Showing Posts For Quarterdime.2049:

Why Not Increase Respawn Times?

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

Increase general respawn times?

The numbers can be discussed in this thread, assuming most of you agree with the notion.

Intensely Aggravating PvE creature re-spawns

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Posted by: Quarterdime.2049

Quarterdime.2049

The Hidden Lake site in Brisban: I remember getting caught between the bandits in the camp and the unending stream of replacements and dying there. Very frustrating. However since the respawn rate was so similar to other areas, I didn’t even consider that it is a bugged site. :/ It was pretty much par for the course and didn’t feel appreciably different from similar areas, other than that they are running in rather than appearing by you. The respawn timer is too fast if its hard to tell a bugged site from a normal one.

+1

Given what I was going through up until that point, I was fully convinced that was working as intended.

Chairs chairs everywhere and no place to sit.

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

Yes. A million times, yes.

Also, I don’t want to diminish the value of the original post by expanding on it, but some day I’d like to see useable ladders as well. (I’d have asked for openable doors instead but apparently the game has a few of them. More of that please.)

Too Many Monsters

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

This is what it should look like. http://i45.tinypic.com/wvagsp.jpg

This is what it shouldn’t. http://i49.tinypic.com/xf4v0x.jpg

(edited by Quarterdime.2049)

Expansion thoughts and ideas

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Posted by: Quarterdime.2049

Quarterdime.2049

Expectations:

  • Cantha (who cares about a Deep Sea Dragon if you have airships)
  • Rebuilding of Canthan District in Divinity’s Reach
  • Opening of Dominion of Winds
  • Tengu as a playable race
  • New class (possibly bringing back Ritualist, as it was very popular)
  • Increase of level cap to at least 90
  • New Ascended/Legendary gear for level 90
  • Releasing 2nd half of the year

Go back to WoW. Please.

Too Many Monsters

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

Looks like GW2 is using a TICK for a given area/zone – and even though it may very well be 90s-120s like the Dev’s suggest it has no bearing on when the mob has died —- instead it’s a constant: so when a mob dies it is respawned when the next tick occurs – be that 1s or 120s.

I didn’t even notice that but I think you might just be right.

Intensely Aggravating PvE creature re-spawns

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

There was an earlier thread about this, the TL;DR version is:
- Respawn times are NOT 15s outisde of events, 95-120s is the typical range
- A lot of factors can make the respawn seem faster—if monsters in the same spawn group are being killed elsewhere they might respawn in your location (they don’t reappear in the same spot)
- Closed locations like caves can make you run over the same area repeatedly, causing you encounter respawns where you would normally (in an open area) have already moved on
- Orr in general is a known problem, and the base spawns are being toned down as I type this

In general, if you can provide a specific location where the respawn rate seems out of whack, I can look at it, but in almost every case I’ve looked at, the respawn times were well over a minute.

We’re not talking about bugs! In plenty of instances, 120 seconds is not enough! And the moment the respawns catch back up to the player party the whole thing falls apart, because they’re being challenged by enemies respawning at the rate they killed them last time.

Come on. Am I REALLY the only one who’s gotten stuck in an endless cycle of respawns just to be forced out of the area I was trying so hard to secure? I know this is a tough pill to swallow, but the system itself, even working as intended, has this flaw. And ElixireL is a product of that just as I.

And unlike him I do everything I can to compose myself under the reasonable presumption that this problem will never be completely fixed due only to the developer denial saying that the problem is bugs as opposed to admitting a mistake.

I know that sounded rude, but ElixireL isn’t the only one who’s frustrated by this and I want to make that clear.

(edited by Quarterdime.2049)

Too Many Monsters

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

Too Many Monsters

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

Here’s another problem with this system. I was in Brisban Wildlands today leveling my Sylvari Thief, and I came across a patrolling mini-boss named Willem the Golemancer.

He was patrolling the area around his camp, and the event surrounding him was of course to stop him. So to do this, I needed to clear the area he was heading towards before he got there. It was messy. But what I noticed was he was walking through the hostile spiders and whatnot without aggroing them.

Maybe the fastest way to identify this problem for what it is is by coding the humanoid NPCs to aggro the same wild animals that would normally attack them just like us.

Too Many Monsters

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

While the thought of changing the system is unrealistic, I would like mobs to be less thinly spread.

It doesn’t make any sense immersion-wise, and it makes traveling through zones fairly difficult.

I would rather see the occasional scout type mobs, and roaming patrol groups of 3 to 4, that are wiser to take on with a party, but can be solo’d.
The thinly spread net of single mobs that rarely move around is highly unrealistic when it comes to non-wild life.

Yes, ideally wild npcs should be in areas, not all over the open. Pack animals stay together, and lone animals don’t. Funny how the grid is both yet neither.

Ideally, just relegate the wild npcs to areas.

Too Many Monsters

in Suggestions

Posted by: Quarterdime.2049

Quarterdime.2049

It seems the staple of most virtual role-playing games is to have the wilds filled to the brim with encounters of one form or another. While on paper this seems like a good idea, it can sometimes get to the point where you feel like you’re drowning in a sea of enemies.

If I had to provide some examples of what I’m referring to, I suppose at one end I’d give you a game like Final Fantasy, or any encounter-generating game, and on the other end I’d put an Elder Scrolls game. The kind of game where you have long wide patches of emptiness between any points of interest. These empty areas serve several functions, the most important being the breathing space needed to refresh yourself for the next chain of encounters.

Let me put forward a hypothetical situation: You’re playing on your own, you’ve come across an enemy camp with an event inside. You go inside, complete the event, and now it’s time to leave. Completely alone, you choose not to waste time fighting and opt to run and dodge through the respawned guards and patrols and make a bee line for the exit. You make it out with however many npc’s chasing you out. You hear them give the line letting you know that they’re giving up pursuit, and you can slow down and gather your bearings.

But what’s this? You got out of the fire, but back into the frying pan. You’re back into the endless grid of wild monsters that are now harassing you all the way back to your next friendly outpost. Why? Why must there be this net, this never ending sea of wild npcs between everything? To fill the game? I’d much more appreciate it if I didn’t have to duck and dodge and run to get to every single place in the game.

I’m not asking you to remove wild npcs, arenanet. I’m asking you to re-examine the map, and look at what places would do better with breathing space. That’s all. Even the random encounter games had breathing room, pokemon relegated it to tall grass, and I guess that’s essentially what I’ve come to suggest. There’s plenty of room in the world of Tyria to have wild spiders and raptors and what have you roaming about. But there’s also plenty of room to traverse the land without having to be punished for it.