Respawn rates

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Posted by: Dastor.3546

Dastor.3546

As I didn’t see a dedicated topic about this, I decided to create one.
I’m getting rather tired of dying when solo’ing, because while I’m killing something/someone, mobs that I killed 10 seconds earlier, respawn and join the fight again… Especially the kritt are notorious for this. You kill 4 at a time, because they group up, but while battling the 4 after them, the 4 previous ones suddenly join in. How am I supposed to survive battling 8 mobs at the same time? They each hit me 2 times within a second or 2, and I die before even being able to cast a healing spell…
It’s really annoying to not be able to take a breather, just because mobs keep popping up behind you.
I had an event in Fields of Ruin yesterday, where I had to rescue villagers. I actually leveled up from killing the mobs, before even finishing the event. Half a level, by just killing the harpies over and over again. It was so annoying, I eventually didn’t even finish the event, leaving all 6 of the villagers ‘captured’, because I got tired of killing the harpies over and over again.

As I’ve seen more people suggest the respawn rates to be adapted, either to player activity or just slowed immensely, I’m guessing this is either already being looked in to, or has to be mentioned again for it to finally happen. After 60 levels of this, it’s far past annoying, and nearing game ruining…

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Posted by: Dippy.6301

Dippy.6301

I feel your pain….I’ve played guild wars since the launch of gw1 and i’ve always loved this game, but the inability to play the game as anet actually said it could be played is genuinely frustrating. I’ve played this game for 7 yrs and 3 months into GW2 I am seriously considering giving it up.

In previous statement from Anet it was expressed that gameplay would be scaled to party size and that players would be able to play solo or in party…this is not the case. The presence of automatic events and events spawned by players that were not completed are adversely affecting gameplay. Anet may have purposely designed game event to behave in this mannor, but I believe that this will lead to an early death of GW2. The notion that Anet intended to “force” players to band together to do events is preposterous…you cannot force ppl to play the way you want them to.

Perhaps the unintended consequence that Anet did not forsee is that most players do not feel that they should have to contend with events that they did not create. Anet took steps to prevent “griefing” (players making it harder on others by activating adverse conditions such as events)…but the design of automatic events and the lack of scaling on solo play is the same thing.

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Posted by: Dastor.3546

Dastor.3546

It’s not even limited to just events, although they often spawn in the most inconvenient locations.
A few examples of gameplay that I do not understand:
1: in the area below Lion’s Arch (don’t know what the area is called), as a level 60, I should’ve been more powerful than any creature I could run into there, except for Champions. I can easily solo any veteran I have yet come across, but here there was an event to kill an Alpha Drake. The creature was not marked as veteran or champion, yet I could only bring it down to 10%, while having to heal myself 3 times, and I still ended up dying, because of respawns and just the immense attack power of the Alpha Drake. Why isn’t this creature marked as Champion? The same thing happened a little further, battling a ghost pirate. Although it wasn’t respawns, just his attack power. I kept crippling it and running while waiting for my heal to come of cooldown. I dodged most his attacks, yet 1 simple swipe of his sword was enough to bring me down to near death, again and again.
2: Decided I’d go explore an even lower level area, I ran into a cave, looking for a skillpoint. I battled my way through some cave trolls (pulling one, line of sight to make sure it’d come to me so I don’t accidentally pull more I can handle) I still got 4 of them following. I killed them, battle through some more mobs, killed the veteran harpy with ease, ran down, try the same thing with the respawns (seriously, took me 15 seconds and they’ve already respawned?) I pull one again with my thrown… 6 follow this time, of which 2 are ranged shamans, and even dodging half of their attacks, I end up getting downed twice, rallied once, died the second time.
3: I’m repairing my armor in a village, all of a sudden an event hits me, and 6 skritt kill me before I can even exit the repair window.
4: An event marked as solo, kill a shaman to interrupt the ritual. I thought I’d give it a try. First I took care of some of the mobs around it, so I’d have plenty of space to run and heal, just in case. I then take out the 2 accompanying mobs, but they instantly – yes, instantly – respawn. No way that event is supposed to be a solo event… Every time I kill the adds, they instantly respawn, forcing me to battling the shaman and ‘semi-ignore’ the adds, but that’s not possible either.

Mobs seem to be spaced too close, respawn too fast and as a solo player, there’s nothing you can do about it, except play really carefully.

Now, I’ve actually just logged off, because I was getting really upset with all of this.
I like a challenge, but so far it’s more annoying than challenging. Things don’t seem balanced (I play a warrior, dual axe + sword/shield, looked up some different builds for inspiration, currently running with a mainly DPS build, with a few survival traits).
Veterans I understood were meant to be a challenge, but are way too easy. Normal mobs die quickly, and I can easily manage 3 or 4 at the same time, but with the respawn rates and the density in most areas, you often get more than you can handle.
I can easily manage myself against higher level mobs (even 2 or 3 at the same time) and veterans, so I’m pretty sure it’s not me being a terrible player. I might not be an amazing player, but this is just plain ridiculous… When I’m questing with 1 or 2 friends, everything is too easy. When questing solo, even in low level areas, it’s frustratingly impossible…
There doesn’t seem to be any kind of balance…

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Posted by: Mimir.4690

Mimir.4690

One word: Dredge. These guys are absolutely infuriating and they respawn like crazy.

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Posted by: Solid Gold.9310

Solid Gold.9310

It’s not even limited to just events, although they often spawn in the most inconvenient locations.
A few examples of gameplay that I do not understand:
1: in the area below Lion’s Arch (don’t know what the area is called), as a level 60, I should’ve been more powerful than any creature I could run into there, except for Champions. I can easily solo any veteran I have yet come across, but here there was an event to kill an Alpha Drake. The creature was not marked as veteran or champion, yet I could only bring it down to 10%, while having to heal myself 3 times, and I still ended up dying, because of respawns and just the immense attack power of the Alpha Drake. Why isn’t this creature marked as Champion? The same thing happened a little further, battling a ghost pirate. Although it wasn’t respawns, just his attack power. I kept crippling it and running while waiting for my heal to come of cooldown. I dodged most his attacks, yet 1 simple swipe of his sword was enough to bring me down to near death, again and again.
2: Decided I’d go explore an even lower level area, I ran into a cave, looking for a skillpoint. I battled my way through some cave trolls (pulling one, line of sight to make sure it’d come to me so I don’t accidentally pull more I can handle) I still got 4 of them following. I killed them, battle through some more mobs, killed the veteran harpy with ease, ran down, try the same thing with the respawns (seriously, took me 15 seconds and they’ve already respawned?) I pull one again with my thrown… 6 follow this time, of which 2 are ranged shamans, and even dodging half of their attacks, I end up getting downed twice, rallied once, died the second time.
3: I’m repairing my armor in a village, all of a sudden an event hits me, and 6 skritt kill me before I can even exit the repair window.
4: An event marked as solo, kill a shaman to interrupt the ritual. I thought I’d give it a try. First I took care of some of the mobs around it, so I’d have plenty of space to run and heal, just in case. I then take out the 2 accompanying mobs, but they instantly – yes, instantly – respawn. No way that event is supposed to be a solo event… Every time I kill the adds, they instantly respawn, forcing me to battling the shaman and ‘semi-ignore’ the adds, but that’s not possible either.

Mobs seem to be spaced too close, respawn too fast and as a solo player, there’s nothing you can do about it, except play really carefully.

Now, I’ve actually just logged off, because I was getting really upset with all of this.
I like a challenge, but so far it’s more annoying than challenging. Things don’t seem balanced (I play a warrior, dual axe + sword/shield, looked up some different builds for inspiration, currently running with a mainly DPS build, with a few survival traits).
Veterans I understood were meant to be a challenge, but are way too easy. Normal mobs die quickly, and I can easily manage 3 or 4 at the same time, but with the respawn rates and the density in most areas, you often get more than you can handle.
I can easily manage myself against higher level mobs (even 2 or 3 at the same time) and veterans, so I’m pretty sure it’s not me being a terrible player. I might not be an amazing player, but this is just plain ridiculous… When I’m questing with 1 or 2 friends, everything is too easy. When questing solo, even in low level areas, it’s frustratingly impossible…
There doesn’t seem to be any kind of balance…

This just about covers how I feel about mobs, there’s nothing worse than having the same mobs respawn behind you, even more so with a Ranger and ranged attacks, and killing you.

I never like the idea of mobs just popping out from nowhwere anyway. it’s just Korean grind stuff. Oh wait…………………….. erm !!

Jumping puzzles, love them or hate them, I hate them. Thread killer.

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Posted by: Claudia De Anar.6304

Claudia De Anar.6304

I would like to agree with this poster,

In previous statement from Anet it was expressed that gameplay would be scaled to party size and that players would be able to play solo or in party…this is not the case. The presence of automatic events and events spawned by players that were not completed are adversely affecting gameplay. Anet may have purposely designed game event to behave in this mannor, but I believe that this will lead to an early death of GW2. The notion that Anet intended to “force” players to band together to do events is preposterous…you cannot force ppl to play the way you want them to.

A-Net heavily promote the idea "There is no ‘rightway’ to play GW2, group solo; Quest, explore what ever; which IMHO is simply not true; And group or no group it seems absurd to me the player should have to re-kill a mob you burned down just a minute ago; Honestly I find this creates a real sense of Futility when attemptin to accomplish missions I have to clear to progress in the story; which is not something I have a choice about other than logging off for good really. Honestly I’m glad someone started this thread maybe the Dev’s will take some notice.

Claudia de Anar: An Equal Oppertunity Massacre.

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Posted by: Dastor.3546

Dastor.3546

Another thing about respawn rates: me and like 10 others just finished a chain-event thingie in Harathi. We conquered all the centaur camps/villages… I haven’t even left the area, suddenly I’m getting attacked by centaur, that we just killed?
Even worse, 5 minutes later, the whole event chain starts again… Was it all for nothing? Did we really just kill 4 champions, for nothing? That was a waste of (about) an hour … Seems rather pointless to participate in these events now, except for the daily, maybe…

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Posted by: Dastor.3546

Dastor.3546

And here we go again, Dredgehaunt Cliffs, next to the Travelen’s Waypoint, there’re instant respawning Sons of Svanir.
Not just one, no, 4 of them. I killed 2, get an instant respawning Veteran and a normal. Both casters, keep getting ice nailed on my head, because I can only dodge it 3 times – using a new survival spec with GS.
It’s just annoying…

I’m really hoping some Dev actually reads these forums and is looking into the whole respawn-rate problem, because if this keeps up, I’m probably going to quit the game soon and tell the few friends that are considering joining me, to not bother with it…

(edited by Dastor.3546)

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Posted by: gibzy.7329

gibzy.7329

I agree. At first, while leveling, I thought this had to do with the huge ammount of players in the starting zones. But even now, if I go to some secluded area, the respawn time is still crazy. Definitely need tweeking. Support!

Azazel Guild – Casual Russian PvX guild on Ring of Fire
http://azazel.enjin.com/

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Posted by: Alypsis.3425

Alypsis.3425

Would like to add my support of OP and other posters and express my frustration with speed of respawn and ovelapping heart quests and Dynamic Events which interfer with each other. I am recently playing an alt in lower level areas. What makes these issues even more frustrating now is that the areas I am in are virtually deserted. There are no other players so the speed of respawn, the density of monsters etc make the play not fun at all. ANet if you say you scale things a request please scale mob density and respawn rates to how many players are actually in ceratin areas. As for trying to get to some Skill Points solo with no other players around and current rates forget it

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Posted by: Dastor.3546

Dastor.3546

Any chance a community manager/dev could pop in here and express their thoughts on the subject, maybe share information about what the GW2 team at Anet is doing about this annoying feature?
My level 8 mesmer is having big trouble getting through a skritt cave in metrica province, just because his damage is still slow and the respawn is too fast… I kill 2 skritt, procede into the cave, kill 2 more… While kiting the 5th and 6th, the first two respawn and join the fight :S Annoying to say the least…

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Posted by: Kartunist.1094

Kartunist.1094

I couldn’t agree more with the posts here. The respawn rates are pretty crazy. I would definitely like to see them adjusted.

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Posted by: Nesetalis.5293

Nesetalis.5293

best solution in my opinion:
All enemies are spaced farther apart, unless they are intending to block or guard something. Set them as a group unit. if the unit is in combat (even if only one of them were pulled) none will respawn until all are out of combat and at least one is still alive.
After the group is killed, then set a timer based on zone population with a minimum respawn time of like 15s or such.
Respawning should also happen by a more natural method… they come from somewhere, don’t just make them appear.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I don’t have an issue with the respawn rates in PvE. Mobs only respawn rapidly in certain areas. Only groups/soloists who aren’t killing things quickly enough are affected and only in those areas.

Although the game does accommodate dozens of playstyles, it isn’t designed to allow people to play just any old way. I think it’s a good thing that parts of PvE are extremely challenging for a single player. It helps me to understand just how effective (or ineffective) I am.

I do support the comment that the method that mobs respawn doesn’t fit the rest of the game (and I hope that Nesetalis creates a new thread about just that idea: that spawns should “come from somewhere” rather than materialize out of nothing).

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Nesetalis.5293

Nesetalis.5293

Well they already half have it working Illconceived. In events, mobs spawn some where around a corner where you can’t see them, then jog, invulnerable until they arrive to be slaughtered. I like this method though don’t care so much for the invulnerability. (I hate shortcuts like that :P invulnerability, invisible walls, bleh.)

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Posted by: Clark Skinner.4902

Clark Skinner.4902

Another thing about respawn rates: me and like 10 others just finished a chain-event thingie in Harathi. We conquered all the centaur camps/villages… I haven’t even left the area, suddenly I’m getting attacked by centaur, that we just killed?
Even worse, 5 minutes later, the whole event chain starts again… Was it all for nothing? Did we really just kill 4 champions, for nothing? That was a waste of (about) an hour … Seems rather pointless to participate in these events now, except for the daily, maybe…

Watch 15 seconds
This is what is wrong with every other MMO, but Guild Wars 2 is different. Your actions have permanent changes to the world and things don’t respawn right after you kill them. Wait a second, I’m getting confused as to which game they are talking about there.

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Posted by: Astral Projections.7320

Astral Projections.7320

The respawn rate was fast but fine for the start of the game. Now it discourages solo players from doing content. If mobs respawn only a few seconds or immediately after they are killed, it makes it very difficult to work your way thru a densely populated area. You can get into a cycle of not being able to move on if you are constantly killing the same mob, unless you break combat and just run past. That’s what I ended up doing today. I needed a point of interest. With Guild Wars 1, I would have worked my way thru the mobs. In this game, I used a speed buff and ran in and ran out. And the reason why is that it feels futile, as well as hazardous to your health, to solo fight your way thru an ever respawning crowd. If you try to take it slowly you can get overwhelmed by old mobs respawning on top of you while you are fighting new ones. The respawn timer needs to be dialed down to take the lower population per zone into account.

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Posted by: interpol.2397

interpol.2397

Another thing about respawn rates: me and like 10 others just finished a chain-event thingie in Harathi. We conquered all the centaur camps/villages… I haven’t even left the area, suddenly I’m getting attacked by centaur, that we just killed?
Even worse, 5 minutes later, the whole event chain starts again… Was it all for nothing? Did we really just kill 4 champions, for nothing? That was a waste of (about) an hour … Seems rather pointless to participate in these events now, except for the daily, maybe…

I know exactly the chain you’re talking about – I did it a few days back, and I also found it ridiculous. Even the little map status said “Ebon Vanguard controls all Harathi camps”, yet it was hardly 1min after we finished the event, and all the centaurs had respawned. It really confused me, because I’d just spent 40min doing this event, and it seemed completely pointless.

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Posted by: ilovemusic.5137

ilovemusic.5137

I agree with the OP and the other posters that the re spawn rate is too high, the events restarts too fast, and it feels pointless. I can’t even leave the area I just finished before i have to fight my way out again, if i even make it out. It is very frustrating and I’m considering getting a refund.