Difference between revisions of "Player Traffic (Game Mechanics)"
(New page: {{PageCleanup}} {{PageHeader|Game Mechanics|Mechanics Category}} {| border="0" width="100%" cellpadding=6 |- |valign=top| =Navigation= {| align="center" width="280px" |- || {{Auction (Mes...) |
(→Game Mechanics) |
||
Line 60: | Line 60: | ||
− | + | Player traffic is the flow of player activity within a particular area. It is presumed that areas that the spawn system was tailored to account for player activity in certain zones and to adjust spawn concentrations accordingly under the model that places that see more activity, have a larger density of spawns. It is also believed that spawn compositions were affected by the relative challenge level of players and their groups trafficking through an area. The challenge level of a player or group would help influence what is chosen from the region listings. As an example, a large group with high challenge level players would expect to have a higher chance of finding higher challenge level creatures to spawn, as well as a higher frequency of mobs spawns in general. A low level player would expect to find low challenge mobs. In terms of traffic, a large group should expect to have highest chances of spawning mobs often, where as a solo player going through an area that has seen no other players would expect to see very few creatures spawning initially. | |
==Source References== | ==Source References== |
Revision as of 21:09, 30 July 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
|
Game MechanicsPlayer traffic is the flow of player activity within a particular area. It is presumed that areas that the spawn system was tailored to account for player activity in certain zones and to adjust spawn concentrations accordingly under the model that places that see more activity, have a larger density of spawns. It is also believed that spawn compositions were affected by the relative challenge level of players and their groups trafficking through an area. The challenge level of a player or group would help influence what is chosen from the region listings. As an example, a large group with high challenge level players would expect to have a higher chance of finding higher challenge level creatures to spawn, as well as a higher frequency of mobs spawns in general. A low level player would expect to find low challenge mobs. In terms of traffic, a large group should expect to have highest chances of spawning mobs often, where as a solo player going through an area that has seen no other players would expect to see very few creatures spawning initially. Source References
|