Are respawn rates being worked on?

Are respawn rates being worked on?

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Posted by: Dangerkips.6035

Dangerkips.6035

Grouping should always be a choice, not an obligation.

The argument that it encourages grouping doesn’t carry much weight. It doesn’t ‘encourage’ grouping, it forces you to group simply to avoid the painful tedium of not being able to turn around without being faced with the same normal mobs you killed 20 seconds ago. That is not ‘skill’. That is not ‘fun’. It is a p.i.t.a and leaves you with a bunch of disgruntled people united in their misery and rage at an unnecessary game mechanic that could only be put there to compensate for a temporary excess in player presence.

Furthermore:

I think its fine, i enjoy fighting an endless stream of bad guys, makes me feel that much more BA, and in cursed shore it encorages groups.

Strange; it makes me feel like an incompetent idiot that has absolutely zero effect on the world around me.

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Posted by: Aessinia.3740

Aessinia.3740

Many places in Lornar’s pass are like that. There was an event to repair a bridge which proved impossible to solo as every time I killed the four pirate guards, 4 more would rush in before I could res the guards much less the works. Also the dredge throughout the zone.

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Posted by: tigirius.9014

tigirius.9014

@Above.

“I am Elementalist”. That’s why.

Elementalists were not made with such low DPS that mobs repop in their face, but then they got nerfed with a nuclear bomb.

If you did the same content with any other class you’d not have this issue.
I certainly don’t have it when I play my warrior or ranger (and necro, figures!).

As an engineer i have to laugh at the notion that your class was nerfed to the point of being unplayable. That’s not what I’m seeing in your forums everyday. You’ve even received much needed fixes the same day as the patch day and have had as many responses to your problems as the Warrior forums have.

Try a day in our shoes, you’ll see what nerfing does to a class. Every major patch has had a nerf for an already weakened class.

As to the op.

This is awesome that they are listening. The last time I saw a post on this we got the generic answer of “our software isn’t showing this problem” which made me ask the question, what’s wrong with your software if that’s the only answer we keep getting. Bravo MikeFerguson!

Now could we have someone on your team look at the open world loot problems?? (shameless plug) (smiles) (blink blink)

MikeFerguson: Here is the link to the other forum where I and many like me have been reporting the places and situations where enemies spawn to quickly, sometimes instantly. hope that helps.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I don’t ask myself: “do I get through alive?”. Well yeah I do. I ask myself: “is it fun to defeat enemies in an area I just defeated 2min ago?” For me the clear answer is “no”.

I just enjoy a battle with the “right” pacing. A lot of action and then a phase with time to retreat, sit down for a moment or two, enjoy the scenery and plan my next move. Not possible with the current respawn-rate/mechanic.

http://gw2style.com/index.php – show your look and rate others – great filters!!

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Posted by: Bonepriest.3627

Bonepriest.3627

I don’t ask myself: “do I get through alive?”. Well yeah I do. I ask myself: “is it fun to defeat enemies in an area I just defeated 2min ago?” For me the clear answer is “no”.

I just enjoy a battle with the “right” pacing. A lot of action and then a phase with time to retreat, sit down for a moment or two, enjoy the scenery and plan my next move. Not possible with the current respawn-rate/mechanic.

Exactly!
I agree, couldn’t have said it better.

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Posted by: Clark Skinner.4902

Clark Skinner.4902

No more than 3 seconds did the same monster respawn a couple of days ago. I JUST killed it, didn’t even heal from post-combat in time for the replacement.

I wish I remembered exactly where it was so I could report it here. Although the official response here was 3 months ago so it probably would have done no good.

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Posted by: Voltar.8574

Voltar.8574

All I’ve noticed that seems to be buggy is the occassional instant respawn of something after it dies. it doesn’t seem to repeat after the second version dies but it can be awkward in those moments of over-aggro.

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I wished Anet would do an experiment and increase the respawnrate of mobs to 10minutes for a week. Then look at the reaction from the people. In the worst case they could sell it as bug and patch it soon after.

http://gw2style.com/index.php – show your look and rate others – great filters!!

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Posted by: Kallion.7249

Kallion.7249

After a massive amount of repairs and flying around waypoints in Lornar’s Pass, I started becoming desperate. There appeared to be absolutely no way for my elementalist to get through a mine for a skill point down in Icedevil. The moment I killed a couple of Skritt, the previous two appeared on top of me. I killed those and then the other two respawned on me.

And before someone asks, I’ll just make two important notes:
1st, It was very late night and there were about 1-2 more players on the map, hardly;
2nd, My elementalist was over-leveled (38, but scaled down as usual), fighting lvl 28 mobs.

It had been some time since I played and her damage-to-survivability ratio kind of made me want to delete her for good. Staves have become far too weak (as I was reading about the “nuclear bomb nerf”) and close up combat weapons are a big no-no, as the survivability of an elementalist is slightly above zero.

It is worth to mention that the moment I arrived and encountered my first little settlement in Nentor Valley, it was overrun with Skritt (as some other areas were overwhelmed by events, since there was virtually no player around). The first time I stepped in, killing Skritt and taking massive damage from just a couple of them (foragers) the moment I moved to the next, the previous respawned and before I knew, I died. Three times. Until I decided to stand away from the main gate and simply cast fireballs as the Skritt were respawning like crazy. I had absolutely no need to barge in since the mobs would appear at record speeds right on top of my lava front. Insane.

Point being?
There is NO dynamic respawn timer. None! It goes by a simple RND random number generator. Area based tweaking that Anet mentioned is proof of that. Dynamic generators use player numbers-to-scan range in order to determine the respawns.

Therefore, as I am going, my elementalist will simply rot in the closet. Level 41 now and scaled down to 33 in the same map, she does barely 230 damage per fireball while a normal mob lands a minimum of 340 on her (20 trait points on fire, 10 on air). I can only hope for some good positioning (but some mobs speed like they’re on crack) or some crits to get through. In other words, unacceptable. Also, the above moments of obliterating, past beyond humiliating death, I had 10 air, 10 fire and 8 earth (for toughness/survival). But little difference does the toughness do.

I crit a Skritt for 384 and it crit me for 789 (out ofa 2.6k total health)! A forager! Normal mob! Now add the insane respawns and let’s talk about class survivability!

On a P.S. note, I still can’t forget the super-Skritt (veteran) I killed with its 2 pets, only to have them respawn before I was even able to mine the iron they were sitting on…

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Posted by: critickitten.1498

critickitten.1498

Grouping should always be a choice, not an obligation.

The argument that it encourages grouping doesn’t carry much weight. It doesn’t ‘encourage’ grouping, it forces you to group simply to avoid the painful tedium of not being able to turn around without being faced with the same normal mobs you killed 20 seconds ago. That is not ‘skill’. That is not ‘fun’. It is a p.i.t.a and leaves you with a bunch of disgruntled people united in their misery and rage at an unnecessary game mechanic that could only be put there to compensate for a temporary excess in player presence.

Furthermore:

I think its fine, i enjoy fighting an endless stream of bad guys, makes me feel that much more BA, and in cursed shore it encorages groups.

Strange; it makes me feel like an incompetent idiot that has absolutely zero effect on the world around me.

Pretty much this.

I fell victim to this when trying to take control of an ogre kraal in one of the early zones in the game. My Lvl 40-some necromancer, for some reason despite having a host of powerful minions at my disposal, couldn’t singlehandedly kill the ogres fast enough to take over the kraal because the respawn rates were jacked up so high that even when I was killing them at my fastest rate, this only bought me MAYBE five seconds of actual capture time before multiple new ogres would spawn and ruin my fun. Yet despite this, for a while I was enjoying the challenge of it and was working my butt off trying to outkill their spawns, with limited success and I slowly dragged that capture meter upwards. However, it eventually got very frustrating, and needless to say, I ended up dying despite having invested quite a large portion of time into trying to beat this event and having singlehandedly got the capture meter to around 70%. I got frustrated because I knew that if respawn rates were working properly, I would’ve won that event, bragged to my friends a bit, and then moved on long ago. Instead, the experience frustrated me enough that I haven’t played my necromancer since that day, and reminding myself of it only brings back those feelings of having been cheated out of a win I knew I deserved.

This is something that needs to be fixed. I’m not sure why spawn rates are individually handled by the game, that you would need to check each individual zone and monster type to make sure they’re spawning at the proper rates, but this might be something to make more universal across the game.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

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Posted by: Blude.6812

Blude.6812

I wished Anet would do an experiment and increase the respawnrate of mobs to 10minutes for a week. Then look at the reaction from the people. In the worst case they could sell it as bug and patch it soon after.

Yep, my reaction would be 10 thumbs up!! and way to go Anet!!!

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Posted by: laokoko.7403

laokoko.7403

I remember a skill point in orr underwater I have a hard time getting because everytime my necro killed the last mob another respawn already.

but increasing respawn time is a delicate issue. people will get frustrated for example if they try to do heart quest and it take a while for monster to spawn. Or they are grinding and there just isn’t enough mob.

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Posted by: Zapan.7460

Zapan.7460

When trying to do the event in Straight of Orr escorting Warmaster Leddron, I sometimes try to open the http://wiki.guildwars2.com/wiki/Waywarde_Way because the Champion Abomination outside the cave, has been very mean to smaller groups trying to do this rarely done event, with the double speed as if enraged kicks in…. but when I get that waypoint open, it’s contested in 2 minutes or less. Maybe the waypoint needs to be moved?? (it is awkwardly very close to 2 alters that spawn Risen Acolytes http://gw2.mmorpg-life.com/straits-of-devastation-map-of-pois-waypoints-vistas-skills-and-more/32263/ )

(edited by Zapan.7460)

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Posted by: Gilosean.3805

Gilosean.3805

As an engineer i have to laugh at the notion that your class was nerfed to the point of being unplayable. That’s not what I’m seeing in your forums everyday. You’ve even received much needed fixes the same day as the patch day and have had as many responses to your problems as the Warrior forums have.

The Ele has basically 2 builds that work – staff support which needs a group, and daphoenix’ D/D tank build. Other than that, sorry, not going to do well. A friend of mine has been trying for a power-focused scepter build and just can’t get one to work well.

I understand that you’re frustrated, but we’re also a low DPS class plagued with bugs. We’ve just had a few smart people work out the builds that work so now we don’t die all the time. When you see people talking about how much more powerful they are as D/D ele with the right build, they’re talking about only dieing once every 35 minutes instead of once every 10. Engineers definitely need fixes too, hopefully they come soon.