Respawn Rate - Insanely high

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Posted by: Bree Avengale.6192

Bree Avengale.6192

Sorry if this post is old news but the respawn rate has finally got the best of me….I find that I no longer can explore many of the areas as a solo adventurer and without henchman, its nearly impossible in some locations. Sorry if I don’t want to wait around and group up but I barely get time to play as it is and when I get online, I want to play by myself and adventure. Perhaps this game has moved beyond adventuring and is purely a grind to death type of game now….In any case, I think I’ll have to resign from playing. The frustration level is too high…..I played GW1 for over 1100 hours and absolutely loved it. GW2 is beyond frustrating because I kill 1 creature and literally 45 seconds later it spawns back. Hidden bandit camps, sneaky secret caves, pirate hideouts are all impossible because of this…..So what’s the point of playing? I liked GW because of the adventure and exploration, not leveling……Such is life….time to move on to other free MMO’s I think…..

I’ll monitor the updates periodically and see if a patch comes that globally reduces the respawn rate to something reasonable…..Maybe then I’ll come back…..

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Posted by: TemplarOmega.7384

TemplarOmega.7384

Bandit camps? Caves? Pirates? Leveling?
Dude have you even reach Orr and beyond to see the respawn rates and mob density there?

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Posted by: Ezeriel.9574

Ezeriel.9574

It really depends on what class you are, and I agree that it is completely out of control.

Some of the better event chains, centaurs/froggies, are becoming inaccessible, and you can forget about most underwater content.

My shortbow/sword ranger spent the better part of 4 hours trying to retake the Zintl Holy Lands, with no luck, just to see a couple guardians with a mage breeze through it.

I think that if a person, going solo, or a group of the weaker classes (necro, engineer, mesmer) take the time to sneak around rezing he NPCs, then they should be able to retake an area, and I don’t think that’s too much to ask.

With Zintl Holy Lands, as soon as you finish one group of undead and rez one froggie, five more undead charge down on you and kill the froggie, and you have to start all over again.

A tweeked out guardian could heal the frog, tank the undead, and aoe ’em down, but my ranger is no guardian.

So how about enough time to rez two npcs before the next group undead spawns, and how about the devs lay off the knockdowns, knockbacks and exploding undead? Half the time I feel like I’m playing ping-pong.

The only way to play the engineer is to exploit it.
Playing the engineer “as intended” is simply not viable.

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Posted by: Di Romilly.5108

Di Romilly.5108

I’m having the same problem.
In quite a few location the the respawn rate is to high to play alone.

What is even worse is that sometimes the respawn rates in a certain area are higher when playing then when here are more people playing the same area.

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Posted by: Valinerya.6713

Valinerya.6713

I can understand the respawn rates being as high as they are when the game first launched. A massive influx of players, all trying for the same mobs at once… you needed a high respawn rate to ensure no one was standing around for too long, just waiting for another critter to kill.

Today, though, there is not the same volume of players actively playing in the landscape. As a result, I am finding myself getting overwhelmed by unbelievably high respawn rates in somewhere as simple as Kessex Hills. Kill four guys, and by the time the fourth is dead, #1 is already beating on me, and #2 has just risen from the grave to join in.

Perhaps a retuning of the respawn rates is in order, now that the initial rush is over.

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Posted by: GreyFeathers.8175

GreyFeathers.8175

No this isn’t an issue of people gripping about something for the sake of moaning this is something that is out of control in many areas. There are areas in-game that are almost impossible to do on your own and simple map exploration shouldn’t be one of those. The game seems to scale up easy enough but sure as hell doesn’t scale down enough when it comes to spawn rates if you have to investigate a spot for a POI or something else all on your own. I also doubt the Op is the only one who has thrown their hands up and said enough is enough and either quit or just moved on.

There are players who enjoy doing things on their own and this game was suppose to be able to be one which gave them the ability to do that but sadly many game mechanics and other things are being forced on those players in-order for them to accomplish some of their goals. Some simply are not going to go for the group thing and some maps waiting for one can be a matter of a very extended amount of time to include days thus preventing that players progression in the game.

I’ve sort of developed a play style using things like the Charr War band support for added bodies in areas such as that or summoning spirit weapons for guardians but that would all depend on one’s character class, race and skills available. It helps in some of these spots but I’ve also found myself blocked in by things I’ve already killed when I’m trying to adventure on my own and as explained in another post, this is something which should have taken me 10 – 15 minutes and has now turned into an hour or more and sometimes becomes only a failure and waste of my time. So I don’t know what the solution is but yeah there’s a problem with this.

Honestly I think the failed philosophy of thinking everyone is going to want to be in a group or play in one has prevented Arena.net from catching that their solo players are going to find areas of the game off limits. If it’s there for us to explore we’ll explore it, we’re those types of players. If you’ve designed it for groups it shouldn’t be something a single player can stumble into and if it is it shouldn’t be something they can not accomplish on their own. It’s honestly probably something as simple and stupid as that.

Honor is limited only by the limitations that we place upon ourselves.

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Posted by: Bree Avengale.6192

Bree Avengale.6192

I think GreyFeathers summed it up perfectly…..perhaps I am the minority who wants to play this game solo so if that’s the case, I need to find other MMO’s…the group events, the bosses, the dungeons, etc can stay group based all day, every day, but general adventuring I thought should be solo-able…..without henchman areas are impossible with classes that need support such as Mesmer, thief and elementalists.
I have an 80th level guardian who sometimes struggles in the basic of areas due to this respawn rate….sometimes it is just comical….

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Posted by: Southern Lord.7254

Southern Lord.7254

As a result, I am finding myself getting overwhelmed by unbelievably high respawn rates in somewhere as simple as Kessex Hills. Kill four guys, and by the time the fourth is dead, #1 is already beating on me, and #2 has just risen from the grave to join in.

I’m so glad someone else mentioned Kessex Hills.

I’m new to MMO’s, and was dying constantly due to high respawn rates. Keesex Hills to me was like pulling teeth.

I’m slowly getting stronger, and used to the respawn rate, but kitten if it didn’t kick my kitten the first month or so.

Edit: is the profanity filter Kitten? How quaint. And it looks worse filtered than what I actually said hehe.

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Posted by: KeeVasha.5874

KeeVasha.5874

Yes it is too high.. & way too many @ some points..

Please tone down respawn rates – AND the amound of mobs in some areas.

I was doing the beetledum quest for eggs & I see around 30 mobs around the nests.. wth is this, I say!? Don’t you think this is a little excessive ANet? I mean really!

I have also seen mobs respawn on top of me, right AFTER I have killed it. Takes the enjoyment out of my game play I tell you!

Sorry, but this is my opinion of this..

Never seperate the life you lead.. from the ‘words’ you speak

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Posted by: Isslair.4908

Isslair.4908

Constant CC from Risen\Inquest in Orr is frustrating.
Respawn rate is just meh. You can get used to it and at lvl 80 with good items you kill everything quickly enough anyways.
There would be no joy in leveling if everything would be easier.

EU Aurora Glade

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Posted by: Quaz.4931

Quaz.4931

This is a problem with persistant worlds that everyone loves so much. Some people have ideas how to solve it, but it makes me chuckle when I think back to how gw1 never had this problem.

The problem is only evident when running around solo, if there was a better party search system maybe people would explore/node run with pugs in a more casual sense.

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Posted by: Raine.1394

Raine.1394

I have noticed that the rate is unusually high compared to any other MMO I’ve played. My guess is Anet is responding to player requests. They seem to have moved from a vision-driven company to one that responds to player requests without a whole lot of evaluation and reality-testing. That’s my best guess and the requests were probably coming from botters.

(edited by Raine.1394)

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Posted by: Iruwen.3164

Iruwen.3164

- mobs aggro and attack instantly, as soon as they become visible.
- it’s especially annoying in underwater areas where you have to watch out for foes in a spherical area and their placement often is even more dense
- some classes need more time to kill than others
- some classes need way more room to kite

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: Raine.1394

Raine.1394

Constant CC from Risen\Inquest in Orr is frustrating.

I do wish they would give mobs cooldowns. I’m sure it would be fun to be able to spam abilities (for a very short time), but there is always a visceral there-is-something-wrong-here response when you encounter an inquest that is able to keep you in permanent CC. It’s the kind of “difficulty” that betrays a lack of creative thought.

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Posted by: helladoom.4317

helladoom.4317

The problem is only evident when running around solo, if there was a better party search system maybe people would explore/node run with pugs in a more casual sense.

Agreed; there are times when i -want- to solo and that’s not a problem, the worst i have to do is move out of the area if there a group there.

More often i do want to group but it usually takes a long while before i run into a group, and regularly find myself having to pass on group content because i haven’t found a group. For that same reason i’ll pass on the entire game (not log in) for a few days. Then at some point my love for GW2 wins out from my hate for the game, but the intervals between playing do get longer.

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Posted by: Isslair.4908

Isslair.4908

I do wish they would give mobs cooldowns.

The tried and proven way to fix this would be to make diminishing returns on CC.
But I guess this strange desire to be as far from WoW as possible makes developers to reject even the good ideas.

EU Aurora Glade

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Posted by: Batini.4103

Batini.4103

I think GreyFeathers summed it up perfectly…..perhaps I am the minority who wants to play this game solo so if that’s the case, I need to find other MMO’s…the group events, the bosses, the dungeons, etc can stay group based all day, every day, but general adventuring I thought should be solo-able…..without henchman areas are impossible with classes that need support such as Mesmer, thief and elementalists.
I have an 80th level guardian who sometimes struggles in the basic of areas due to this respawn rate….sometimes it is just comical….

Well, i found this unusual, to be honest. I play as mesmer, and i just can’t change my class, no one have more tricks-in-the-hat skills, i think.
And more unusual was the fact that i leved doing Squests to the level, and doing the map things. Once i reached the “max level” for the map, to get 100% were just a matter of time. As human, i found no one map (for humans) hard to do. And only one or another skill chalenge required more than one.
The only thing that i think is hard it’s Orr. But i think that it is a map designed for real 80. Anyway, i’m able to walk as i want there. With patience and precision. A "no-time-for-error map "makes the thing cool for me.
Well, i hope you find a way to adapt your stile, the game is rly great.
Best wishes.

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Posted by: Assassinin.4963

Assassinin.4963

Bandit camps? Caves? Pirates? Leveling?
Dude have you even reach Orr and beyond to see the respawn rates and mob density there?

Yes I have went through the 3 different Orr land zones. Been there done that.

However, in comparison, the respawn rate in some of the Charr starter zone is still insane. Orr land zones respawn rate is nothing compared to those in the abovementioned Charr zone. My Charr char is the 3rd char I created. So I have some basis for comparison on questing difficulty. When I saw that insane spawn rate in Charr starter zone, I venture that perhaps some configurations are done incorrectly at the server. I immediately switch out to other zones to quest. I don’t go back to Charr zone since.

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Posted by: Vortex.5146

Vortex.5146

snip…snip… I kill 1 creature and literally 45 seconds later it spawns back.

I wish it was at least 45 seconds. There are many places that I kill a mob and it respawns instantly. There are even times I kill a mob and right as I land the death blow it respawns so I haven’t even had a chance to loot it and I’m already fighting the respawn.

That’s ridiculous, though as others mentioned I’ve adapted. For some POIs now, I don’t even bother to fight. I summon all my pets, throw them in the area, run in to get the POI and run out. It’s just too much trouble to try and clear the path in the way that I’m used to for other mmos.

I doubt this is how ANet intended us to play the game but it’s the path of least resistance.

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Posted by: BurningLobster.1953

BurningLobster.1953

There are solutions to this issue, the problem is that if you fix it for the solo/duo… you end up breaking it for the full party. Scaling spawning is one such solution that might be a good way to “split the difference”.

Lets say, for the sake of argument that there are 100 mobs in an area at maximum and the spawn rate is currently X. You could add a modifier onto the spawn rate where, if 90 mobs are present the spawn rate is X*1.90. If only 10 mobs are present, then the spawn rate is X*1.10.

This creates a system where people who moved through slowly would still have a certain degree of back-spawn, without having to be worried about it spawning right on top of them a few moments later.The higher the rate of depopulation, the more

Another, even simpler solution that I have use when creating scripts is to simply set different spawns to different rates. Some monsters spawn every 40 seconds, others ever 100, etc. This creates a flow of respawns with a varied experience that allows solo players the ability to hack through content without being overwhelmed, but still provides enough to do for parties.

Basing the respawn rate off the current zone population is not ideal. That creates issues with people being off in their own little corner of the world suddenly dealing with a lot more than they can handle due to a large scale event over 5 minutes jog away. Basing the rate either on current mob density in a fixed area or simply having varied rates of spawn are two solutions that can be used to address these issues, especially in lower level zones that are likely not as populated as 70+ zones now a days.

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Posted by: Druitt.7629

Druitt.7629

Yeah, there are two or three towns where I’ve tried to do the “help the people retake their town” kind of quest, which is not labeled “[GROUP]”, and it’s just overwhelming. Insane respawn rate, mobs assist each other from long distances, etc. To be honest, those areas have spoiled my opinion of ANet as a whole.

Just last night I tried to escort the guy setting up anti-ghost machines, and was simply swarmed and overwhelmed by the respawns. And I couldn’t even keep the mobs on me: one or two would always go to the NPC, killing him and stopping progress, and by the time I’d rez’ed him, four or five had respawned.

A few days ago, I was in some town that had been burned and taken over by the bad guys. We had to keep repairmen alive to repair three buildings. Two of us arrived at the town at the same time, and we simply couldn’t do it. Two mobs would drop from the skies at a time, doing AoE damage if you happened to be in the area, and mobs ran all the way across town to get us. Absolute frustration and it really makes you hate the designers. Nothing else you do or see can really make up for that.

(The only designers I still have respect for are the ones who create the idle chat between NPCs. They are brilliant.)

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Posted by: Veltoss.9135

Veltoss.9135

I agree, much lower respawns would be great. Not only for exploration but just in general. It would increase how much people move around the zone and explore if you could actually wipe out a spawn and have to wait for things to start respawning. This obviously wouldn’t work for heart-related mobs, the respawn system would have to be smart about it.

Blackgate

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Posted by: Paul.4081

Paul.4081

I was running down to Orr and on my way seen a Pirate Captain event en-route so thought, I’ll do that, easy Karma.

The respawn rate was bananas, I can kill the pirates in a couple of seconds and they were still respawning faster than I could kill. The respawn rate must be broken at that place or at least during the DE. I just left and kept on heading to Orr.

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Posted by: Iruwen.3164

Iruwen.3164

Group events are probably not supposed to be soloable, but genereally event scaling is as bad with few people as it is with many people.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: dagrdagaz.4913

dagrdagaz.4913

Theres a long older topic about it in the DE section

https://forum-en.gw2archive.eu/forum/game/events/absurd-respawn-rates

For solo play this respawn rate, imo, can become annoying/a problem/not fun

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Posted by: Polaritie.4851

Polaritie.4851

Constant CC from Risen\Inquest in Orr is frustrating.

I do wish they would give mobs cooldowns. I’m sure it would be fun to be able to spam abilities (for a very short time), but there is always a visceral there-is-something-wrong-here response when you encounter an inquest that is able to keep you in permanent CC. It’s the kind of “difficulty” that betrays a lack of creative thought.

I will say I’ve seen worse in games, but those were a different breed (Dungeon crawlers, with enemies who will happily mass-sleep your party and then annihilate you). In general, I think stun breakers should be more of a PvP and boss fight (Read: Jade Maw) tool than for ordinary pve grunts.