Creature Respawn rate in PvE

Creature Respawn rate in PvE

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Posted by: Countess Aire.9410

Countess Aire.9410

The re-spawn rate in some of the lower end areas is crazy. They re-spawn faster than you can complete the mission. I was in the second area for the Humans, (Kessix Hills). The mission to save the captive villagers from the Krait. I removed all the Kriat on the platform. Before I could even find a key to release one prisoner the Krait had all repopulated. I can understand making the game interesting, but when a simple free the prisoners turns into a constant fight. The timers in simple areas are set so that when a creature goes down it repopulates before the second part can be completed. I can understand making the game challenging, but there is a point where certain events get skipped because a lone player cannot complete certain missions in the time allowed due to this very issue. I am not a hard core player. But it really removes the playability of the game solo. When I run with my guildmates it is great. But solo not so much. Please look into the re-spawn timers for the lower end areas. Thanks

Creature Respawn rate in PvE

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Posted by: tigirius.9014

tigirius.9014

Wish they’d do what LOTRO did in this case and that’s add code that knows who’s in the area and makes the enemies spawn faster when there are more then one player in a region. They did that in Mirkwood and it worked out great, after the rush was over from the expansion release solo players could move about freely without things popping up right on top of them suddenly.

Also, I recall Anet talking prelaunch about making mobs come in from another area to run to their aggro spot, not simply popup suddenly out of thin air. Wonder what happened to that one.

Balance Team: Please Fix Mine Toolbelt Positioning!

Creature Respawn rate in PvE

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Posted by: Zaxares.5419

Zaxares.5419

The normal respawn timer for mobs is 180 seconds. This usually should be enough to deal with white mobs, do what you need to do in an area, and leave before they respawn. However, there are two factors which can influence this:

1. If there are additional players in the area, the respawn timer is sped up to account for the fact that the game expects these additional players to help out. The additional mobs are supposed to make it more challenging. However, if a player is simply passing by the area, it will affect the respawn times even if they’re not stopping to help. This is one situation where enemies can seem to respawn much faster than normal.

2. Some mobs are spawned in response to an event occuring somewhere else. For instance, you might be in a Centaur camp at the same time a siege event is occuring on a Seraph-held town some distance away. Centaur reinforcements spawn at this camp, then run towards the town. Depending on how fast players doing the event kill the Centaurs, you may be in a situation where it looks like there’s a never-ending wave of Centaurs just respawning non-stop in the camp, right on top of you. If this happens, the only thing to do is get out and wait for things to quiet down.

Creature Respawn rate in PvE

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Posted by: digiowl.9620

digiowl.9620

Wish they’d do what LOTRO did in this case and that’s add code that knows who’s in the area and makes the enemies spawn faster when there are more then one player in a region. They did that in Mirkwood and it worked out great, after the rush was over from the expansion release solo players could move about freely without things popping up right on top of them suddenly.

Also, I recall Anet talking prelaunch about making mobs come in from another area to run to their aggro spot, not simply popup suddenly out of thin air. Wonder what happened to that one.

Both likely take more server resources than ANet is ready to commit. At least the LOTRO example has come up before, and i swear it was officially claimed to be too computationally expensive.

Creature Respawn rate in PvE

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Posted by: Erasculio.2914

Erasculio.2914

The mission to save the captive villagers from the Krait. I removed all the Kriat on the platform. Before I could even find a key to release one prisoner the Krait had all repopulated. I can understand making the game interesting, but when a simple free the prisoners turns into a constant fight.

I’m not sure you understand how dynamic events work. The one you are talking about, “Free villagers from Krait’s Larder”, is about freeing the prisioners while holding the Krait back. It is meant to be “a constant fight”, much like the other dynamic events; it’s not like killing enemies just standing there in the world, which spawn much slower.

“I think that players are starting to mature past the point of wanting to be on that
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons