Did something happen to spawn rules?
The only problems I've seen is that ambushes are much bigger under "2x villains" that they were under Malicious and that there are WAY too many cops in the lobby of the Kings Row bank when you're soloing the mayhem under "1x villains" conditions. There should not be a dozen PPD standing shoulder to shoulder waiting to aggro on you all at once in a level 10-14 mission.
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. |
I also found that even if I turn "Fight Bosses when Solo" off, they will still show up often in their LT forms instead of having regular LTs.
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.
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Remember that old bug that used to spawn Storm Elementals (at level 45 or so) instead of Family (or was it Tsoo?)
That was good times.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
The new difficulty settings do not correspond exactly to the old difficulty settings. The old difficulty settings worked in a very different manner, and exact replication of the old settings is not possible. This is sad, but unfortunately part of what needed to be done to give players more options in difficulty.
-Mod08-
-Mod8-
If you are using Latin in your post you are probably trolling
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The new difficulty settings do not correspond exactly to the old difficulty settings. The old difficulty settings worked in a very different manner, and exact replication of the old settings is not possible. This is sad, but unfortunately part of what needed to be done to give players more options in difficulty.
-Mod08- |
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.
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This spawn wackiness was already happening in issue 15 though. Oftentimes on Diff 2 I would get maps where every spawn was a Boss and a Minion.
It's a bit skew, in that case. Well, in certain cases more than others, at any rate.
Either that, or the missions I had the misfortune to run into were scripted with Bosses (Rescue Longbow Prisoners from Levantera in RWZ)
Had it set to same level, x3 and Bosses at first. First spawn was 2 bosses, an LT and 2 drones.
I corrected that to x2, no bosses. Still a nasty run, but it has been a while since I was RWZ running. More than likely my fail on that one
The other, which wasn't, was running a radio mission in Skyway, lvl 17. Lvl +0, x2 settings, with bosses. The mob was outcasts, and the majority of spawns were two LTs and a minion. Particularly nasty to run into solo. It feels (no evidence, sadly) like the system no favours spawning LTs over minions. Sometimes before I16 (like, for as long as Ive been playing) you would run into a map that spawned LT, LT, LT, thee minions, LT, something like that. Some maps were ALL LTs! Quite fun, usually, sometimes a right pain.
-shrug-
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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The other, which wasn't, was running a radio mission in Skyway, lvl 17. Lvl +0, x2 settings, with bosses. The mob was outcasts, and the majority of spawns were two LTs and a minion. Particularly nasty to run into solo. It feels (no evidence, sadly) like the system no favours spawning LTs over minions. Sometimes before I16 (like, for as long as Ive been playing) you would run into a map that spawned LT, LT, LT, thee minions, LT, something like that. Some maps were ALL LTs! Quite fun, usually, sometimes a right pain.
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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.
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Two lieutenants and a minion (provided they're even con) isn't actually new, or indeed rare. It's one of the three or so setups the old Level 2 and 4 difficulty settings would spawn even con enemies at, and in my experience, it wasn't rare to see that. Now if you see that setup at +1 to your mission difficulty, then that is incorrect, because such wouldn't spawn unless you had at least three, maybe four people on the team, or were "equal" to as many.
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-Sigh- If only I had paid attention to all those mobs over the years, rather than steamrollering them/blasting them into pulp. I might not be so ignorant! Oh woe is me!
Updating: Targetting parameters
Engaging: Hurt.exe
All units: Roll out!
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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The other issue I've noticed is how the "I am equal to X heroes", where it adds you to the number of actual players on the team, so that if people quit, it lowers the number of people, and if people join, it increases. I know this is how the old system worked, but I was really hoping that when you set the "I am equal to", the X would represent the team size, not just who I am equal to. (And no, I don't mind if a larger team size than X is equal to overrides settings, that makes sense.)
I miss the old stuff, wish we could set the old difficulties and just set the number of players the mission would default to.
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a wise man once said...
"don't screw this up."