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.
Casual and proud.