PvE Mob Respawn Times
I 100% agree, bump.
For some hearts, its very very difficult to actually achieve the thing because the proper enemies don’t spawn often enough.
In some enclosed spaces, it’s very dangerous to go in alone as a squishy (like a 100% offensive elementalist) because enemies will spawn behind you mere seconds after you’ve killed them.
Enemies spawn rate needs to be a function of:
Area (larger area to cover, enemies need to respawn a bit faster, small area, slower)
Player number (more people present, faster respawns)
Player proximity/in combat (if a player is too close to the area or is in combat, spawn should slow down. Obviously this effect should be exponentially reduced with larger numbers of players or events)
I also agree with this! I would love too see a more considerate respawn timer.
I definitely agree with all you guys. I think it is only really an issue for people (like myself) who are often have to play alone on my caster. I agree with Samus in that just taking into account the number of people in a certain area and the size of the place should do the trick. The main thing I worry about (speaking to the experience of solo players) is that they fight their way to the back of a crypt for a chest/rich vein only to turn around and see all those monsters they just worked hard to defeat have respawned. So you either have to map to the nearest waypoint or fight them doubly. You could run for it but the combat slowdown makes it risky plus I am mindful about training monsters into another player.
To give a specific example, I was exploring and found the hidden area in the Spider Cave in the Blazeridge Steppes zone. I killed the veteran spider and his spawn but had to kill them 3 times before I found the correct jumping path. Because of the slow down in combat, I mean I had to kill them again to actually make the jump across the rocks, too. I think in this specific example, the vet. spider respawned every sixty seconds.
I agree with this (and related issues, see: mob invulnerability). I think the mechanics behind spawning need to be much more comprehensive.
For example, if I go through the effort to “win” a defensible location, it should remain “won”. Having a critter then spawn right on top of me devalues tactical play, breaks immersion, and will probably get me thrashed as well. Thus, what is intuitively, tactically the right thing to do… is actually, mechanics-wise, the wrong thing to do. The system punishes smart, immersive play.
Given my experiences in other games—some of them rather long in the tooth now—I’m honestly surprised at how unsophisticated the spawning mechanics in this game are.
The devs need to embark on some “field trips”, I think.
I fully agree that something needs to be done about respawn times. I’d found my way into a cave with a rich iron node, five or six wolves and a veteran wolf. Having killed about 15 wolves – because of the really stupid short reset time on the wolf-howl – and the blasted veteran, I start to mine the node. Only to have another wolf spawn in right on top of me before I’d collected my first lot of ore.
Cue second epic wolf-slaying binge… including that fracking veteran wolf.
Start to mine again and… BAMF. Yep, you’ve guessed it: another respawn right on top of me within seconds of me killing the last wolf.
Cue third epic wolf-slaying binge… including that fracking veteran wolf… AGAIN
Start to mine again and… well, you can pretty much guess what happens next.
Cue fourth epic wolf… you know what, I really don’t need the iron ore that badly. WAYPOINT!
Please, please, pretty please do something with the respawn times