Showing Posts Upvoted By Gryphon.2875:

Disallow respawning within immediate player perimeter

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Posted by: Nurvus.2891

Nurvus.2891

The OP’s suggestion is a bad idea for various reasons.

However, Lord Aargadon.4135’s idea works.
Enemies should never spawn on their spot. They should always “fade in from the background” from some random spots, taking preference on spots that are not occupied, and then proceed to move towards their “standing spot”.

In the case of enemies that really need to spawn on the spot, there should be some kind of warning, like “You hear steps…” or something like that.

Disallow respawning within immediate player perimeter

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Posted by: DreamOfACure.4382

DreamOfACure.4382

I just think some mobs respawn too quick in some areas.

And that’s excluding the areas where this is intentional. Like that skill point in the underground cave where the wurms spawn infinitely…

For example – I found this Ettin cave I wanted to explore.
I found through pairs of ettins in a linear fashion, but as I finished the second line of ettins, the first pair respawned behind me and immediately ‘joined in’.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

(edited by DreamOfACure.4382)

Disallow respawning within immediate player perimeter

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Posted by: Focksbot.6798

Focksbot.6798

I happen to think the opposite. The more players, the more mobs, and the more fun.
The more we intruded into the dens of the monsters, the more they will gather and respawn to fight us back.

I don’t think our views are mutually exclusive. The way I envisage it, you would battle almost as many monsters, they would just be spawning at a suitable distance from you so that they don’t magically/unrealistically flicker into view right next to you, and so that you can push into a camp without worrying that any small amount of dodging and positioning will bring back the monsters you killed on your way in. The present system spoils any tactic that isn’t ‘tank n’ slash’ or ‘run straight through ignoring everything’.

Suppose 20 players are doing the same renown heart, mobs won’t respawn, and you have to wait, this brings us back to the old camping issue. I hate queuing. Mobs queuing means players queuing.

Actually, this would help with renown hearts a lot. 95% of the renown hearts can be achieved through a multitude of different tasks, only one of which is killing mobs. Yet nearly every one I’ve played has prevented me from doing many of the other tasks because I have to constantly kill mobs instead. So I get a thank you note saying, “Thanks for resurrecting allies/planting seeds/crushing nests/returning stolen parts” when I didn’t do any of that; I just stood in one place fending off mobs the entire time.

C’mon – you must see my point?

Disallow respawning within immediate player perimeter

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Posted by: Midou.5384

Midou.5384

In some high level areas, it is a chore to explore because there are hordes of enemies in low population areas. I would certainly like it if there was some way to manage how many enemies are in an area based upon the amount of players around. This seems to happen for events to some extent, but it would be nice if it was in the world as well.

A secondary problem to these lower population areas is contested WP EVERYWHERE, dying in one corner of the map and having to respawn in the middle because I died 30 seconds before reaching a nearby hopefully uncontested WP makes it kind of a chore.

Disallow respawning within immediate player perimeter

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Posted by: joykafka.4308

joykafka.4308

I happen to think the opposite. The more players, the more mobs, and the more fun.
The more we intruded into the dens of the monsters, the more they will gather and respawn to fight us back. We are not supposed to stay safely in a densely populated dangerous area and the mobs have every right to knock me from behind down before I can react and I personally like this.

Suppose 20 players are doing the same renown heart, mobs won’t respawn, and you have to wait, this brings us back to the old camping issue. I hate queuing. Mobs queuing means players queuing.

(edited by joykafka.4308)

Disallow respawning within immediate player perimeter

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Posted by: Leadfoot.9071

Leadfoot.9071

There are some problems with the respawning I think. Last night I was tryign to get to this vista that required a very tricky jump that had to be timed perfectly. Due to the rampant respawning of monsters in teh area, I was constantly slowed due to being in combat (getting stuck in a combat is another separate issue) and could not make the jump. Finally, I got myself right to the edge, logged out and back in and was able to get across before I got put back into combat. I’m not sure how they shoudl fix it, but i t does seem like it’s in need of a tweak of some sort.

Disallow respawning within immediate player perimeter

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Posted by: Ctarl.3629

Ctarl.3629

Monsters should spawn “slower” meaning they should not attack for a reasonably short time (and be invulnerable in that time for all I care).
The problem I had multiple times is that monsters can hit me before I can barely see them. The fact that they can spawn right on top of me doesn’t help.

Possibly the respawn rate should scale with the number of players present (radar range).
I have often tried to solo a boss with reasonable success only to die because of the normal mobs in it’s immediate vicinity respawning while I was dodging the attacks of the boss.

Disallow respawning within immediate player perimeter

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Posted by: joykafka.4308

joykafka.4308

Focksbot,

Suppose the mobs won’t respawn where there are players. The game cannot go on at all.

Someone can stay somewhere so that you can never enjoy your game.

Chain Dynamic Events cannot take place.

Disallow respawning within immediate player perimeter

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Posted by: Focksbot.6798

Focksbot.6798

I agree, though, that a good solution would be to have special ‘realism’ areas where respawning could take place without breaking the visual sense of the game. Sometimes bandits or Sons of Svanir drop from trees – that’s a good idea. This should be the case for every type of creature – spiders coming from behind stones, drakes emerging from the water, grawl from a high-up cave etc.

Disallow respawning within immediate player perimeter

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Posted by: Focksbot.6798

Focksbot.6798

Could someone please explain to me what exploits are actually possible?

So the op doesnt want any monsters to respawn in high populatio area?

I’ve never been in an area so densely packed that there would be no room for monsters to respawn. But yes, if 500 players are hanging out, in spread out fashion, over a relatively small radius, of course no more monsters should spawn in that area. You’re controlling the area. It’s ludicrous that creatures and enemies should just ‘appear’ there.

Honestly, I guess some of you tolerate the idea of enemies appearing right next to you because you’re long-time MMO players. If the genre is ever going to advance to being remotely realistic, certain accepted nonsenses need to be taken on. The Holy Trinity was one of these, and well done to ANet for ditching it. But constant strings of enemies attacking you while you stand in one placer is another. Creatures respawning before their corpse has even faded is another.

ANet were really onto something with the idea of helping friendly forces capture land in order to clear out areas, but then having to defend that land against hostiles. They should take the idea a step further, imo.

But I guess what I’m proposing would upset those players whose one purpose in life is farming and grinding …

Disallow respawning within immediate player perimeter

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Posted by: joykafka.4308

joykafka.4308

I agree with the fact it is odd that enemies just pop out of nowhere, as for the no spawn radius, thats a bad idea. I would like better if they had a nearby spawn point and ran to there set area. as an example, Say you be slaying some flame legion like a boss, 3 minutes later, more pop out of a bush or drop down from over a cliff, thats my best idea.

It’d would be nice if they climb out from behind a gate, a statue, a “closed” cave, or that they jump down from above a tree, a cliff, or that they are “summoned” or “conjured” from a stir of dirts or mist, a splash of fire or water, etc… from a place that’s less likely to give us the impression something pops just out of nowhere in the thin air. (It doesn’t matter if people are occupying their “spawn” points or not.)

Then, they walk, patrol, run to their set area as you said. (Perhaps they can be shown half invisible and invulnerable during the process.)

Disallow respawning within immediate player perimeter

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Posted by: DarkfyreAlgoma.4967

DarkfyreAlgoma.4967

I think this is a bad Idea.

However Monsters Spawning directly next to or within Aggro range of Waypoints is pissing me off.

Nothing like coming in from loading screen to find myself DEAD.

Disallow respawning within immediate player perimeter

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

I agree with the fact it is odd that enemies just pop out of nowhere, as for the no spawn radius, thats a bad idea. I would like better if they had a nearby spawn point and ran to there set area. as an example, Say you be slaying some flame legion like a boss, 3 minutes later, more pop out of a bush or drop down from over a cliff, thats my best idea.

Reducing costs of being downed: Waypoint fee PLUS repair costs?

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Posted by: Minos.5168

Minos.5168

The original Guild Wars was wonderful in the aspect that it encouraged you to try things that might be difficult (and result in being killed). The death penalty was similar to the current downed penalty in that you came back with less overall health. (Thus making it harder to do, if you kept dying.)

Guild Wars 2 seems to discourage dying by putting a monetary penalty on it with the repair costs of armor. I’m cool with this, honestly, if it weren’t for also having to pay a waypoint fee to respawn.

If I’m in a difficult area (like taking on Veteran/Champion mobs), then it’s not likely for a friendly passerby to come revive me… So I have to revive at a waypoint. For a cost that is similar to repair costs that I will have to pay.

In the original GW, you could resign and respawn in the last town for no additional cost. (You could even map travel to any town for no cost, but that’s beside the point.)

I think it’s absurd to have to pay TWO fees when you’re downed. In my opinion, if ArenaNet is insistent on having repair costs, then they should make reviving at a town’s waypoint free.

The primary reason I suggest this is: If you’re exploring low-level content, you don’t get as much gold, but the costs for repairs and waypoint travel remain the same.

I thought the goal of the level scaling was to encourage players to continue exploring all areas even after reaching level 80.

Norn Shapeshifting "change"

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Posted by: NinjaEd.3946

NinjaEd.3946

For starters, love Norn elite skills. However, I do have some issues with them.
-Looks cool when you activate it, but for first couple seconds you stand there howling or growling or w/e which cuts into your time eating the enemy away.
-Cannot move and auto attack unless you have snow Leapord. Really annoying to stand still and claw at air because its really easy to dodge.
-Resummoning shapeshifting sets all things to default as in auto attack (1). If your basic attack (1) is set to auto attack b4 shapeshifting, it should be the same during shapeshifting so you don’t have to set it to “enable” over and over again.
-Lasts short, I understand because it is fairly beastly (Ha) but for turning into such massive creatures, maybe add some stability or last longer? you only get 30 seconds and depending on the boss or event, you can be stun locked for most of that and then its on the 4 minute cooldown making it very unsatisfying.

I play norn thief and gatta say, I pick Dagger storm over shapeshifting usually because its short cd, does good dmg, provides stability, and nothing like reflecting projectiles back at bosses. Please look into “buffing” shapeshifting but do so in a way that doesn’t make it the obvious choice. (Prefer just the stability even if its just for the first 15 seconds, and the other 3 suggestions)

Just a silly question, is there work on a underwater shapeshifting form? Basilik venom is very useless and its the only one I can use atm :/

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”