Atlas Respawn Rate a Tad High?


Aneko

 

Posted

I made a new Sonic / Beam Rifle Defender last night, and began my heroic career in Atlas Park. I know yesterday's patch notes indicate a bump in the respawn rate of Hellion Informants... but I think that may not be the only mob to see a bump in the respawn rate.

I was given a mission by Aaron Thiery to take out five Arachnos Commanders, near some Arachnos pylons. Before I managed to finish taking out an Arachnos Commander and his group of buddies, another group would respawn right next to him. I seriously got a whole level's worth of XP just from trying to make it out of there alive. I couldn't stop fighting. When I finally ran out of inspirations, I got the heck out of dodge, and snuck back in a few minutes later to take out the pylons to complete the next mission.

Now, I realize that Defenders do low damage, but still it seems to me that the respawn rate is a tad high if another group respawns before I finish the first group...


@Celestial Lord and @Celestial Lord Too

 

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It's not so much that it's too high. In fact, I had at least one experience where it took a good 20 minutes to finish that Arachnos Commander mission because they just flat out weren't spawning.

The problem is more that before i21, the game had some sort of ninja-spawning code, which wouldn't spawn new enemies when there was something hostile right in the neighborhood. Hence, why you wouldn't suddenly have more enemies dropped on you in the middle of a fight. That seems to have been removed, now.


 

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This was complained about a lot during Beta. I think its unfortunate myself. CoX put some effort into a system that prevented mobs appearing in the sight of players, which was very good. But this has been turned off and called "new tech" for Freedom. Unfortunately it means that in a lot of places (such as rescuing citizens from Skulls) you get them phasing in on top of you. I consider this a retrograde step.

It also seems to break on occasions as well and I have had a couple of times now where mobs simply won't appear at all. Although its only happened on the Red side for me.

Worst of both worlds imo


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Jagged Reged: 23/01/04

 

Posted

On a server where many toons are all competing for the same spawns, a higher respawn rate may be appropriate. The new "spawn on top of you" code? No likey.

My new Grav/Time Troller was very nearly overwhelmed by Skulls in this manner.


 

Posted

Good news! According to yesterdays Patch Notes they've increased the spawn rates for Hellions in Atlas


Oh wait, that's exactly the opposite of what you want. Me am Bizarro-Carni. Me am happy that you got exactly what you didn't want.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Good news! According to yesterdays Patch Notes they've increased the spawn rates for Hellions in Atlas


Oh wait, that's exactly the opposite of what you want.
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Quote:
Originally Posted by Lazarillo View Post
Is it wrong that I read that post in a Farnsworth voice?
Brilliant!


 

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Quote:
Originally Posted by Lazarillo View Post
Is it wrong that I read that post in a Farnsworth voice?

Damn, why didn't I think of that!


 

Posted

I'm pretty sure that with the anticipated influx of free players, this is intended to prevent groups of people standing around waiting for things to spawn so they can complete missions.

From what I've heard, that is a lot of people's least favorite aspect of a lot of MMOs. Low spawn rates of things a lot of people need to defeat in order to progress.

But, with the phasing tech in place, once you are done with that part, you shouldn't have to deal with it anymore.


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Quote:
Originally Posted by ClawsandEffect View Post
I'm pretty sure that with the anticipated influx of free players, this is intended to prevent groups of people standing around waiting for things to spawn so they can complete missions.

From what I've heard, that is a lot of people's least favorite aspect of a lot of MMOs. Low spawn rates of things a lot of people need to defeat in order to progress.
I'm sure that is the idea, and it's a reasonable one. But I hope that if it turns out that Atlas Park is not totally overrun with new, free-playing characters, the respawn rate gets adjusted back down. The current rate seems awfully optimistic.


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Posted

You could just not fight in the spawn area.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

Posted

I fight from outside the borders of the spawn areas with a "safe" area to my rear that I can pick and pull into. I try to stand equally between two spawn points that I can switch between. When one is done, the other is ready.


 

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Quote:
Originally Posted by Aneko View Post
You could just not fight in the spawn area.
Indeed! When I got a mission that told me to "arrest" 10 Skulls in Kings Row I just ignored the waypoint marker and found the mobs elsewhere.

I understand the reason for these changes to how mobs spawn (I loved the original "ninja" spawning where mobs didn't spawn if you were near their spawn point). But the mobs spawning on top of us now is totally immersion breaking. I really don't like it at all.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
From what I've heard, that is a lot of people's least favorite aspect of a lot of MMOs. Low spawn rates of things a lot of people need to defeat in order to progress.
Pardon me for being cynical, but wouldn't the best solution to that be to NOT make missions which require people to hunt a specific kind of enemy in a small location where competition is almost inevitable?

I get that they didn't want to give us instances... Even though they did anyway. But I refuse to see the upside to NOT being able to pick any Hellion or Skull or Longbow anywhere I can find them. Hunt missions were always a pain in the *** even when we could do them in any zone in the entire game. They get progressively less fun the narrower the location we have to hunt in.


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Quote:
Originally Posted by Indiramourning View Post
Indeed! When I got a mission that told me to "arrest" 10 Skulls in Kings Row I just ignored the waypoint marker and found the mobs elsewhere.
But with phasing, even that's harder. When I got that mission, I immediately headed to the area north of the train station, where there are usually plenty of Skulls. But it was a ghost town. No other players around, but no Skulls either. I eventually had to give up and go where the waypoint told me to.


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Posted

Quote:
Originally Posted by Indiramourning View Post
When I got a mission that told me to "arrest" 10 Skulls in Kings Row I just ignored the waypoint marker and found the mobs elsewhere.
What I meant was: don't stand around on a spawn point. Pull the enemies away to fight them.

Quote:
Originally Posted by Indiramourning View Post
But the mobs spawning on top of us now is totally immersion breaking.
I agree, having them appear out of thin air is strange.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

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Quote:
Originally Posted by Samuel_Tow View Post
Pardon me for being cynical, but wouldn't the best solution to that be to NOT make missions which require people to hunt a specific kind of enemy in a small location where competition is almost inevitable?

I get that they didn't want to give us instances... Even though they did anyway. But I refuse to see the upside to NOT being able to pick any Hellion or Skull or Longbow anywhere I can find them. Hunt missions were always a pain in the *** even when we could do them in any zone in the entire game. They get progressively less fun the narrower the location we have to hunt in.
Yes, they created a potential problem and then solved it badly. The better solution is to avoid creating the problem.