Christ, increase the Respawnrate already, it's 4860 people.

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Re: Christ, increase the Respawnrate already, it's 4860 peop

by Garfunkel » Thu Mar 05, 2015 9:18 pm

helacious wrote:For those who say the dynamic respawn was impletemented in TBC, care you explain this quote from the IGN WoW review of 2004


Lol, taking IGN advertisement "reviews" at face value! :lol:

I certainly remember waiting for mobs and quest items in popular zones and Nostalrius is way more full than any Blizz server ever was.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by helacious » Thu Mar 05, 2015 10:47 pm

Garfunkel wrote:
helacious wrote:For those who say the dynamic respawn was impletemented in TBC, care you explain this quote from the IGN WoW review of 2004


Lol, taking IGN advertisement "reviews" at face value! :lol:

I certainly remember waiting for mobs and quest items in popular zones and Nostalrius is way more full than any Blizz server ever was.



So you dismiss it only because "lolIGN?"

Here's another experience 3 months after release.

Thankfully, the game has a dynamic spawning system which respawns creatures at a rate relative to the number of people in a particular area. Because the area was so overcrowded, monsters were literally respawning within fifteen to thirty seconds.


http://www.dorkclub.com/2005/02/

How are you dismissing this one now?

Here's a fact: There was a dynamic respawn system in vanilla and nostralius doesn't. It always stick to the default 10-15min respawn timer. So much for blizzlike mechanics.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by Garfunkel » Thu Mar 05, 2015 11:31 pm

How do you explain this then:
http://tobolds.blogspot.co.uk/2007/01/dynamic-spawn-system.html
So Blizzard decided that for the Burning Crusade expansion, in the new zones that would most certainly be overcrowded with players, the classic respawn system wasn't cutting it any more, and they invented the dynamic respawn system.

See, I can google random blogs off the Internet as well.

The dynamic spawn system with TBC was advertised heavily. If Blizzard had such an excellent system in place in vanilla already, why would that feature be advertised the way it was in the run-up to TBC release? It was again argued for and against in the run up to the WotLK release.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by helacious » Thu Mar 05, 2015 11:33 pm

Because the dynamic respawn system in vanilla was binary; on or off. The TBC system scaled. Nostralius don't have any of those two.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by Jackpothead » Fri Mar 06, 2015 12:29 am

helacious wrote:Because the dynamic respawn system in vanilla was binary; on or off. The TBC system scaled. Nostralius don't have any of those two.


Don't even bother, these guys are dillusional
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by Skegglaus » Mon Mar 09, 2015 11:49 pm

Blizzard's servers were never like this, waiting for 10+ minutes to get a chance at tagging a quest mob with 2-3 other full groups competing for a single mob.

I'm sure it'll get better in time, once more people give up. But that's a rather poor solution, in my opinion; assuming that things will get better if people stop participating is hoping to succeed through failure.

However, simply increasing spawns is also a poor solution. If the devs could implement a dynamic system, that made sure that downtime was not this excessive, that players neither get swamped nor have to wait to compete this much, that'd be the best solution.

Especially on named mobs, bosses, and unique quest items (ie, the skull near Zalazane, in Durotar. I and the group I was in gave up on it, as we'd all need to wait for it, and compete with another full group, and more players were arriving). These mobs will get camped, and I wonder how it'll be when both factions vie for the same objective, and will kill each other over for.
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