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Dynamic Spawn Rate?
Posted:
Tue Oct 06, 2015 8:11 pm
by gotmilk0112
Whatever happened to it? It doesn't seem to exist. No matter how many players are in an area killing certain mobs, they always respawn at the same speed.
Like the elite orc area in Redridge, where the mobs still took 10 minutes to respawn, even with 15+ people in the area. Or the graveyard area in Duskwood with all the skeletons, still has really slow spawn rate despite 20+ people in the area killing them as soon as they respawn.
Re: Dynamic Spawn Rate?
Posted:
Tue Oct 06, 2015 8:19 pm
by Robotron
It may be based on a threshold of mobs killed over time. In areas where the camps are too small to cross this line, the dynamic timer won't do anything.
However, some of the mobs with ultra-long respawns (the Elites for the Nesingwary quest chain) had their timers permanently lowered from their Blizzlike 30 minutes to 5 minutes.
Re: Dynamic Spawn Rate?
Posted:
Tue Oct 06, 2015 8:22 pm
by gotmilk0112
Robotron wrote:However, some of the mobs with ultra-long respawns (the Elites for the Nesingwary quest chain) had their timers permanently lowered from their Blizzlike 30 minutes to 5 minutes.
They need to do that for all quest elites, IMO. There are still some like Tharli'Zun and Gath'ilzogg that have like 15 minute respawn timers, leading to situations where there's 3-5 groups of people standing on top of the respawn point and spamming AoE.
Or Mai'Zoth, who seems to have a ~20 minute respawn timer.
Re: Dynamic Spawn Rate?
Posted:
Tue Oct 06, 2015 8:26 pm
by Robotron
I thought Mai'Zoth and his ogres have a 30 minute timer, same with the murlocs swimming around the Vile Reef.
Re: Dynamic Spawn Rate?
Posted:
Tue Oct 06, 2015 11:45 pm
by Kuroyu
Dynamic spawning can be a slippery slope, if applied to too many things it can heavily damage server economy. You are right some mobs should spawn faster in some cases, but mobs which drop significant items often, or are even skinnable, make a large impact on the supply of those items and alter their prices greatly.
So overall I think the devs are just too weary of these factors that can go horribly wrong by overlooking small details like this. These apply to resource node spawn rates as well.