Dear Devs: Why cheat?
How are the devs cheating here? If you take too long to kill all of the enemy mobs, then yeah, you run the risk of them respawning. That’s not cheating; that’s how the game is.
What are you talking about? If your in WvW the enemy probably popped the emergency waypoint that lets them teleport into the keep for a short time.
If your in PvE mobs spawn quite often in various locations during events. Infact they come from specific routes typically so that builds that use things like turrets, traps, banners, spirts etc… can set up in advance.
What you have said has NOTHING to do with anet “cheating”. Just you being salty because things apparently didnt go your way and I am assuming you died.
Your gonna have to provide ALOT more information if you want people to take you seriously with this kind of accusation.
I am getting really tired of killing a mob, only to have it respawn immediately in the same spot where it just died.
If a mob has a spawn point, it’s always going to spawn there. If you just killed it.. move away from the place you killed it. The solution is player based rather than mob based.
pve, raid, pvp, fractal, dungeon, world clearing, legendary questing.. Zapped!
The mobs respawn before I can even take a step. I was wondering if I just dreamed that I had killed the thing. Come on people use a little brain power, huh? Not always but frequently enough to wonder what the heck is going on. Is there no delay between death and respawn?
I am getting really tired of killing a mob, only to have it respawn immediately in the same spot where it just died.
If a mob has a spawn point, it’s always going to spawn there. If you just killed it.. move away from the place you killed it. The solution is player based rather than mob based.
There are times in the game when the mob you just killed will respawn immediately, before you can move away. This used to happen more frequently, but it still does once in a while. That ANet has made an effort to change some of these spawn issues suggests that it is a problem with the game.
That said, the OP’s main issue is something else entirely. Some mob armies spawn in the contested area because they have a lore-based reason for doing so. Some Risen appear in a puff of smoke. Some Flame Legion apparently arrive by riding on (or in) meteors. Some dredge burrow up from the ground. It’s not cheating.
The mobs respawn before I can even take a step. I was wondering if I just dreamed that I had killed the thing. Come on people use a little brain power, huh? Not always but frequently enough to wonder what the heck is going on. Is there no delay between death and respawn?
It would probably help if you said exactly what your group as doing when you had your problem described in the original post. Was it taking a camp/tower/objective in wvw? Was it trying to hold an area for an event in pve? If so, which event? Different events and areas will have different things that determine the respawn rate of mobs. Regardless of your answers, though, Anet isn’t “cheating”.
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
Just as there is an emergency waypoint in WvW, mobs have assault waypoints they can use to assault objectives. Teleportation is a thing, so why not?
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
Just as there is an emergency waypoint in WvW, mobs have assault waypoints they can use to assault objectives. Teleportation is a thing, so why not?
I don’t know anything about an “emergency waypoint” in WvW (I don’t really do WvW much), but I do know that I can’t teleport into a building or enclosure in PvE. The OP doesn’t specify which mode he is doing but if it is PvE I don’t see why mobs should have this power when PCs don’t. And my experience with mobs and this behavior is in PvE.
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
Just as there is an emergency waypoint in WvW, mobs have assault waypoints they can use to assault objectives. Teleportation is a thing, so why not?
I don’t know anything about an “emergency waypoint” in WvW (I don’t really do WvW much), but I do know that I can’t teleport into a building or enclosure in PvE. The OP doesn’t specify which mode he is doing but if it is PvE I don’t see why mobs should have this power when PCs don’t. And my experience with mobs and this behavior is in PvE.
You can, though. Mesmers can use a Blink skill to teleport in all sorts of wacky ways around the map. Thieves can shadow step in a similar way, Guardians can use sword skill 2 or a utility skill to teleport to a target, who may or may not be in an enclosed area (is the skill named Zealot’s Fire? I forget). There are likely a whole slew of other teleport skills that allow you to do this very thing.
And that’s not even taking into consideration actual waypoints that exist within enclosed structures. Teleporting happens constantly in Tyria.
Regarding mobs respawning, that’s just the way the game is built. Short of completely overhauling mob spawn mechanics, that’s never going to change.
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
Just as there is an emergency waypoint in WvW, mobs have assault waypoints they can use to assault objectives. Teleportation is a thing, so why not?
I don’t know anything about an “emergency waypoint” in WvW (I don’t really do WvW much), but I do know that I can’t teleport into a building or enclosure in PvE. The OP doesn’t specify which mode he is doing but if it is PvE I don’t see why mobs should have this power when PCs don’t. And my experience with mobs and this behavior is in PvE.
You can, though. Mesmers can use a Blink skill to teleport in all sorts of wacky ways around the map. Thieves can shadow step in a similar way, Guardians can use sword skill 2 or a utility skill to teleport to a target, who may or may not be in an enclosed area (is the skill named Zealot’s Fire? I forget). There are likely a whole slew of other teleport skills that allow you to do this very thing.
And that’s not even taking into consideration actual waypoints that exist within enclosed structures. Teleporting happens constantly in Tyria.
Regarding mobs respawning, that’s just the way the game is built. Short of completely overhauling mob spawn mechanics, that’s never going to change.
You’re talking about individual profession skills, I’m talking (and it sounds like the OP as well) of entire groups of mobs spawning at once. Since every single profession doesn’t have this type of skill, it is not actually the case that “PCs” can do this.
And you’re probably correct that it will not be changed, but I don’t understand why it was made this way in the first place.
What alternative would you prefer, then? If you go by the OP’s suggestion that mobs shouldn’t be able to respawn when players are nearby, then most maps are going to be quite desolate and lacking in the way of things to kill. Even core Tyria maps have players running about in droves in most cases. Any well-populated map will be mostly empty of mobs to kill, and any map that would otherwise not be populated would (interestingly enough) be flocked to by players looking for things to kill or farm. I suppose one positive consequence would be that players might actually be more evenly distributed across Tyrian maps in search of things to fight, but that’s the only positive I can imagine from this scenario.
I suppose another alternative would be to go several steps back in terms of development progress and go back to the old ways of GW1, where every map in the game is instanced, and mobs don’t (or hardly ever) respawn. But then you’re essentially negating all the progress that has been made with GW2, and in that case you may as well just reinstall GW1 and play that instead.
I’m really not sure what the OP is expecting, here. Mob respawning is a thing. It’s just..a thing. It’s a part of the game. What else is there to say?
You’re talking about individual profession skills, I’m talking (and it sounds like the OP as well) of entire groups of mobs spawning at once. Since every single profession doesn’t have this type of skill, it is not actually the case that “PCs” can do this.
And you’re probably correct that it will not be changed, but I don’t understand why it was made this way in the first place.
I’m guessing you’ve never been portal bombed by a mesmer then huh?
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
Just as there is an emergency waypoint in WvW, mobs have assault waypoints they can use to assault objectives. Teleportation is a thing, so why not?
I don’t know anything about an “emergency waypoint” in WvW (I don’t really do WvW much), but I do know that I can’t teleport into a building or enclosure in PvE. The OP doesn’t specify which mode he is doing but if it is PvE I don’t see why mobs should have this power when PCs don’t. And my experience with mobs and this behavior is in PvE.
Player characters have a lot of abilities that mobs don’t. There is no reason why mobs cannot have abilities that players don’t. In fact, some do. Risen Abominations and some Earth Elementals have permanent stability or something like it. Some mobs have break bars, players don’t.
“Assault Waypoints” was a suggestion for a way to think about it to restore your immersion. Teleport tech exists in game. Don’t like the idea, don’t use it.
The fact of the matter is that mobs have abilities to make the game work. Whether mobs spawn in the event area or at a remote location, they have to spawn somewhere. Why is it OK/not immersion-breaking for them to spawn in one spot, but it’s not OK to have them spawn in another?
If by cheat you mean, “have an unfair advantage,” then players have been cheating, and still do, against NPC mobs from the very beginning. We have more options, better “AI,” and so on.
Any cheating that NPCs might be programmed to do still doesn’t get them up to par with player characters.
What alternative would you prefer, then? If you go by the OP’s suggestion that mobs shouldn’t be able to respawn when players are nearby, then most maps are going to be quite desolate and lacking in the way of things to kill. Even core Tyria maps have players running about in droves in most cases. Any well-populated map will be mostly empty of mobs to kill, and any map that would otherwise not be populated would (interestingly enough) be flocked to by players looking for things to kill or farm. I suppose one positive consequence would be that players might actually be more evenly distributed across Tyrian maps in search of things to fight, but that’s the only positive I can imagine from this scenario.
I suppose another alternative would be to go several steps back in terms of development progress and go back to the old ways of GW1, where every map in the game is instanced, and mobs don’t (or hardly ever) respawn. But then you’re essentially negating all the progress that has been made with GW2, and in that case you may as well just reinstall GW1 and play that instead.
I’m really not sure what the OP is expecting, here. Mob respawning is a thing. It’s just..a thing. It’s a part of the game. What else is there to say?
If the goal is to hold an area / enclosure in PvE (red / blue outline), mobs should not be able to spawn INSIDE it while you are there. As for the respawn, it happens to be an issue that you can kill a mob an it will instantly respawn – I don’t think that this is working as intended. And no, I’m not talking about taking a long time to kill the first mob.
Respawns can be annoying but it’s hard to adjust the timer so it’s perfect for everyone. And anywhere something respawns, it’s going to be a problem for someone. You can’t program stuff to not respawn near a person because sometimes there are lots of people around and there’s be nothing spawning in the area.
I’ve not played a game that found a good solution for this…unless it’s instanced of course.