First off, I understand this is a beta and they’re trying out a lot of new tech, but the fact that I can kill two Kobolds and then the first one is already respawning right on top of me is a massive problem. Im just trying to get to Nimsy or whatever his name is for the quest Book Return, but I can’t clear out the four mobs in front of him before I’m swarmed by the entire mine. This actually feels worse than retail with all of its layers and hyperspawns.
I would rather have high respawn rates, than having to spend an hour trying to finish a quest since everyone tags the mobs before you do.
I’m not saying slow the respawns to where you have to stand around for an hour to complete a simple quest, but mobs actively respawning around you after 2 or so kills is too much. Its almost just as detrimental to completing quests as if there arent enough spawns since I cant even get to my objective before being swarmed and killed.
Have you tried, you know, forming a group?
This is a classic MMORPG, not a single-player corridor crawler. Deep caves packed with dense mobs are intentionally lethal to solo players so you actually have to talk to the people standing outside and team up. Dynamic respawns keep zones from stalling out when multiple players enter.
If you genuinely think the spawn timer is bugged, hit Esc → Support → Submit Bug so the devs get the coordinate telemetry. But if you’re just getting overwhelmed trying to solo a four-pack deep inside a mine, you’re just refusing to play an MMO like an MMO.
You can have high respawn rate or you can have shared tags.
If you have neither Forever will not even last a year lmao.
Why would I bother forming a group on any class that has aoes, after all it’s not my problem that others can’t tag.
Having to be forced to group for one quest, group that you will obviously not actually interact with and which you will drop five minutes later because the next quest breaks if you’re grouped, is not social play.
Most mmorpgs people consider to be social have other things to interact for than bad design choices.
Its a starter questing zone, not Onyxia’s Lair dude. It should be perfectly reasonable to do questing solo outside of Elite quests. If you had to group up for every kill quest nobody would get to 60.
Also, a mine being dangerous because of the sheer number or difficulty of mobs is fine. A mine being dangerous because the enemies spawn faster than you can kill them is just poor game design. Even with a group or dozens of people around us, that is not compelling game design and you know it.
This sounds like scaling spawn rates.
I wouldnt care asmuch about the respawn rates if the quest items matched it a lil. Some of it is a huge waiting game while fighting off the same pack 3 times with no downtime
Spawns rates are completely fine. They are just using the dynamic respawns and you are going to want these come release.
Here’s the weird thing though, there weren’t even that many people in the cave on my layer. Maybe one or two other guys, and we couldn’t kill anything fast enough before they were respawning on top of us. I could understand if there were like 20 people in the mine fighting over spawn location but this wasn’t the case.
I could be wrong, but I think it has to do with how fast they have been killed over a certain period of time.
Like if they were getting wiped on cooldown for 30 mins then their respawn rate is jacked up for awhile.
Thats what I remember hearing but could be wrong, it might just be based off world wide pop I have no clue.
Same thing happened on hardcore release. It was absolutely insane trying to quest in caves it was so dangerous.
I agree. If I don’t have time to type essays in general chat while waiting for mobs to respawn then I’m just not getting the watching-paint-dry pain I expect from my vanilla leveling experience.
Ok I finally was able to kill Nimsy for this quest and he respawned literally two seconds after he died. Anyone who thinks this is acceptable game design is out of their mind. Give us more layers to spread out the population, not hyperspawning. This is ridiculous.
It is annoying but the challenge is fun. I don’t think this is permanent.
Actual question, have you never played a classic release?
Again your choice, you either get quick respawns, or you get people waiting for a quest spawn like it’s a bus stop.
Or you accept that vanilla tagging was bad game design.
Having a bit of competition for stuff like hunter rares is fine. Having competition for mandatory quest mobs is profoundly stupid and only counts as social play if your primary audience are sociopaths.
So you think mobs respawning right on top of you immediately after killing them is fine because the alternative might make you take a few more minutes to do the quest? Also, when did I ever bring up the tagging system? I couldn’t care less if they were shared or not, I just want to be able to do a quest without getting completely swarmed because of poorly implemented server tech.
I don’t mind the quick spawns, but something like this…
At least give AoE like Consecration time to fade before the respawn.
The alternative might also make you an entire hour for a quest without which you cannot progress out of your starting zone
I’ve seen those screenshots, we’re talking about like 40 people in areas of Teldrassil that never have more than like 2 people at a time, or in the sky elf zone.
Irrelevant question, we’ve never had a release on a mega-server like this. But yes, I have, and I’d rather deal with fighting for mob tags than getting swarmed like this.