2009-02-24, 10:38 PM
IsaacGS Wrote:the actual spawn points, the locations, are in the data. If you go and look at some map data, there's and X and Y coordinate that essentially says "Monster spawns here". And spawn intervals are in some cases as well. Now, we don't know exactly how the server structure works of course, but there are variables to it on the server side (spawn time randomizers, this why Pianus doesn't spawn EXACTLY 24 hours. There's a variance to it, which is located on the server, and it randomizes the time for a certain range.) which give Nexon some degree of control over monster spawns. Still, they can't actually REMOVE that spawn point without a patch, because the spawn point is in the client side.
For example, the ghosts in henesys. Ghost with ID number XXXXXXXX spawns at coordinate X and Y every 15 minutes. Now, Nexon has a randomizer there, on the server, so it could be a 5 minute range. Then it could spawn at 10 minutes, or 20 minutes, or any point in between. They could even make the randomizer ridiculously huge and take months to spawn, so then the monster's effectively removed. However, that spawn point's still in the client data, and Nexon can't do anything to change that from the server. So, the only thing they can do is issue a patch, which DOES change the client data.
I get how monster spawn, I just don't get why you think spawn points are client sided.
If you change a pServer's WZ files, spawn's location and mob changes, even with Global WZ files. What makes pServer special? And why haven't hackers abused control over what spawns where, if it's Client sided?

