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Old 10-16-2019, 11:28 AM
Jadian Jadian is offline
Sarnak


Join Date: Nov 2009
Posts: 321
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Quote:
Originally Posted by zodias [You must be logged in to view images. Log in or Register.]
Qeynos Hills is not a good choice for increased spawns. There is to much there that is exploitable. Yes the it's the Surefall newbie yard but druids and rangers can and should go to NQ until 4 anyway.

Here's a list of exploitable things in the Qeynos Hills:
1. Rabid wolfs - quest Exp and PP
2. Rabid bears - quest Exp and PP
3. Putrid Skeletons - quest Exp and PP
4. Pyzjin - High value classic drop level 13 mob. Placeholder could be a level 25. but that's not a huge blocker
5. Hadden - High value classic drop level 28 mob. original spawn time is 6 hours this is brought down to around 1 hour with increased spawns.
6. Jagged Pine Crook. Increased spawns turn this into a decent exploitable cash farm.
7. Across all newbie yards with skeletons this is going to tank the bone chip market. And lets not forget that a couple bags of bone chips will get any new player to level 12 with the Kaladim quest.

A small group of dedicated players could drive the economy of the server into the ground for first month just hanging out in the Hills.

And lets not forget the 6 minute bard diet becomes the minute bard diet from levels 20 to 34. Possibly 12 to 34 as there are various reports of West Karana spawns being increased. Butcherblock dwarfs now are 1 minute spawns that are quad kiteable.

There are some zones that need increased spawns. Gfay, Toxx. But the fact is that most newbie zones are also high level xp spots for things like bard and guard killing. one could do bards to 34 in an insanely short time and then move to any of the guard spots. We'll have multiple 50's on the server within the first week.

I think the Devs have to assume that people are going to exploit this increased spawns. I think only way prevent the worst of the exploiting is to:
1. reduce it from 5x to 1.5 or 2x.
2. Removal of the bards, were their quests even classic launch?
3. Guard buff. All guards get summoning until increased spawns end.
4. auto kill some of the exploitable quest NPCs as they spawn until spawn rate normalizes. This sucks but might be needed. Yes some people will bank the drops but most of the items are not stack-able or lore.
5. Dynamic spawn rate increase. If a newbie zone gets to many people increase spawn rate to 2x/3x/4x/5x. depending on number of players. Say 30/60/90/120. as people level and move out of zones the spawns will normalize and make people not want to stay and exploit.


Just some thoughts
So much of this is just plain factually incorrect the rest is hardly worth addressing [You must be logged in to view images. Log in or Register.]