Spawn problems

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sumoman
Posts: 211
Joined: Thu Sep 23, 2004 6:17 pm

Spawn problems

Post by sumoman »

Hey guys i would like people to confirm this.

The spawns in Grove of confusion are broken.
The mobs take ages to spawn and they spawn even when there is still dead mobs on the ground. If people could confirm this id be really happy

thx
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alexrowe
Posts: 89
Joined: Wed Sep 22, 2004 10:14 pm

Re: Spawn problems

Post by alexrowe »

Today we were hunting names and they take hrs to pop back, this really kills hunting in a high lvl team :( .
Last edited by alexrowe on Fri Jun 03, 2005 10:56 pm, edited 1 time in total.
bf649ztp
Posts: 292
Joined: Sun Jan 23, 2005 8:50 pm

Re: Spawn problems

Post by bf649ztp »

I've found, when i'm trotting up to collect my cuttler reward, i'm all of a sudden surrounded by dozens of the little buggers. So yes...Confirmed.
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roninpvp
Posts: 515
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Re: Spawn problems

Post by roninpvp »

I noticed this with Weebil and the GM that came to confirm indeed that Weebil was dead on ground and would not respawn said they have had reports of this. Weebil's poor remains stayed on the ground for hours and hours. :eek:
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helbreat
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Re: Spawn problems

Post by helbreat »

alot of the bosses that spawn near towns are getting whacked by guards and also staying on the floor sevral hours at a time :( or wandering miles from there original spawning points found a lvl 130 frahar boss in thesos the other day which should be in oasis area heh some of the herbivores in the area were higher lvl than the boss
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splatula
Posts: 152
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Re: Spawn problems

Post by splatula »

I, for one, am very happy about the wandering mobs. All about the realism.
I am also happy, that if a mob is not looted, that it stays a corpse for awhile. While that is more realistic as well, it is also safer for me ;) (dig, dig, dig)
This seems to be what many have asked for though, to break up the grind of hunting - here is your challenge. So those I consider more as "features" than bugs.
However, I do wish they would fix the rapid-target-switch bug that many mobs are exhibiting. We are learning to deal (avoid Yetins at all costs, have one tank, or keep taunt in reserve) but this needs to be addressed ASAP.
I miss the pet-able jug bug tho' - can't believe that something so harmless & funny was considered an exploit. :confused:
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alexrowe
Posts: 89
Joined: Wed Sep 22, 2004 10:14 pm

Re: Spawn problems

Post by alexrowe »

You guys think the devs will fix this, if not they made it so hard to lvl now almost impossible to get 250 in a full group :( .
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rushin
Posts: 1889
Joined: Tue Sep 28, 2004 11:40 pm

Re: Spawn problems

Post by rushin »

yeah its happening everywhere, but i think its alright.. it does add some realism and stop's the chain killing of named mobs. gotta feel sorry for the cute little named ones who wander into the wrong zone though.

and pretty please fix the melee bug, or maybe roll back that section of the patch if fix not easy.. its a lot worse on the starter islands than here.. was there this evening getting flattened by most things with 2 melee in team.
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helbreat
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Joined: Thu Oct 21, 2004 3:38 am

Re: Spawn problems

Post by helbreat »

splatula wrote:I miss the pet-able jug bug tho' - can't believe that something so harmless & funny was considered an exploit. :confused:
not so harmless if you take your pet jug near a crowd of low lvls and log out tho :x newbie soup anyone?
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sasaj
Posts: 167
Joined: Fri Oct 29, 2004 4:08 pm

Re: Spawn problems

Post by sasaj »

Slow spawn problem after reboot is known, but this now looks like a real problem again (they changed spawn time once before). I don't think this is the solution for fast leveling problem. They can beter fix melee/ranged/magic balance and make us all happy. This change will only bring advantage to ppl who already got 250 and other that now don't have a chance to get there.
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