Dynamic respawns?

In the last stress test Dynamic Respawn (or Overspawn) was not working as picked up by Mark Kern ( as shown in below clip )

https://clips.twitch.tv/SincereSmellyWallabyBrainSlug

Though as blue has now confirmed - it’s working again

Or just don’t hold people up to be an “authority” on an issue when they clearly have no idea what they are talking about. :wink:

The spawn rate is correct when there isn’t not 500 players around. I was “angry” but now him fine. The area is still crowded but mob aren’t respawning too fast.

Having them respawning instantly was breaking the immersion. If it’s not going the case the whole game it should be fine

It is running decently, it’s perfect gameplay so far. We had 50 people pile up on Garrick and if it was usual respawn, we’d have a few hundred perhaps. Respawns are just fine. Especially for launch.

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So Blue’s take on this is working as intended. I don’t ever remember this mechanic in Vanilla, but I also never played asses-to-elbows in Vanilla either. Tirisfal is bursting at the seams (which is great to see), so maybe this code was dormant in Vanilla as never needed. Still, the rare spawn being on constant up-time is a bit much and regardless, the spawn rates just “feel” wrong. It could just be the utterly unique nature of this population boom. I played during the original launch window and never saw so many people so… I guess we’ll see.

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What it boils down too is that there simply weren’t enough players in one area once it was implemented to see these levels of respawn.

I know I personally didn’t start til about AQ40, and going through the starter areas I never had to wait on a respawn. In fact many times you would get mobs spawning on top of you before you made much headway.

Maybe you could rename your hunter “Angrycloud” or “Nowhimfine”? I don’t personally remember a server launch since I started after BWL was released. So had no opinion on that matter other than the “overspawn” code reference others have used.

Because they do two different things? Layering is to ensure the servers actually WORK on launch and the weeks to months following, Totally different.

So what happens to other bugs that were introduced to the code during the lifespan of Vanilla? One contested one is Scatter Shot + Freezing Trap DR bug. They didn’t use to share DR but a bug was introduced in later Vanilla patches and then fixed eventually in a pre-TBC patch so they won’t share DR anymore… Fix some bugs but leave some bugs alone?

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Why do we care about the respawn rates of mobs in a zone, like I get “blizzlike” but this is the most absurd “blizzlike” thing to get mad about.

Like what, you’re pissed that devilsaurs might respawn a bit faster?
Nobody cares.
I just want things to hit hard, and force me to pace myself.
I want enemies to have scary abilities I have to think about; I want elites to be terrifying.

Honestly, some people just wanna whine about the most trivial crap.

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So why is layering needed

lol, dynamic respawns weren’t there in the beginning.

1.12 … what a joke. You look at all the people who like what 1.12 is - all level 120 void elf monk rangers.

Very telling.

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I would point out that Mark Kern was CEO of a company for a time and tried to make another MMO. Personally i find that his leadership at that company was … less than stellar and that’s being generous. While he may have done good things at blizzard, there is still a history there and some news to read if you wnt to find out how things were when he was in charge of a company instead.

Layering is a population server control issue. Instead of having Tourists come and leave and needing more servers you can mitigate the tourists churn by having layers. Thus if the team planned properly, the number of people going into phase 1 will be higher than Vanilla but lower than launch.

From this we can hopefully not see the problem that live wow has with its 240 servers many of which or low pop.

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People try games out to see if they like them. Why do you think most people won’t like it

Layering is needed because the game will die in a few weeks

I don’t really agree with this

Did you look at the cactus apples and the supplies in deathknell to confirm they are dynamic respawning correctly? took several minutes between each spawn yesterday after 10 minutes I only had 2 supplies.

If youre asking why i think people will stop its becasue this game, while more fulfilling, has a much longer tail to its progress compared to what players are consuming today. To that end i expect to convert some people but the churn is still going to happen as people drop over time. Either for no guild not enjoying pvp or whatever the case may be. That is the reality of the industry overall. Hype builds tops out then slowly declines over time.

WoW defied that for nearly 6 year which is why sooo many mmos came out at that time.

Thats not my quote but i would much prefer layers to the log in queues over a full release of the game. Knowing that in the long run the server health is going to be more stable than if we repeat the same thing we did 15 years ago.

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Ya I don’t understand why people think this. We don’t need layering because it will be dead, we need layering to deal with the massive wave of retailers or others who just want to check out the game. When they leave that doesn’t mean the game is dead lol.

People today… if the game they play isn’t literally #1 then they consider it dead

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Outside of the doomers i dont think anyone is saying the game is dead. I think its to mitigate the tourists from Streamers that stop playing and Retail players. Maybe even a few of the more Nostalgic of us who was caught up in the hype and remembers the game less fondly now that they played it.

I overall dont care why they stop. I would say without layering though we would have however many layers as servers and that would be an issue as people leave. For example if we have 10 servers and 5 layers. Going back to launch would put that at 50 servers. Tweaking population maybe down to 30-40 servers at launch. What happens to those servers when people leave then? They become dead servers. The game isnt dead of course but some low pop servers exist as people try to flee them. Then it comes down to server merges (which blizzard hasnt done ever) or what Live currently has.

We know the path that even elevated population servers could take. Layering, to me, is a method to mitigate that issue and prevent what happened to the games live servers.

Thank the gods! I loved this latest stress test’s respawn rate in the starting area after experiencing the previous stress test. I do hope this version goes live.