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

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

by helacious » Thu Mar 05, 2015 2:15 am

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

http://ca.ign.com/articles/2004/12/10/world-of-warcraft-review

a game where downtime is relatively nonexistent, where enemies respawn rapidly and dynamically according to how many players are in the local area;


Sure doesn't feel like this on nostralius!
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by Jackyy » Thu Mar 05, 2015 10:58 am

even at the TBC launch on retail where basically the WHOLE server was in one area (hellfire) blizzard didnt increase the spawnrate.
threfore i dont see the reason to do it here.

vanilla cuts both ways.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by r00ty » Thu Mar 05, 2015 11:51 am

Alright guys. I think the conversation about spawn "rate" is misleading.

I played the exact same route in vanilla (late vanilla mind you, probably 1.12.1) undead priest. Oh, the game was new and there was a lot of annoying ways to die at the time. But, one thing I do remember is that there were quite some people also questing at the same time and on the same quests. It was never a problem waiting for monsters.. Maybe quests with a single game object to click, had a bit of a wait. But, nothing as serious as is experienced here.

Now, as I've said in other threads already. I don't think the solution is to increase spawn time. I think the solution is to set a minimum level of creatures in pooled spawns. Now, as far as I've seen it looks like these guys are using pooled spawns. So, implementing the change isn't so hard.

In fact, some months ago, I made a PR to trinitycore for the same change. Probably the devs here can look at that and if (as I suspect) they're using creature pools already, then it could probably be ported to mangos. Although, I've not looked at the vanilla code for mangos at all. It's probably still fairly compatible.

To be clear, this doesn't increase spawn "rate". It will simple spawn more creatures in a pool if the number of alive creatures drops below a threshold. That is, there will always be "some" to kill. It solves the problem without hurting the spawn rate in quieter areas.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by Tekko » Thu Mar 05, 2015 12:05 pm

Jackyy wrote:even at the TBC launch on retail where basically the WHOLE server was in one area (hellfire) blizzard didnt increase the spawnrate.
threfore i dont see the reason to do it here.

vanilla cuts both ways.


I can't remember for vanilla, but the server I played on was no where near as packed as this server, and I remember hardly waiting for spawns, this server is just packed and has a much higher capacity than vanilla did at launch, so to all the blizzlike people, the capacity isn't blizzlike ;)

I can guarantee though that they increased spawn rates at TBC launch. I remember mobs spawning almost instantly, actually caused issues sometimes as there was just too many mobs!
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by methsnax » Thu Mar 05, 2015 1:04 pm

It's not about being blizzlike. As mentioned server population is significantly higher population (almost 2x) than most blizzard servers. They aren't replicating login queues, server crashes, or game breaking bugs in the name of blizzlike or to bring you the experience of not being able to play in other ways.

It's an arbitrary decision the administrators have decided to enforce. It is clear they will not change the spawn rates because they have not changed them.

That being said, for me personally, it does make the experience terrible and I do hope that they will implement a spawn rate for objects that adjusts to the death rate and/or population in a given area.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by methsnax » Thu Mar 05, 2015 1:21 pm

The server population is higher (2x) on this server than on Blizzard server. This can be great for competition and community building, but also have negative consequences (see this thread).

The argument from either side about being like Blizzard is wrong minded. Here is a "blizzlike" thing that has not been implemented, agonizingly long login queues or bugged raids. Will it make your experience more authentic and vanilla like? Both would be more like what happened at the launch of WoW and throughout vanilla (remember raid night login queues?) but neither of those things were viewed as "good" by the majority of people that it affected. In fact, they detracted from the experience.

Ultimately, the server administrators are making an arbitrary decision about what "blizzlike" means and how to implement that. Because they own the server it is their decision to make.

So, if you feel something could be improved, then by all means submit a request or post on the forums to gain feedback and visibility.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by Tuthur » Thu Mar 05, 2015 3:44 pm

Reposting my answer from a different topic here since it seems relevant:

Tuthur wrote:
Kraft wrote:As I've told a few players, the population will spread out over time. This type of problem always occurs when something is new, and did indeed occur on retail every realm launch or new expansion. BC was probably the worst, since it thrusted entire hordes of 60s into 1 zone(The PvP was legendary though). But it's a temporary problem. Compared to the situation at launch, I've already started to notice lower level areas thinning out as the main zerg has moved on to 20s, 30s, and soon 40s. Remember that you don't have to do every quest to level, and in later zones you'll be able to kill players of the other faction. Running dungeons is also an option, as the instances are unique for your group. With so many players, dungeon groups should be common. I can also suggest everyone to try using a conformed global chat channel to post for these, such as /lfg. What we did back in retail Classic was use /lfg to post for dungeon runs, ie /lfg -> LFG DM or LFM RFD. This allows you to find groups/players across the world. :)


There was never that many players on a single Blizzard realm though, even on Bladefist or Kazzak (EU), the decision to not change spawnrates - while it sounds blizzlike on paper - doesn't provide a blizzlike experience at all. I'm not saying it should be changed but the game wasn't designed for having that many players on a single realm, nor did that occur during vanilla retail. A minor spawn rate increase would actually make the server more "blizzlike" than it currently is.

You also have to consider the fact that the queue system at login doesn't actually make people wait on Nostalrius which is another difference from retail.

Just my 2 cents.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by rancur3p1c » Thu Mar 05, 2015 4:38 pm

Garfunkel wrote:
pinacolata wrote:
Drooppi wrote:Proof that it's not?


i have none but i can tell you remembering back in the day when there was patch time (maybe 1.7 or 1.8 etc) the servers were down and a few were online, we all logged in the few ones just to burn some time until our servers were back up, i created a human and northshire was overflowed with newbies lvling. I dont remeber any of the things happening here, all people were killing mobs just fine.

You misremember. Blizz implemented dynamic (ie quicker) respawns with TBC.

And for people who apparently are incapable of forming parties of 5 for kill quests, it's beginning to thin out noticeably in the starter areas. Last night I did the book/ore quest for the librarian in Northshire and there were hardly anyone in the area.

yes, it's definitely thinned out, sadly.

also, if you want a spawn, just get close to dying. I'm pretty sure there's code that intentionally spawns a mob right behind you if your health is below 20% and you're fighting another mob and about to die.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by Jackpothead » Thu Mar 05, 2015 5:24 pm

They are stubborn and refuse to change it.

They will eventually have to ignore their "blizzlike" mentality and change it.

They WILL change it, just wait until the whole server gets to 60 and people need to farm ores and all, it will get retarded.

It's a simple matter of Supply and Demand, a retail server had half the people of this one and it barely supplied the players with resources, this one just won't be able to supply this big of a population until they increase the rates.
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Re: Christ, increase the Respawnrate already, it's 4860 peop

by azreal313 » Thu Mar 05, 2015 5:27 pm

Jackpothead wrote:They are stubborn and refuse to change it.

They will eventually have to ignore their "blizzlike" mentality and change it.

They WILL change it, just wait until the whole server gets to 60 and people need to farm ores and all, it will get retarded.

It's a simple matter of Supply and Demand, a retail server had half the people of this one and it barely supplied the players with resources, this one just won't be able to supply this big of a population until they increase the rates.


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