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 Post subject: Horses
PostPosted: Sun Jan 31, 2010 6:01 pm 
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Horses are spawning WAYYY to much, every 100 tiles I'd see a horse, should be looked at.


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 Post subject: Re: Horses
PostPosted: Sun Jan 31, 2010 6:16 pm 

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yeh i sometimes see 5 in a row.

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 Post subject: Re: Horses
PostPosted: Mon Feb 01, 2010 1:27 am 

Joined: Mon Mar 27, 2006 4:12 pm
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yeah there seem to be lots in the wilderness..
have no mercy with your dead enemies ride ? that would help to controle the population i supose ?
nah seriously lowering a litl them would had them some value and that would be good as they are pretty much worthless rightnow
(i dont realy want that, i dont have a tamer )


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 Post subject: Re: Horses
PostPosted: Mon Feb 01, 2010 9:29 am 

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Location: Portland, OR
Llamas also seem pretty frequent in the wilderness also. Not as much as horses, but still rather frequent.


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 Post subject: Re: Horses
PostPosted: Mon Feb 01, 2010 8:45 pm 

Joined: Sun Apr 29, 2007 7:22 am
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horses became inocents a few months back.
Kill one and you become criminal, kill enough and become red.

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 Post subject: Re: Horses
PostPosted: Mon Feb 01, 2010 11:06 pm 

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Who kills helpless horses? You tame them and then leave them so Spawn can't get them :lol:


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 Post subject: Re: Horses
PostPosted: Sun Feb 07, 2010 2:22 pm 
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Joined: Thu Dec 16, 2004 8:11 pm
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Location: Sudbury Ont. Canada
I don't see why it wouldn't be set up so that only pet prot rides would give you - karma/ kills etc. In the wild a horse is just an animal like any other. Do you get -karma for killing a chicken or goat?


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 Post subject: Re: Horses
PostPosted: Mon Feb 08, 2010 3:06 pm 
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If you were to go into the wild (in real) and kill a horse, would anyone know or care? No they wouldn't..maybe if someone watched you kill it and was like "Omfg did you see that guy? he killed an innocent horse!"

So yeh, take it off.


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 Post subject: Re: Horses
PostPosted: Mon Feb 08, 2010 4:47 pm 
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If you can tame them, you can send them on suicide missions without karma loss heh-heh :twisted:

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 Post subject: Re: Horses
PostPosted: Mon Feb 08, 2010 5:22 pm 

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I usually do just that Jizaboz. I get a mass horde of Llamas and Horses to go on suicide mission :wink:


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 Post subject: Re: Horses
PostPosted: Tue Feb 09, 2010 1:08 pm 
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Location: Sudbury Ont. Canada
Quote:
If you can tame them, you can send them on suicide missions without karma loss heh-heh :twisted:

Also an unnecessary pain in the ass.


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 Post subject: Re: Horses
PostPosted: Tue Feb 09, 2010 1:34 pm 

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Recently there have been more and more animals entering towns, Brit in particular.

The bank has a few animals near it and the second bank across the bridge has a large amount of untamed animals (particularly horses and llamas) roaming around it.

It seems that animals need to be looked at and hor far they can stray from their natural path.


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 Post subject: Re: Horses
PostPosted: Thu Feb 18, 2010 5:08 pm 
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Joined: Tue Jan 11, 2005 2:26 pm
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Obsidian Shard is designed to support alot of concurrent players, whereas at the moment we have less players and even less tamers.

When there is an influx of noobs, they will need rides and thus the amount of untamed animals in the wilderness will drop significantly.

It would be useful if it was possible to code a scalar system whereby the amount of tameable ride spawns scales with the active playerbase. But I'm not sure if it would be too much work or impossible.

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 Post subject: Re: Horses
PostPosted: Thu Feb 18, 2010 7:00 pm 
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Quote:
It would be useful if it was possible to code a scalar system whereby the amount of tameable ride spawns scales with the active playerbase. But I'm not sure if it would be too much work or impossible.
I'd say not impossible but a bad idea as this would cause more packets to be sent over the network to check for it. Just adjust the spawns accordingly... if you expect a big leap in player base soon.. leave it as is, otherwise knock it back for a while.

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 Post subject: Re: Horses
PostPosted: Sat Feb 20, 2010 4:49 am 
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Quote:
Quote:
It would be useful if it was possible to code a scalar system whereby the amount of tameable ride spawns scales with the active playerbase. But I'm not sure if it would be too much work or impossible.
I'd say not impossible but a bad idea as this would cause more packets to be sent over the network to check for it. Just adjust the spawns accordingly... if you expect a big leap in player base soon.. leave it as is, otherwise knock it back for a while.
I think you'll find that the server reports the amount of active clients every time I log in, so it wouldn't require any extra network traffic lol :P

I was thinking more of the number of spawns adjusting based on a weekly playerbase average for example, rather than a realtime update.

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