I remember during the opening of the Rp-pvp server Blizzard put in the dynamic spawns for the first few days… to where they increased it even more than before.
But yeah, dynamic spawns existed in vanilla.
I remember during the opening of the Rp-pvp server Blizzard put in the dynamic spawns for the first few days… to where they increased it even more than before.
But yeah, dynamic spawns existed in vanilla.
um… “You think you do, but you don’t?”
This was the point of the statement. People, in general, don’t know what they want.
What we got yesterday was 99% perfect.
Generally it tends to be people who walked into the classic hype late. The ones I know by name are ones that I know for sure who have been known to post the wall of no pre classic so it’s honestly no surprise.
The ones who were asking for classic before it was a thing generally are accepting of classic as is.
I agree. These are people who wouldn’t help make the cake but now that’s its made are demanding their piece.
I’m of the opinion that Blizzard knows best.
Why?
Because it’s their product. They can do with it what they like.
And I’m not smart enough to make my own. LOL!
The people complaining wanted a more authentic overall experience. The fact that level 120 void elf monk rangers halfling summoners like 1.12 is very telling.
Some areas of the stress test I would kill a mob and it would respawn with in 10 seconds with no one else around. I really hope the stress test build is not the final build they are going to use for release.
Your answer is literally in this thread that you’re responding in.
Dynamic respawns ftw. Easiest Frostmaul E’ko of my life.
There were three of them that said dynamic respawns were in the original vanilla.
And no I am not going to look it up - Mark Kern was one of them though in one of his first streams playing. Within a week a couple of others confirmed this though.
You won’t ever be able to match what the game was like ‘back in the day’ because you aren’t the same, the player base isn’t the same, people know how things work - nothing is fresh. There will be lots of addons and other tools that didn’t exist.
Hopefully this is just a stress test thing. Some of the spots are absurdly overtuned. Myself, a fellow warlock (both 11), and a level 9 rogue legit could not proceed down the stairs into the Agamand Tomb because of respawns. We were just stuck in a loop of endless combat, bandaging, and respawn until a warrior came by and we slowly made it down there.
So if someone came in and cleared out an area they might have to do that several times before the increased spawn rate kicked in.
I also remember it this way. I also remember it being area-related, not mob-specific. Like if you and a bunch of people were farming X mob to extinction and overspawning kicked in, well, Y and Z hostile mobs you’ve been trying to avoid to save time are also respawning quicker and you can’t avoid them now.
Mark Kern did say it wasn’t working, and it may be working incorrect now that it seems to be implemented. It might also be the best we’re going to get.
We have verified that we’ve correctly reproduced the 1.12 spawn rates and thresholds throughout the game now, and while the respawn rates you see in Northshire aren’t the same as they are in Un’Goro, they will both be accurate to patch 1.12.
This is absolutely fantastic news! Awesome job!
Ah, so something I just killed respawned right after, when another player came swooping in from the nearby hilltop wasn’t a bug or whatnot after all. Glad I found this thread. I reported it in-game anyway, but you can just go ahead and ignore that now, as I am sure you will since it seems to be a part of the authentic experience. Kind of killed my reasons to explore though, as I never had to actually go inside the mine to kill something, but it is what it is. Looted like three chests too, despite this. I guess it had to do with the sheer amount of players in the area, with that area being Elwynn, just outside Fargodeep Mine.
Some areas of the stress test I would kill a mob and it would respawn with in 10 seconds with no one else around. I really hope the stress test build is not the final build they are going to use for release.
Happened to me too. We were 2 in a cave, mobs were respawning in 20 secondes it’s insane…
I hope they really double check this.
I’m wondering something… Dynamic respawn was in the 1.12 code, ok.
But was it enabled everytime ?
Your just wrong. I was there launch day in Vanilla. When the server wasn’t crashing like crazy it was spawning fast. I also re-rolled on half a dozen new servers for several years. The spawns on a new server you didn’t even move in newbie areas on launch day.
You have a poor memory of what it was like, or didn’t play actual vanilla.
This is the authentic experience. This is how it was launch day on new servers. I know, I played back then and played on half a dozen or more fresh start servers on launch day during vanilla.
That’s my question, was it at launch only ? Or during the whole Vanilla lifespan too ?
Especially with those amazing respawn time with just 2-3 players in the same area.
I was playing during Vanilla (not at launch) and i don’t remember mobs respawning so fast behind me when no one or few players were around.
Crowded layers are still crowded.
Really appreciate the responses and you guys really trying to do this right. We are all so excited for launch and its all thanks to what you do.