I totally remember barely moving in the noobie yard because the same thing I just killed spawn right back on top of its corpse instantly.
I totally remember a carpet of six Samuel Fipps corpses, with the seventh one jumping around waiting to be killed.
I totally remember farming rare spawns one after the other (with some of them being up two at a time).
Itâs overtuned. They may be trying to dial the rate in, but this whole dynamic spawn thing is a marked departure from prior tests, and there hasnât been a peep about this prior. The âoverspawnâ conversation was contextually different- this is straight up dynamic respawning like we see on pservers. Blizzard is suddenly pivoting with barely two weeks to go, and apparently only a two-hour stress testing window to fine-tune it.
Its more of the game realizing all the mobs are dead of a certain kind, like when everyone is killing the wolfs for the 1st quest in dwarf area, The game picks up that all the wolfs are dead so it speeds up there respawn.
They are not respawning because of the amount of people, they are simply respawning because the game sees that all the mobs of a specific type are dead.
This might just correlate with the population. There is such a thing as âSpawn x number of monsters at a respawn rate of x if x number of players are in this zone.â
This, right here. And yet people are happy because they can speed through the noobie yards in quick fashion (solo, no less- so much for community?). Not only does it feel like retail, itâs trending that way too.
Itâs a stress test, not early access. You arenât beta testing authenticity, youâre crowding together and stressing the server to see if you can break it.
I get that, but this is a system that is being deployed seemingly at the 11th hour (the final stress test). This isnât the same as just cramming the bodies into the zone. Much of the complaints voiced about the prior stress test were that it took time to quest due to the respawn rate of the mobs (my god, think of the children!). Now, Blizzard appears to be caving to the point of ridiculous respawn rates. Hopefully they are just testing something else and the respawn rates are to keep people logged in with things to kill or something. If theyâve only given themselves two hours to test a new respawn system, odds are it will be shot by the time this thing launches for real.
Call it what you want, I call it garbage. Didnât feel at all like the last test and definitely not a vanilla throw back. Everyone literally flew through the starting zones. But wait, we can only go to lvl 15 for this testâŚhmmm. DIDNT EVEN NEED A GROUP.
You never âneededâ a group in vanilla to get out of the starting areas or to get lvl15âŚ
You only needed to group back then for elite quests like Hogger or the Yeti in the dwarf area.
Most of the people testing are hyped and have a premade group, they usually arent testing now to just level. they are making sure addons are working and fixing their leveling paths.
As to what is going on with the mobs i really cant remember if this was in vanilla or not.
And you shouldnât have needed a group⌠Just like Vanilla was.
I think they turned it on a bit after the initial servers went up, cause i was logged in and like 100 people were all running around tryin gto get tags on mobs that didnât exist.
I logged in a bit later and it was a fairly normal amount of time to kill first quest mobs, even with the population. Respawns were definitely (and I mean WAY) better!
Donât be deliberately obtuse here. No one is claiming that you need a group to down the mobs in the noobie yards. But the whole point of an MMO is that when you attempt to do a bottleneck quest like Samuel Fipps, you group up to share the spawn. You meet people, make friends, or even just foster that sense of community and cooperation.
Nope, dynamic respawns- Oprahâs handing out unique spawns to every person in the zone.