Dynamic respawns need to be in the game in order for this to work

Why not?

I have to agree… I have never dealt with something like how the stress test is… It’s impossible to get a mob tag in the first 5 minutes when there’s 200 people all trying to kill the same kolbalds and they only respawn every 5 minutes.

The only thing i want to add is if a person is on a empty layer I think the mobs should spawn slower to even this out a bit.

But the issue is layering isn’t nearly enough, they actually need dynamic respawns unless you have like 5 people in a layer in the starting area. Or you are just going to have dead mobs all the time if 15-20+ people are in there doing the same thing. Esp if it is a kill collect quest.

Also dynamic respawns make the game feel more immersive because you are seeing a lot of the same names on your server. If you have a bunch of layers you might not actually run into a lot of the same people until way later.

The spawns were fine. Yes, there was a bottleneck and it made it take longer, but no, it wasnt game breaking. Get as many people in a group as you can and camp a spawn area. Or wait a couple hours after launch to log in. Let the bulk of the playerbase clear out if you are that worried about it.

Though im not sure why this is being made out to be such a big deal. This use to happen at the start of every expansion, and back then you were competing against your entire faction for mobs, not just other players of your own race. The only reason it hasnt lately was because Bliz made the starting content for the last two expansions instanced or phased from other players.

Its nice that it wont feel like a solo player game for once.

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That’s Heresy! That’s not what Modern MMORPG are about! /sarc
:-p

A Sense of community is exactly the game experience many old school players are looking for. Vanilla (Classic) is not a participation trophy MMO Folks, figure it out, get over it or maybe don’t play it. We all asked for classic to get back to the original game, not remake it to what it is now…

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I want the game how it was, regardless of what experience that produces.

If vanilla did not have layering, then Classic should not have layering. I don’t want “the experience,” I want the game.

The nice part of vanilla is that Blizzard tried far less to dictate gameplay and simply provided the tools for players to make their own experiences and gameplay.

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EXACTLY. So many people calling for changes to this and that. They must not have played Vanilla. I had more fun playing stress-test lastnight than I have for a while playing current live. The world just felt more alive and players had to work together and adapt rather than solo grind.

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Funny thing is the “you think you want it, but you really dont” crowd exists. And the guy that you quoted and people like him are a shining example of that.

Your response is that of the type of player that will make classic successful and proves that logic wrong. If the classic developers have any smarts, they will easily see which group they should be listening to.

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It was not standing around waiting for mobs to spawn for the very first quest.

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That is happening only because rather than a small initial group of people playing on launch like back in 04 you now have a huge pool of players at once. It was in fact a big issue in TBC launch, and so much so that it nuked the servers more than once on launch night.
Potentially a pool of a few million players (but still probably be more than were live on vanilla server wide prior to tbc) that are all logging on at exactly the same time flooding the same limited starter zones… There is going to be a bottleneck on launch, just no way to get around it. Good news is that based on lastnight the servers can handle the load, they just need to figure out quest/mob balance for the tidal wave start…

Unfortunately that’s not possible no matter what Blizzard does. 15 years ago, there was never the possibility of a million tourists logging in for launch and leaving in 30 days really.

One way or another, the game isn’t going to be the way it was at launch and nothing can really be done about it.

If you think there was a very small pool of players at launch, you didnt play launch.

There were so many people trying to play that they were scrambling to open new servers.

It was a cluster–.

There wasn’t millions of potential players trying to login back then. Also servers back then were not nearly as powerful as hardware is today.

My vanilla experience didn’t include reconsidering an alt because getting out of the starting zone was such a painful experience. I never said “you think you know what you want”. I said I didn’t like standing in one area waiting for a mobs to spawn so I could move onto the next quest. It wasn’t from memory it was from an experience in the last three stress tests. Which was especially annoying in that the game gets a lot more fun when you get away from the crowds in the starting area and the first 10 or so quests after that, but I had to do that all over again. The human starting area seems to be by far the worst starting zone as far as the amount of players the zone can handle. The Night Elf area was much better, few players and more quest mobs spread over a larger area.

Yeah. Thats because its a launch day experience. Its to be expected. Especially since WoW is a much more well known game today.

You tough it out, use whatever tools the game gives you to get through the bottleneck in the starting area and the rest of the zone is smooth sailing. Or you wait a day for the crowd to clear. You dont artificially surpress the population so you no longer have to group or communicate with your server mates. And then once you get past where the bottleneck would be the zone feels empty because everyone is spread.

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Yeah, there were. The notorious four couldn’t even stay online they were crashing under load.

I have MANY credits on my account from server unavailability due to high density crashing, and i remember hours long login queues.

Save the sob story for someone who cares.

The game certainly had that potential. The number of people playing a game is not a change to the game itself.

Chess is not a different game if 2,000,000 people play it instead of 200.

There was that possibility, actually. Just because it didn’t happen doesn’t mean the game wouldn’t have produced the exact same overpopulation people are experiencing on the stress test.

Well, yeah, because we’re playing 1.12, not 1.1.

It’s impossible to recreate the experience, because the experience is dependent on all sorts of things that are totally independent of the game itself, such as player skill, knowledge, availability of information, etc.

Blizzard should focus on providing THE GAME, not the experience. The game itself is more than capable of providing the experience anew.

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First off, and again it was not like that when I played back in 2005. If you want to chase new players away making the first 10 levels really suck is one way of doing it.
Secondly what makes you think the “rush” will be gone in a single day? This isn’t an expansion where developers have an idea of how many players there are, when they log in, where they will go and design starting areas to accommodate that number of people.

There is no way to know if the “rest of the zone is smooth sailing”.

What are you talking about “artificially suppress the population so you no longer have to group or communication with your server mates?”? Grouping was the only way to get through those human area starting quests, but no one in any of the groups I was in wanted to be a team or wanted to help anyone, but themselves. I asked how many left people had and I helped them after I got the kills I needed, but no one else did the same for any other people in the group. People would invite me, get credit for their last kill and then drop out without saying thanks or asking me if I was finished before dropping group. This is all happening in the Human starting area. The Dwarf/Gnome/Night Elf starting areas were much less crowded and there seemed to be more mobs in the areas.

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