Did something happen to spawn rules?


Aggelakis

 

Posted

I apologise if this is has been addressed before (I suspect it has been) but I couldn't get any results out of Search, and I at least think I'm relatively up on current events.

But, really, did something change about spawn rules? When the new difficulty settings were announced, I generally wanted to keep things as they were, which the system promised to let me do. I usually played on Tenacious/Malicious. That is gone now, but, technically, all that difficulty setting was was even con, I'm as good as a team of two, I want to fight bosses, but I don't want to fight AVs. That's all it really was, even before the custom settings. So, naturally, I switched to that come I16 and expected to see afterwards what I'd seen before on Malicious/Tenacious.

This... Hasn't exactly happened. I had the spawns the old Level 2 difficulty generated almost memorised, but right now I'm seeing spawns I've never seen before. What's more, I keep seeing the same spawn over and over and over again - two lieutenants and two minions, arranged sort of in lieutenant/minion pairs. Now, typically, before I'd see either a lieutenant and four minions, or two lieutenants and ONE minion. What I'm seeing is neither. In fact, this SAME setup is what I see in +1 spawns, as well - two +1 lieutenants and two +1 minions. This is rather SIGNIFICANTLY more dangerous than what I was facing before. +1 spawns on Tenacious/Malicious never went above one +1 lieutenant and one +1 minion, and that was rare. Most often, they'd be just one +1 minion.

I AM seeing a lot of boss spawns, as well. More than I remember, but they are in exactly the setup I remember them being in - either even con boss plus even con minion, or +1 boss alone. But I just spent an entire missions fighting the Family, and all I ever saw was that same one spawn I'd never seen before over and over, sometimes even con, sometimes +1.

Mind you, it's not just that it's harder than I remember it that bugs me. It's just... Boring. Before, I had variety. Some spawns were big, some were small, some were high level, some lower, some had lieutenants, some did not. But a full mission of exactly the same setup of enemies in exactly the same arrangement grates REALLY fast.

I should note, by the way, that spawn sizes were bigger towards the end of I15, possible from the launch of I15 or even the launch of I14, I don't remember. Instead of a lieutenant and four minions, I'd see a lieutenant and FIVE minions, and instead of five minions alone, I'd see SIX minions in total. I can't remember if it was "instead of" or "in addition to," but I DO know I've not seen this particular spawn composition before I16.

This is CoV-side, by the way, and spawns have been really weird in CoV since its inception. I've posted a lot about the "two minions standing side by side, punching their fists" bug where THAT was what a mission would spawn all over the place, and I have not seen these since I16, so I suspect some kind of change has occurred to spawn generation in general. It doesn't seem to be acting quite right, though.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I haven't noticed anything profoundly strange, but I've been playing heroes almost exclusively since the changes. And for the most part I'm either leaving the sliders at their default, or cranking them WAAAAAAAY up.

My AR/dev (+0 spawned for 3) has been getting a ton of Rikti monkeys & drones, but they tell me that happened before too.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

My results so far.

Settings:

Level = +0
Number of players it thinks i am = 2
Bosses = Yes

Findings:

On certain missions in story arcs i have noticed that roughly half the maps mobs consist of 1 boss + 1 minion, which correct me if im wrong isnt WAI. Though it is a welcome change and i do personally like it like that.

However the above i have only noticed on story arcs, on radio missions/pvp instant missions the spawn size/rates are exactly how you describe them Sam. With them usually consisting of 2 lieuts + 1 minion [with my difficulty settings] thrown in with the occasional 4 minions + 1 lieut mob.

Details Wanted?:

I remember which missions/arcs the constant streams of bosses are so if wanted i can play them again via ouroboros and see if the results are constant.


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

Posted

I did a little inquiring yesterday when I noticed an overabundant amount of 2-boss spawns when set to x4, and apparently that has been happening before i16 - it was quite noticeable when you ran in pairs. I suppose that what you're seeing happened before i16 too, just never noticed until now


Players' Choice Awards: Best Dual-Origin Level Range Arc!

It's a new era, the era of the Mission Architect. Can you save the Universe from...

The Invasion of the Bikini-clad Samurai Vampiresses from Outer Space? - Arc ID 61013

 

Posted

Quote:
Originally Posted by Nethergoat View Post
I haven't noticed anything profoundly strange, but I've been playing heroes almost exclusively since the changes. And for the most part I'm either leaving the sliders at their default, or cranking them WAAAAAAAY up.

My AR/dev (+0 spawned for 3) has been getting a ton of Rikti monkeys & drones, but they tell me that happened before too.
Even before, you could get entire spawns of just Monkeys and a lieutenant, or five Drones and a lieutenant, yes. And I don't really know what anything other than Tenacious/Malicious spawned. I just haven't played on those other difficulties since they introduced the difficulty setting. When was that? I3? I4? Something like that.

Actually, I've been playing since I16 hit Live, and I only now noticed this problem, but that's because back then I fought factions which were relatively diverse, like Longbow. Fighting the Family really makes this very apparent, because you are literally facing the same thing every time.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Not sure how related this is to your situation Sam, but last night me and my friends tried to run the Operative Renault SF but had to give it up due to very lame reasons.

Our leader was set to +0/x0, but for some reason the first mission we entered everything decided to be lvl 31 (+4, our highest lvl in the team was 27). We left to see if changing the difficulty to -1 would help, it changed the mobs to 29-30 and we managed to get through the mission, but we had to quit because the next mission had us kill 20 longbow in Nerva (at Agincourt) which were lvl 33 (+6 to us). We pulled a single minion but it felt like we were fighting an AV...

I don't run TFs/SFs that often so maybe I just still don't understand the mechanics behind them. Were they just balanced around being at the cap for them or something, or is it just something with this particular SF? Pissed off me and my friends a bit that we couldn't seem to do it that's for sure


 

Posted

That actually sounds like the mechanic behind the old TFs, which would always scale to the cap of their level range regardless of who was on the team. Then again, I would have expected that to SSK everyone up to the level of the mission, anyway. Understandably, hunt missions don't scale, but I can't imagine why the indoor mission would have spawned so high level.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
That actually sounds like the mechanic behind the old TFs, which would always scale to the cap of their level range regardless of who was on the team. Then again, I would have expected that to SSK everyone up to the level of the mission, anyway. Understandably, hunt missions don't scale, but I can't imagine why the indoor mission would have spawned so high level.
The hunt mission is actually what ticked me off more than the indoor mission, because we at least managed to get through the indoor mission. For the hunt you have to specifically kill the Longbow at Agincourt in Nerva, but all of these Longbow are level 33, which even if you are at the cap for the SF is still +3 that you can't adjust, not that +3 would be impossible or even that difficult but I think it's still a stupid way to design the TF, to force you to have to hunt higher level mobs that are at a fixed level, which also manages to almost force you to make sure you have someone in your team at the cap for the SF.


 

Posted

Hell, I feel hunting enemies in a specific ZONE is a mistake, but that at least is doable. But ever since the Hollows was introduced, this terrible, ***-backwards idea of hunting enemies in a specific area within a specific zone has cropped up from time to time, seemingly ALWAYS forcing you to hunt enemies where they're too high level for you. To my eyes, this is just bad design, because it serves almost no purpose, but rarely fails to be horribly irritating.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Renault SF spawns at level 30, its falls under the signature TF/SF rules. Get four level 25s and it will still spawn 30s.


Also Agincourt does spawn longbow as low as level 31. Still above the TF Cap to be sure, but not quite as bad as 33s



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

I have been known to pull the smaller longbows up to Agincourt by kiting. They count if you kill them there even if they aren't spawned at Agincourt. It takes a lot of patience (and probably a few times when they de-aggro and run back) but it works.


Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

My own anecdotal evidence. I remember being able to play on teams fighting enemies below 7 having NO bosses spawn except end bosses, but now, even set at +0 x1 my two-person teams are spawning bosses every other group. Which is dangerous, especially low level where I'm currently playing a couple controllers and a new curroptor.


My Characters
Story Arcs Looking for Feedback:
Serving Vengeance:#419748 (For Villains/Vigilantes) (Drama/Mystery) (Viable Within Canon)
Dark Moon Rising: #13170 (For Heroes/Vigilantes) (Horror/Mystery) (Non-Canon)

 

Posted

The new difficulty setting is nice - yay more customization!

But its really confusing for me. I've tried at least a dozen different settings and almost everything is too difficult unless I keep it at the default. I'm sure I'll learn over time but I had to give up the other night cause I couldn't find a balance and grew frustrated with it.


edit: It might be nice if it gave some option where you could ask the difficulty slider NPCs for 'recommendations' or something that would meet the criteria of the old settings, so you can use the old settings if someone wishes.


50s: Silent Spy - MA/Regen Scrapper | Tinkerhell - SS/Inv Brute | Extrasensory - Psi/Men Blaster | Ana Cruz - DP/PD Corruptor | Sara Thunderbird - Elec/Elec Scrapper | Pinstrike - Spines/SR Scrapper | Cold Feet - Cold/Cold Blaster
@Silent Spy, Champion Server

 

Posted

Quote:
Originally Posted by SilentSpy View Post
The new difficulty setting is nice - yay more customization!

But its really confusing for me. I've tried at least a dozen different settings and almost everything is too difficult unless I keep it at the default. I'm sure I'll learn over time but I had to give up the other night cause I couldn't find a balance and grew frustrated with it.


edit: It might be nice if it gave some option where you could ask the difficulty slider NPCs for 'recommendations' or something that would meet the criteria of the old settings, so you can use the old settings if someone wishes.
Basically, the old settings are:

Level 1: +0, 1 person, no bosses, no AVs
Level 2: +0, 2 person, yes bosses, no AVs
Level 3: +1, 1 person, yes bosses, no AVs
Level 4: +1, 2 person, yes bosses, no AVs
Level 5: +2, 1 person, yes bosses, yes AVs

If there are any differences, they come out of changes to the basic spawn rules more so than the difficulty settings compilations.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Aliana Blue View Post
I did a little inquiring yesterday when I noticed an overabundant amount of 2-boss spawns when set to x4, and apparently that has been happening before i16 - it was quite noticeable when you ran in pairs. I suppose that what you're seeing happened before i16 too, just never noticed until now
I saw it in i15 spawns as well. I remember PRAF mentioning it on the EU forums as well. Bosses seem to spawn more often (either as bosses or now downgraded to Lieuts if you've the No Bosses ticked) in Diff 2 and 4 (and their new equivalents) now than they used to. Not sure why.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Basically, the old settings are:

Level 1: +0, 1 person, no bosses, no AVs
Level 2: +0, 2 person, yes bosses, no AVs
Level 3: +1, 1 person, yes bosses, no AVs
Level 4: +1, 2 person, yes bosses, no AVs
Level 5: +2, 1 person, yes bosses, yes AVs

If there are any differences, they come out of changes to the basic spawn rules more so than the difficulty settings compilations.
So if a team of 8 wanted to run at the old level 4, they wouldn't be able to, would they?



 

Posted

Quote:
Originally Posted by Thirty_Seven View Post
So if a team of 8 wanted to run at the old level 4, they wouldn't be able to, would they?
No.

And I thoroughly enjoyed the 2nd/4th setting for full teams. I figure its a small price to pay for the huge flexibility we gained



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Basically, the old settings are:

Level 1: +0, 1 person, no bosses, no AVs
Level 2: +0, 2 person, yes bosses, no AVs
Level 3: +1, 1 person, yes bosses, no AVs
Level 4: +1, 2 person, yes bosses, no AVs
Level 5: +2, 1 person, yes bosses, yes AVs

If there are any differences, they come out of changes to the basic spawn rules more so than the difficulty settings compilations.
Thats not quite right, you can't replicate the old 2nd and 4th settings as the lower level spawns would be +1 to the teams size (5 man spawns on a team of 4) and the higher ones would be at the teams size, so solo on 4th difficulty you'd be fighting 2 man +1 spawns and 1 man +2 spawns.

the boss spawn rate has been up for quite a while, not sure if this was changed in i14 or i15 but definitly noticed it when I came back (left late i13, came back late i15), I duo a lot with a friend and some missions there would only be a couple of spawns which weren't 1 boss 1 minion on basic difficulty, others there would be only the boss spawn at the end if the mission called for one...

Don't mind the changes personaly in fact our corruptor duo (fire/rad, ice/cold) needed the extra challenge even at low levels, but I can see this could be an issue for others


Legion of Valor / Fallen legion
Victory

 

Posted

Quote:
Originally Posted by Aliana Blue View Post
I did a little inquiring yesterday when I noticed an overabundant amount of 2-boss spawns when set to x4, and apparently that has been happening before i16 - it was quite noticeable when you ran in pairs. I suppose that what you're seeing happened before i16 too, just never noticed until now
This is about the one thing I can confirm--bosses started spawning rather commonly when solo on some settings in i15. It's a huge annoyance for my Dominator, since Arachnos bosses laugh at my pitiful attempts to hold them while hitting me with smoke grenades and psychic attacks from across the room.

I have noticed that there aren't really any settings that seem to exactly correspond to old difficulty settings. My characters who are set to the apparent analogs to their old difficulty settings usually find them a bit harder.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Quote:
Originally Posted by vampyrus_ddg View Post
Thats not quite right, you can't replicate the old 2nd and 4th settings as the lower level spawns would be +1 to the teams size (5 man spawns on a team of 4) and the higher ones would be at the teams size, so solo on 4th difficulty you'd be fighting 2 man +1 spawns and 1 man +2 spawns.
That's what it does for me when the spawns aren't bugged as I mentioned in the original post. In fact, I ran a few missions since making this thread, and I couldn't distinguish them from the old Malicious. Even if your mission is set to +0, enemies always spawn at the level set or one above, and the above spawns are smaller. The exact composition may not always be the same, but the spawns (when they work correctly) seem to at least follow the same rules.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Thirty_Seven View Post
So if a team of 8 wanted to run at the old level 4, they wouldn't be able to, would they?
Probably not, as your enemies would cap at 7 people + one faux member from the difficulty settings. Then again, I'm not sure if the old second and fourth difficulties produced more enemies on an 8-man team than they did on a 7-man team, and if they did, then difficulty might scale up to 9 people, effectively.

But, no, probably not.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by vampyrus_ddg View Post
Thats not quite right, you can't replicate the old 2nd and 4th settings as the lower level spawns would be +1 to the teams size (5 man spawns on a team of 4) and the higher ones would be at the teams size, so solo on 4th difficulty you'd be fighting 2 man +1 spawns and 1 man +2 spawns.

the boss spawn rate has been up for quite a while, not sure if this was changed in i14 or i15 but definitly noticed it when I came back (left late i13, came back late i15), I duo a lot with a friend and some missions there would only be a couple of spawns which weren't 1 boss 1 minion on basic difficulty, others there would be only the boss spawn at the end if the mission called for one...

Don't mind the changes personaly in fact our corruptor duo (fire/rad, ice/cold) needed the extra challenge even at low levels, but I can see this could be an issue for others
I don't mind them either, seeing as how more bosses mean more chances for Pool Cs.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by Quinz View Post
My own anecdotal evidence. I remember being able to play on teams fighting enemies below 7 having NO bosses spawn except end bosses, but now, even set at +0 x1 my two-person teams are spawning bosses every other group. Which is dangerous, especially low level where I'm currently playing a couple controllers and a new curroptor.
It might help to know what enemy groups people are fighting in instances like this.

There are some groups that always have spawned bosses more often (or on lower difficulty) than standard.


Lost and Banished Pantheon spring immediately to mind.


@Oathbound & @Oathbound Too

 

Posted

My wife and I noticed this before i16 came out.

We generally ran on Heroic. For the last month or so pre-i16, we've been noticing a lot of Boss spawns when running duo. Far more than we'd ever seen before. It seems to vary from mission to mission. Sometimes there are few or no Bosses, sometimes they are in almost every spawn on the map.