If aelwynes explanation is correct, we will get "new" mobs for high lvl groups that does not have long respawn times but that are not the named ones. So, named mobs won't be for grinding but choice mobs will changed to be suitable for big high lvl teams.altomesa wrote:I was really hoping I was just having a bad dream. 2-5 hours or 4-8 hours, what's the difference? Still worthless for a high level team looking to do something productive.
It was a bad idea to change them in the 1st place, it's still bad now. Let's face it, Exe mats aren't that much better than Choice mats so what's the big deal? It was the only way for a group larger than 2 to lvl at high levels, and now it's been taken away. This "fix" does nothing to improve that. Continued sabotage to make a good game less enjoyable and less appealing.
[feedback] [dev] Named Creatures Respawn Delay
Re: [feedback] [dev] Named Creatures Respawn Delay
Mikos, Abyss Eye
Re: [feedback] [dev] Named Creatures Respawn Delay
If this is for regular mobs, won't you just be passing on the problem to lower level teams?Xavier Antoviaque wrote:we will modify 4 of the creatures currently wandering on the high level areas, multiplying their HP and experience reward by 5. They are all herbivores.
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Re: [feedback] [dev] Named Creatures Respawn Delay
This could be a good solution.
The reason grinding away at named mobs was used wasn't because we wanted the mats or enjoyed the challenge, it was because it was the *only* way for a medium sized group of +200 level players to get any XP.
If the Madakam are going to be more difficult, and give more XP, and if those changes actually do increase the challenge and reward enough to fill to current void of high level hunting, then this is a very good thing.
I have to wonder why Nevarax wants us to destroy the poor herbivores, though.
The reason grinding away at named mobs was used wasn't because we wanted the mats or enjoyed the challenge, it was because it was the *only* way for a medium sized group of +200 level players to get any XP.
If the Madakam are going to be more difficult, and give more XP, and if those changes actually do increase the challenge and reward enough to fill to current void of high level hunting, then this is a very good thing.
I have to wonder why Nevarax wants us to destroy the poor herbivores, though.
Re: [feedback] [dev] Named Creatures Respawn Delay
And, as a follow up questions, since this behavior was obviously by design...
WHY WASN'T IT IN THE PATCH 71 PATCH NOTES?
Thank you.
WHY WASN'T IT IN THE PATCH 71 PATCH NOTES?
Thank you.
Re: [feedback] [dev] Named Creatures Respawn Delay
I think if he said that all mobs at that level were going to change and have 5 times the HP, then it would definitely leave a gap. But it sounds like they're just changing a few mobs here and there to give more range at the high end. I hope that's the case.magick1 wrote:If this is for regular mobs, won't you just be passing on the problem to lower level teams?
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Re: [feedback] [dev] Named Creatures Respawn Delay
I hope they are "equivalent" its bad enough you cant solo but to no longer be able to team high lvl groups just doesnt make sense. So We arent supposed to solo at higher levels and now we arent supposed to make big teams of high lvls to fight named mobs. So what are higher lvls to do? oh right dig until i lose my mind
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Re: [feedback] [dev] Named Creatures Respawn Delay
just like you said....roninpvp wrote:I hope they are "equivalent" its bad enough you cant solo but to no longer be able to team high lvl groups just doesnt make sense. So We arent supposed to solo at higher levels and now we arent supposed to make big teams of high lvls to fight named mobs. So what are higher lvls to do? oh right dig until i lose my mind
roninpvp wrote:Patience is a virtue
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Re: [feedback] [dev] Named Creatures Respawn Delay
So they're changing all Madakams, Shalahs, Bolobis and Ploderos to have five times more health and give five times more exp. So if you wanted to gain 3000 exp per kill, you'd have to hunt bolobis that currently give the group 600 exp. Sounds pretty reasonable, but if you had a group of homins all using level 240 skills... welll, I doubt there are many level 240 bolobis around.
Having herbies with 5 times the normal health giving 5 times the normal exp but still doing the normal damage would probably help large groups, but not the really high level groups, simply because there are no high level herbies.
(In my opinion, if you really want to help high level groups, we need areas with creatures in the level 250-300 range, while keeping the max level homins can reach at 250.)
Having herbies with 5 times the normal health giving 5 times the normal exp but still doing the normal damage would probably help large groups, but not the really high level groups, simply because there are no high level herbies.
(In my opinion, if you really want to help high level groups, we need areas with creatures in the level 250-300 range, while keeping the max level homins can reach at 250.)
Re: [feedback] [dev] Named Creatures Respawn Delay
Yeah I'm all for having some additional high level mobs available that would actually offer xp to a group. My question though, would it still be worthwhile for a large group of high level players to get together and hunt with these new mobs?
Granted some of the named mobs like Manda and Muchkan (I always forget how that one's spelled) were camped all day long, which I felt was a little too easy at times to level with. Of course Dai-den (named kincher) in Void still seems to be showing similar behavior as before patch 71. But maybe that's because he's never camped.
Granted some of the named mobs like Manda and Muchkan (I always forget how that one's spelled) were camped all day long, which I felt was a little too easy at times to level with. Of course Dai-den (named kincher) in Void still seems to be showing similar behavior as before patch 71. But maybe that's because he's never camped.