair and use AoE specials (Area of Effect) to get the passive and active waves going at once and save you time. I use this technique to get all 30 bunnies from a Crazed Durni lair in a matter of 10 minutes.
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Note: The NGE still has boss mob spawning from certain lair types and the behavior is still testable to an extent. Data collected here however is exclusively from pre-cu reports from players and is possibly suspect.
  
Part III: Summary
 
If you do it right, you should see the following yields:
 
Mission Lair: Initial wave + 2 Active waves = 3 x wave amount.
 
Invisible Lair: Initial wave + 3 Passive waves = 4 x wave amount.
 
Natural Lair: Initial wave + 2 Active waves + 3 passive = 6 x wave amount.
 
  
Wave amounts I can verify:
 
  
6: Have seen them but cannot verify
 
  
5: Durni, Crazed Durni, Paralope, Murra, Tabbage, Krahbu, Violent Krahbu, Slice Hounds, Dire Cats (yes, I have hunted on Corellia a LOT)
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'''Baby Spawns'''
  
4: There are some, but none I can say for certain. I think regular Rancors... but those might also come in wave amounts of 5.
 
  
3: Tortons and Ravinous Tortons. Maaaaaaybe Mutant Rancors... or was that another type?
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Babies spawns are infant varieties of certain creature types. These creatures start out with 10% of their adult form stats and challenge level. These mobs are spawned as non aggressive entities that will seek out the nearest same social group creature and will follow it. Other than this behavior, these creatures follow the normal behaviors of other creatures within their social group. Babies will respond to attacks on their lair and other social group members. Generally, only up to two babies can spawn at a lair but the system was setup so that in rare circumstances more than 2 could spawn. Baby creatures are able to be tamed by creature handlers.
Waves amounts of 2 and 1 exist, I cannot be certain which, however.
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Conclusion on wave amounts: they seem to be a function of difficulty level.
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== Terrain Transforming ==
  
Safe hunting out there and remember n00bs: DON'T HIT THE LAIR IF CRITTERS ARE OUT
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When a lair is spawned it will not transform physical terrain, unlike other structures (houses and camps as an example). What lairs will do however, is temporarily remove all collidible objects (such as trees and rocks) within a 64 meter radius. This has the effect of "clearing out" terrain objects that might interfere with the lair targeting or server as pathing obstacles for creatures/npcs.
  
 
==Source References==
 
==Source References==

Latest revision as of 04:34, 28 August 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Lair Types

  • Mission Lairs
  • Wild Lairs
  • Invisible Lairs


Lair Behavior Types

  • Active Behaviors
  • Passive Behaviors

Parts of a Lair

  • Creature Type Selection
  • Spawn Size
  • Condition
  • Boss Spawns
  • Baby Spawns

Environment Effects

  • Terrain Transforming

Lair Types

There are three types of lairs, mission lairs, wild lairs and invisible lairs. Mission lairs are lairs that are spawned into the game world through the acquisition of a mission. These are identified by having specific names given to the lair such as "a quenker lair" or "a hurton pack lair." Wild lairs are lairs that spawn naturally in the game world and are usually indistinguishable from one another with names such as "a pile of leaves" or "a pile of rocks." Invisible lairs are what is more commonly known as spawn points where groupings of creatures will be created at without a physical lair to defend.

Note: All lairs with the exception of invisible types produce a 64 meter diameter No Build zone around them. This prevents players from building any kind of structure or camp around a lair.

No build diameter can be observed from the following (note that the lair is the brown mound structure near the dewbacks. The player character circled the no build area using a waypoint to measure the radius from point to point.):

Lair Behaviors

Creatures are stored inside of a lair and will spawn out into the game world based on what type of lair behavior is occuring. The 2 types of behavior for a lair are Active and Passive. Most are acquainted with Active behavior. If you hit a lair, critters will pop out. During active behavior, the initial creature to spawn from the lair after it has been hit will take between 5-10 seconds. After this creature spawns, a new creature will appear randomly between 5-15 seconds until the wave amount has been reached. Both mission lairs and wild lairs allow for the active behavior to occur. Passive behavior is seen only in invisible lairs and wild lairs and can be thought of as spawning creatures that are kept in a hidden reserve. Each creature in in the initial wave of a wild or invisible lair has 3 replacements kept in queue. Whenever a creature is killed, its replacement is automatically set to spawn based on a 3 minute timer. This can be observed on the NGE where if a player kills the entire initial spawn, each mob killed will have its replacement spawned almost exactly 3 minutes after the previous creature died. In the case of invisible lair; if a player singles out one enemy in a spawn to kill 4 times in a row (the initial wave and the 3 replacements) the spawn will despawn after the other remaining mobs are killed since the server thinks that 4 waves have been killed as all 3 replacements and the initial spawn for that particular mob were used up.

The parts of a lair

  • Creature Type Selection
  • Spawn Size
  • Condition
  • Boss Spawns




Creature Type Selection

The creatures that spawn at lairs are dependant on creature family tables. Creature family tables are unique categorizations of creatures and npcs organized to produce a more diverse game world environment. Each type of lair gets its source from this system. In this system combinations of creatures such as Hurtons, Hurton matrons and Hurton pups come together to form a creature family table which can then be added to the world spawner which will allow these creatures to spawn together as part of a lair in the wild or on the mission terminal to be picked by a player and later spawned. The importance of being aware of creature type categories is that all missions exist as creature family tables but all creature family tables don't necessarily end up as missions. Some creature groupings are wild or invisible lair spawns only and are not available to players as missions and not all wild spawns are available as lairs. For example Grauls and ancient grauls are wild and invisible lair spawns only. To throw another cog in the wheel, the process is further complicated in that spawns can be created with any number of potential creatures at the lair. Missions, wild spawns and invisible spawns can be any mix of the creatures in the creature family table selected for that particular lair. For example, even though the hurton, hurton matron and hurton pup family table was selected and all 3 of these creatures could spawn at the lair at once; there is no guarantee of this due to the randomization of the process. Any combination of these creatures could theoretically spawn at the lair such as 3 hurtons, 3 hurton matrons , 3 pups etc. Once the lair has been created in this fashion it will always spawn these creatures on every wave.


Another element to creature family tables is that they possibly were given a challenge level as well. The challenge level set for the lair is presumably the highest CL of the creature within the creature family table selected. In the previous example used with the hurtons; of those hurtons the matron has the highest CL, so the CL of the hurton family table in this case would be 26. It is suspected that the spawning mechanics uses challenge levels in determining what can spawn in an area and as such, Challenge levels being associated with lairs allows for its possibility to be spawned in the game world. Lair Challenge levels also plays a role in calculating experience gain since players earn experience based on a CL calculation using the amount of damage dealt to the lair compared with an fixed experience value. Presumably the lair also shares the same base experience value of the highest CL mob in the lair. One more important aspect of the CL mechanics of the creature family table system is how it relates to missions. Players receive the listings based on the pool of creature family tables linked to the terminal. If a player or their group's challenge level matches or is higher than the CL associated with a creature family grouping then that grouping shows up on the terminal as a mission lair (if the family grouping is flagged as being able to allowed as a mission and not wild spawns only).


Spawn Size


There is a maximum number of creatures that any lair spawns. This set of critters is called a "wave". I will define the "wave amount" as this maximum number. The number of critters you see when you first encounter the lair is this "wave amount". This set of critters is the initial wave.

Once a creature grouping is selected, then the spawn size of the grouping is determined. Spawn ranges can be anywhere from 1 up to 5 mobs total in a wave. The spawn size creation process is based on randomization.

Note: I have two theories or proposals for how the lair spawn size can be determined:

  • 1. Randomization of the lair spawn size between 1 and 5.
  • 2. Assign a Randomized Challenge Level to the lair with the min CL being the highest cl mob from the creature grouping selected. The cap on the challenge level would be the highest CL of the player that enters the spawn range. For example a cl 25 player entering an area will spawn any mob between CL 1-CL 25. A cl 10 player will spawn only mobs ranging from cl 1-10. The challenge level would use the same spawn size multiplier that missions use:
    • 1.0-1.27 x cl for 1 mob
    • 1.28-1.67 x cl for 2 mob
    • 1.68-1.97 x cl for 3 mobs
    • 1.98-2.22 x cl for 4 mobs
    • 2.23(onward) x cl for 5 mobs


Note: we could cap the max random potential multiplier at 4 so we can get a more even distribution of difficulty levels for the lair. Leaving it uncapped would add higher probability that the lair would only spawn high amounts of mobs.



Condition



Lair condition represents the amount of damage that a lair can take before it is destroyed. Condition on a lair lowers as it takes damage through either being attacked or by creatures exiting the lair. Every lair with a spawn size between 1-3 creatures will take a 10% loss from its maximum condition per creature spawned during the active spawn cycles. Lairs with a spawn size of 4-5 will take 5% condition loss per creature spawned during the active spawn cycles.


Lair condition was long thought to be a variable based on the challenge level of the creatures or the spawn size. Under this proposal, condition has a base value for each challenge level which is given a multiplier based on what the spawn size calculation is for that lair. The way it works is that the more mobs there are that spawn from the lair, and the higher the lair's Challenge level is, the more condition the lair has.


When a lair's 1st active wave is complete, the lair will then take 3 x damage from attacks made against it. This was SOE's way of making it easier to take down lairs with high hitpoints. After all creatures in a lair have been destroyed (including passive spawns), it is presumed that the lair has another damage bonus made against it between 4-10x damage (Note: data on this is sketchy).

Note: Due to the nge changing the way condition values work, an alternate proposal has had to be constructed since it is no longer possible to obtain useful information comparative to pre-cu from lair conditions.


The proposed values in the listing above are within a range based on the calculated cl of the lair's highest mob and the number of mobs spawned. As an example, a cl 1 lair with 1 mob can spawn a lair with a condition randomly ranging between 1000 and 2999. The CL of the lair would be the highest level mob that can spawn from that lair.


Note: Lair condition loss during active spawning was determined through using a number of lairs, attacking them and then observing the condition loss as the creature spawned. Examples of the testing procedure are from the following -

3 mob spawn


5 mob spawn


Boss Spawns


At 20% of the lair's maximum condition, certain lairs will spawn Boss Spawns. Boss spawns are a spawn of a single creature (or single creature with a group of linked mobs) from the center point of the lair itself, that will rush the lair's attackers if they are anywhere within 64 meters of the lair. Lairs that spawn boss mobs are linked to the creature family tables. Boss mobs are linked to particular creature family groups and appear when that grouping has spawned with at least 3 or more creatures per wave. Boss mobs have some unique behaviors in that some lairs can spawn different types of bosses and boss groupings. Some bosses spawn with their own entourage of creatures to assist them. These creatures are in effect, linked to the boss creature and will spawn in varying amounts anywhere from none up to 15, depending on the boss creature type.



Note: boss spawns supposedly appear randomly even amongst creature groupings that allow them to spawn, therefore lairs aren't garunteed to have a boss.


Note: The NGE still has boss mob spawning from certain lair types and the behavior is still testable to an extent. Data collected here however is exclusively from pre-cu reports from players and is possibly suspect.



Baby Spawns


Babies spawns are infant varieties of certain creature types. These creatures start out with 10% of their adult form stats and challenge level. These mobs are spawned as non aggressive entities that will seek out the nearest same social group creature and will follow it. Other than this behavior, these creatures follow the normal behaviors of other creatures within their social group. Babies will respond to attacks on their lair and other social group members. Generally, only up to two babies can spawn at a lair but the system was setup so that in rare circumstances more than 2 could spawn. Baby creatures are able to be tamed by creature handlers.

Terrain Transforming

When a lair is spawned it will not transform physical terrain, unlike other structures (houses and camps as an example). What lairs will do however, is temporarily remove all collidible objects (such as trees and rocks) within a 64 meter radius. This has the effect of "clearing out" terrain objects that might interfere with the lair targeting or server as pathing obstacles for creatures/npcs.

Source References

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