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[feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 4:27 pm
by Xavier Antoviaque
Hello,

Feel free to comment on this feature :
Named creatures respawn delay : In patch 71, we partially revamped the named creatures of Atys to change their respawn delay from 'immediately!' to 4-8 hours (random) and to let them wandering around instead of staying at the same location. However, high level groups now have a hard time finding good challengers, since named creatures cannot be used to gain experience efficiently anymore.

While we do not want to revert to the old behavior, as named creatures are true individuals and chain-killing them wouldn't fit that purpose, we still want to help a bit here. We propose to lower the respawn delay to 2-5 hours (random). Also, to compensate the loss of high level challenge for groups, we will modify 4 of the races currently wandering on the high level areas, multiplying their HP and experience reward by 5. They are all herbivores.

The affected creatures will be :
  • Madakam :
    • Matis : Grove of Confusion
    • Zorai : Grove of Umbra, Knot of Dementia
  • Shalah :
    • Fyros : Scorched Corridor
    • Tryker : Bounty Beaches, Enchanted Isle
  • Bolobi :
    • Tryker : Lagoons of Loria
    • Matis : Upper Bog, Heretic's Hovel, Hidden Source
  • Ploderos :
    • Zorai : The Void
    • Fyros : Savage Dunes, Dunes of Exile, Outlaw Canyon
Any thoughts, positive or negative feedback are welcome !

--
Xavier
(aka the feedback poster bot :-) )

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 4:32 pm
by mmatto
How about 3k XP cap? Named mobs gave full 3k for full party even they were lvl 249. If xp is multiplied but XP cap is still 3k, it won't make any difference. If xp cap is increased also, this sounds good idea at first glance.

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 4:35 pm
by marct
How about more named mobs in regions as the region becomes higher level? Maybe not different ones, but as in Majestic Garden having 3 or 4 Ora's. Why are there not more of these scary, now roaming, named mobs. Five Vispa's roaming Grove of Confusion mixes things up a bit.

With 5 of them and a max respawn time of 5 hours, 1 would re-pop every 5 hours. But as noted below, more raoming named aggros could overall be bad. Maybe you should run it on the ATS to see what the impact to the fauna is.

I think I understand the Herbie rationale being they will not wipe out the entire population of the region by aggroing everything.

Noin.

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 4:36 pm
by sehracii
I think an increase on the XP cap for bosses only is a good idea.

Of course, only if they have a long respawn time.

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 4:56 pm
by alexrowe
This is very bad news for high lvl teams, they should add new mobs then higher then greats even if the mobs give more than 3k still going to take forever to lvl up.

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 5:16 pm
by basicart
Aya IMO respawn rates should be rolled back to how it was, used to be fun being able to have a full team of 9 all hunting at high lvl and it really was slow as hell but fun cos ya all there chatting n goofing about. As it is at the moment it seems to just be back to teams of 2 and 3 people (at high lvl) and its faster lvling in a smaller team but less fun

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 5:17 pm
by aylwyne
I think the 3k cap is another issue. If you put that aside, I think the change is good. They're acknowledging that high level groups need mobs that they can grind against but they didn't want that to be named mobs as those are supposed to be more unique.

So they're modifying 4 other high level mobs to be harder and give more xp. That means, a high level group won't be forced to hunt named mobs to get good xp (good in this case being at or near 3k).

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 5:21 pm
by mmatto
Aylwyne's explanation makes sense. Hurrah!

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 5:22 pm
by altomesa
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. :(

Re: [feedback] [dev] Named Creatures Respawn Delay

Posted: Wed Jun 08, 2005 5:23 pm
by basicart
aylwyne wrote:I think the 3k cap is another issue. If you put that aside, I think the change is good. They're acknowledging that high level groups need mobs that they can grind against but they didn't want that to be named mobs as those are supposed to be more unique.

So they're modifying 4 other high level mobs to be harder and give more xp. That means, a high level group won't be forced to hunt named mobs to get good xp (good in this case being at or near 3k).
if its just incresed by 5 times my guess is teams will not be big ones so the max exp is still there
and this may speed up the rate of lvling but lower the fun