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Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Wed Jun 08, 2005 9:05 pm
by larwood
roninpvp wrote:You obviously dont know how much patience I do have. If you noticed I stated dig till i lose my mind. Hopefully I do h ave the patience to do that for quite some time
Very good.
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Wed Jun 08, 2005 9:16 pm
by totnkopf
I have to place another vote for returning it to the way it was before. If they're concerned about the mats that we might get from them, then simply reduce the number they drop. As for hunting other, non-named mobs, I'd like someone to point me in the direction of a mob that still gives decent xp with a team of higher levels (220+)... as far as I know, there aren't any.
I think Sinful pointed out a good point. We can't solo and we can't team together in a medium to large group. So, is Duoing the only way now? I mean, that makes things like Off Aff/Def Aff REALLY hard to level up (just ask Itachi
)
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Wed Jun 08, 2005 9:28 pm
by aylwyne
totnkopf wrote:I have to place another vote for returning it to the way it was before. If they're concerned about the mats that we might get from them, then simply reduce the number they drop. As for hunting other, non-named mobs, I'd like someone to point me in the direction of a mob that still gives decent xp with a team of higher levels (220+)... as far as I know, there aren't any.
I think Sinful pointed out a good point. We can't solo and we can't team together in a medium to large group. So, is Duoing the only way now? I mean, that makes things like Off Aff/Def Aff REALLY hard to level up (just ask Itachi
)
As was stated, they modifying some of the non-named mobs to give higher experience so that you will have mobs that give decent experience to groups of 220+. This way, we'll have regular mobs to hunt at high levels instead of having to rely on bosses for leveling.
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Wed Jun 08, 2005 9:34 pm
by mmatto
Xavier Antoviaque wrote:
I've corrected a typo which could have led to some confusion - my fault here, sorry for that :
<clip>
Also, these races will keep their normal respawn time - they will respawn immediately.
Hehe, and made a new one
Use of word creature seems that certain choice grade big bad mobs will be upgraded to tad tougher. We will se soon what happened and what xp we will get
EDIT: Bah, this was not included in next patch. Have to wait lil longer.
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Thu Jun 09, 2005 6:20 am
by iphdrunk
Sorry if I missed it, but I didn't see it clearly. For the named ones: I guess we are talking about 2-5 In game hours? (10-30 RL minutes) or Real Life hours? I think it's IG, but not sure.
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Thu Jun 09, 2005 8:27 am
by zerotacg
Well I see the point, nevrax wants us to see the named mobs as uniqe ones, so it would be only fair if they can't be chain-killed like it was before. I even like the idea with more XP for them, but you should also increase the XP for supreme boss mobs then maybe 6 or 7times as normal, because they really are more unique the named mobs
The random spawn and the spawntime is ok, I think there is only one think that should be considered. They should not spawn anywere on the map, somedays ago I was strucked by the Zerx named while crafting at a hawker in an Outpost, Zatcheln and Vispa went along the Kamiporter in Groove of Confusion, and such things shouldn happen. While the named mobs run arround as they want there aren't any safe places anymore. So they should stay in an area of there races. And for the Highlvl teams more choice mobs would be perfekt maybe 2 or 3 in every group of "normal" mobs that would also make the hyperdimensional prices of wepons and everything go down because you can also make good ones with choice mats, but you can't forrage mats for speed for weapons for example.
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Thu Jun 09, 2005 8:42 am
by archerke
well as a crafter i regret the longer spawns off course but i must admit it is logical
1/ or u keep the spawns as they are now and create new "regular mobs" like suggested earlier wich large teams can lvl on
2/ or u keep them spawning directly and lowwer the mats they actually give (wich for me would be a very bad thing) *whines* lol
i mean i've seen big teams chainkilling them wich are all lvl 250 now, how the hell will we (yes i'm a noob in fighting) have the fun to be in a battle with 5-6 lvl 200 peeps and actually gain xp without having to run 500m each time?
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Thu Jun 09, 2005 9:30 am
by certago
Sorry to have to say that, but as even I as a german player understand whats meant by these changes, here only Aylwyn seems to understand too...
I suggest you read the notes over again and wait for how it will be ingame - I'm sure we will get the chance to test these fixes on ATS and will be able to give feedback on that.
Greetings Sorenal
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Thu Jun 09, 2005 9:45 am
by rhalgaln
I think the Problem for High Level Characters could be easily solved if Atys would work as intended:
Constant eradication of Mobs groups should bring up a spawn of a more powerful Variant.
So if 3 Star violet Mobs don't survive there should com up some 4 Star Mob Groups.
It would make sense if after eradication of non aggro Mobs/herbivores the aggos spawn because they lack of food and will start to raid on homins.
On some places this seems to work to some grade - There are Places where 1 Star used ti spawn and after a wihle there are 2 Star spawning.
I don not think named Creatures should become Level Triggers at any time. They bear excellent (Bossmobs even supreme) mats which should be hard to obtain. I like the current spawn Mode of the named.
Re: [feedback] [dev] Named Creatures Respawn Delay
Posted: Thu Jun 09, 2005 12:25 pm
by midnight
one aspect of having the named mobs wander ALL over the region instead of restricting their wanderings to lesser areas have been totally neglected by any but the involved persons, here referring to harvesters.
basically harvesters are dead the moment any named mob spies them as it is impossible to run from sources without getting a slight delay and the amount of damage named monsters deal is usually enough to kill in one blow if you are not wearing hitpoint boosting eq which none of the harvesters i know of do.
The slight delay comes from not having an instabreak button that will interrupt harvesting and drop sources and allow you to TRY and run away
i have yet to hear of any that has managed to do so.
Getting a rezz is turning more and more difficult as the mobs won't wander away from a killed person immediately and the idea of reducing the time delay with which they respawn is not welcome for harvesters. Harvesters are known to gang up on named mobs and leave their carcasses to rot simply to buy time to harvest.
if you would restrict the mobs' areas again but not to the one or two spots things would be more normal and still tolerable for both fighters and harvesters.
As it is i'm personally contemplating the idea of harvesting in lowlevel areas and lay waste to any named mob that gets close wether or not they are being pulled by lower level parties
to put it bluntly: I'm sick and tired of being killed by named mobs but my harvest is of such a level i'm forced to harvest in areas that is not of my challenge level.