high level empty zones - respawn timer bugs

high level empty zones - respawn timer bugs

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Posted by: Neijek.7150

Neijek.7150

I can confirm this is an issue on my server “fissure of woe” in straits of devastation map but I’ve seen it in several other 60+ maps. Due to low population (I’ve seen a total of 1 person on this map and almost every mob i kill had huge xp bonus due to long time it’s been up).. the re-spawn behaves as if there’s a lot of people around.. clearing one “nest” of mobs next to a vista/skill challenge will cause them to re-spawn within 1 minute even less at times, causing the whole affair to be almost impossible..

I have report this IG but since nothing has changed in the last 2 weeks I figured id report it here too, it seams like either these zones do NOT use an adaptive re-spawn rate or its just set as wayyyy to high.

- on the same note, might be nice to see if champ mobs could be scaled down if no one is around and no one does them after “x” time, as i’ve often found my self blocked and not able to rile up any one due to almost on one on the map to take down mobs like this blocking vistas/etc (going for full world map clearing).

high level empty zones - respawn timer bugs

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Posted by: Neijek.7150

Neijek.7150

this is even worse in malcors leap .. to clear the FIRST event chain “pact troops, move out” i take about 1 hour of work and say 5-10 deaths, no one is around on the map no one to help and i have to deal with 4 rootmouths which respawn so fast i don’t even have the time to kill the vet’s they spawn most of the time, without counting the 2 towers that get almost insta fixed by constant spawning servants

from what i can see at least in these two zones the spawn timer is soo broken. only thing i can think of is bots that are prob invis around the area or just porting around farming nodes which some how get worked in to the respawn timers.. i get it its one of the top lvl zones (not even a lvl 80 only) but on a non pop or almost no pop map the respawn should be MUCH better tuned.

high level empty zones - respawn timer bugs

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Posted by: Neijek.7150

Neijek.7150

Still a problem, further more it affects several other parts of the zone:

malcors leap: event chain to take over all the camps, will break at camp 3 with camp one being lost already by the time you lead the trops to camp 3 (which of course should never happen).

quest line to kill lyssa (group events) seal 1/2/3 will break before you can take over all 3 seals, if you bring more people the event scales up so hard that while beeing lvl 77 you will get lvl 81 vets that take 20 people 5 minutes to kill (and theres 20 of them).

high level empty zones - respawn timer bugs

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Posted by: Neijek.7150

Neijek.7150

still a problem, add to it “cursed shores” just started and the almost instant respawn around any event is making it almost impossible to do the zone without multiple deaths (unneeded ones). why are there no investigations and fixed done to this yet? it’s been several weeks since reported???

high level empty zones - respawn timer bugs

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Posted by: Saulius.8430

Saulius.8430

respawn rate, how is this a bug? from my experience ‘normal’ monsters respawn time is fixed, and not affected by number of players nearby. number of players affects only dynamic events.

kill all ze thingz

high level empty zones - respawn timer bugs

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Posted by: Shark.3610

Shark.3610

I agree, I’ve been trying to get the karma vendors in the end zones to spawn, but in order to spawn them you have to do the events which are pretty much impossible due to the lack of people.

high level empty zones - respawn timer bugs

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Posted by: Neijek.7150

Neijek.7150

ya it is a bug (i’ve found several post about this that I will interlink this way we all work on the same thing)

https://forum-en.gw2archive.eu/forum/game/suggestions/Intensely-Aggravating-PvE-creature-re-spawns

https://forum-en.gw2archive.eu/forum/game/suggestions/Ridiculous-respawn-rates

(edited by Neijek.7150)

high level empty zones - respawn timer bugs

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Posted by: digiowl.9620

digiowl.9620

Makes me wonder if some programmer forgot to set a zero lower bound on the number of detected characters, and so the game rolls over and suddenly see a massive number of characters.

something similar has already happened in a different section of the game code, regarding dynamic level adjustments. The necromancers vampiric traits was found to roll over and start healing mobs if the necromancer was high level but playing in a low level zone.