Enemies respawn too fast in my personal opinion

Enemies respawn too fast in my personal opinion

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Posted by: Akadai.9561

Akadai.9561

This is a pretty old thread to suddenly rise back up, but it is still pretty valid. I’m quoting a post that pretty much sums up the problem below.

I’ve seen monsters respawn right after I’ve killed them, so the timers are often 30 seconds or less.

I think the timer is independent of kill time. I have seen this as well, but after defeating the respawn, nothing appear again. So, for example, an enemy on a 100s timer:
9:00:00 – repsawn if defeated
9:01:40 – repsawn if defeated
9:03:20 – repsawn if defeated

If you defeat it at 9:01:35, it respawns right away. If you defeat the second at 9:02:15, you don’t see the next enemy for 65 seconds. If, on the other hand, you defeated it at 9:01:45, you would not see another enemy for 95 seconds. This is consistent with my experiences in almost every non-dynamic event part of the game.

I did notice the Inquest seem to respawn much faster, as Jeff confirmed early in the thread.

The fact that this still happens is kind of silly really, but it’s just something I’d grown a costumed to. I have personally witnessed mobs respawning instantly, and it’s actually quite easy to replicate. My theory of why it was happening is exactly what is said in the quoted post. It’s almost like the timer is still going while it’s alive, or did not refresh correctly, and so when it dies, it registers that it needs to respawn

I mostly see this happen when I’m farming for mats, and still continues today

Enemies respawn too fast in my personal opinion

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Posted by: Sourde Noire.5286

Sourde Noire.5286

And yet another necro of the thread by me, as the issue is still very much persistent in my opinion.

I’m running a full berserker warrior when I play solo. And I think it’s safe to say my damage output is pretty decent when regular mobs melt in 1 or 2 seconds.
Yet somehow I am unable to do solo events, unless they involve killing mobs, because the respawn rate is just too ridiculous.

Protecting NPCs when there’s enemies popping in every few seconds is pretty tough.
Trying to capture an area for an event that clearly is NOT marked a group event is nigh impossible. I kill the mobs as they spawn and yet there’s always some around anyway. Sometimes I get a small window where I can actually try to cap the point but then they return and the whole event drags out forever.
The other night I was trying to capture Bloodgorge Watch (or whatever it is called) in the Plains of Ashford. I called for people but I was alone for a long time. The event took me 20 (!) minutes, because I refused to give up but ogres eat so many vegetables they have ludicrous health pools and their buddies respawn before I can down the last one of them. And I can’t CC every mob out of the event areas either.

And that is only events, it’s also very annoying/immersion breaking/outright depressing in free PvE as well. You get the feeling you accomplish nothing at all, because the mobs you clear in an area are back up once you turn around and events and event chains pop back up after 5 minutes.

I understand that a higher respawn is sensible on higher population servers, everyone should be able to do everything, yadda yadda. But I don’t get why the respawn rates are insanely high on maps that are outright deserted (that is basically any map that isn’t 1-15 or 80, by the way).
You can’t tell me it’s impossible to measure the player load of a map and scale enemy respawn and just as importantly event respawn appropriately; it works with upscaling for champions (pretty much broken as well, while I’m ranting – why does a champion take 3 minutes with 3 people but 10 minutes with 20? and this doesn’t even include world bosses that scale even worse) as well.

So please, take a look at the respawn rates on lower populated maps. It has gotten to a point where I would even say it’s gamebreaking to some extent.

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Posted by: Elric.6971

Elric.6971

Jeff, something I would like to suggest, since we’re on the topic is perhaps consider some form of “dynamic respawn rates”, basically having respawn times adjust based on players in the immediate area, so if there’s just one person in an area or doing an event, enemies respawn maybe as low as once every ever, say 300 seconds (5 minutes), while if you have, say, two full parties, respawn rates can drop to as low as every 45 seconds.

Numbers would require adjustment since I am not a number guy in any respect, but something to give you a picture. What do you think? What does everyone else think?

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Posted by: Coehati.1096

Coehati.1096

Reading JV’s comments, he’s thinking about specific creatures respawning, whereas what players are seeing are continual multiple mobs in the same area.

So fine, your monsters are on a 100 second respawn, but when there’s 4 mobs that all spawn in the same place, it’s the equivalent of 25 seconds. Add in some adjacent spawns and wanderers, a slow-kill-speed character, and the player experience is that of instant respawns.

Yeah, I think this is actually the root of the issue/observation. It’s not that the same mob is respawning, it’s that thinning the enemies doesn’t always actually give you much breathing room when the mobs are densely packed, when the mobs have high durability, or when you’re working solo (or some combination of these,) because it’s not just the results of a single spawn you’re contending with but everything that might cumulatively respawn before you’re able to clear a path forward.

A place that seemed very broken to me was the camp in Brisban Wildlands, Hidden Lake region, just west of the Seraph Observers waypoint. The spawn rate there just didn’t seem right at all. Every time I went through there, all the NPCs—merchants and such—would be dead due to the bandits constantly overrunning the area.

Trying to keep up with them, and keep the NPCs alive, was impossible alone, and even a party of 5 (in the zone’s level range) was hard pressed.

This was not due to an event. This was normal spawn that I dealt with many times over the course of several weeks. Haven’t been there lately, but last time I was there it was still crazy, and way out of line with the rest of the zone.

I was there two days ago; it’s unchanged.

It did give me the opportunity to finish my Combat Healer title, though. Poor NPCs.

I agree entirely with this post, and with the complaints in this thread. That particular camp in the Brisban Wildlands is still the same, I was there with another player recently and between the two of us we couldn’t keep the NPC’s alive long enough to interact with them. It was crazy. I gave up after rezzing them for the third time. I agree that it is often hard to tackle more difficult foes when the lower level mobs keep respawning quickly around you. And yes, it would be nice to be able to pause once and a while for a few seconds after clearing an area to enjoy the scenery or check your bags.

I agree that it’s probably not so much that the individual foes have short timers but when there are multiple foes in a small area, they appear to be respawning one right after another.

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Posted by: Draknar.5748

Draknar.5748

Respawn rates are the sole reason I dislike Orr greatly. Like Sourde said, you get absolutely no feeling of accomplishment. I help the Vigil fight off some big attack, then help them retake a neighboring outpost, high-five everyone, step out for a glass of water, come back and everyone is dead and we’re overrun again. Sometimes I like RP but it is completely immersion breaking when they respawn THAT fast. I mean, an hour before the enemy tries to retake the area would be acceptable. Then you wouldn’t see a sea of contested WPs constantly.

I mean, seriously, I’m one of the few people that actually tries to uncontest WPs in Orr for the benefit of everyone but as soon as I get to the next WP, the previous one I cleared is contested again. What the heck was the idea there?

I won’t stop because I can’t stop.

It’s a medical condition, they say its terminal….

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Posted by: Coehati.1096

Coehati.1096

Jeff, something I would like to suggest, since we’re on the topic is perhaps consider some form of “dynamic respawn rates”, basically having respawn times adjust based on players in the immediate area, so if there’s just one person in an area or doing an event, enemies respawn maybe as low as once every ever, say 300 seconds (5 minutes), while if you have, say, two full parties, respawn rates can drop to as low as every 45 seconds.

Numbers would require adjustment since I am not a number guy in any respect, but something to give you a picture. What do you think? What does everyone else think?

This would be really nice, I have no idea if it would be possible to do or not though.

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Posted by: thefantasticg.3984

thefantasticg.3984

Ha. I don’t think they respawn fast enough.

I get bored waiting around for ’ish to respawn.

Bored = Bad

What’s that saying? Idle hands are the devil’s playground or something like that.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: Einlanzer.1627

Einlanzer.1627

Yes, I’ve suggested that the game needs dynamic respawn rates. They should implement this for both mob respawn rates AND event restarts, which would help encourage people to go where they want to go without worrying about not being able to do anything and provide some reward for moving around the map and doing different things.

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Posted by: gsxr.2689

gsxr.2689

Its only been two months..give it some time. They will fix it soon!!

;)

2 months since what? Because, in about a week, it’ll be 4 months since launch.

been over 2 years.. still the same :S