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#1
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#2
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Relax guys. | |||
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#3
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#4
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The surefall glade 'newbie yard' inside Qeynos Hills is pretty small, so the increased respawn is definitely needed there and also for the area that is next to the Qeynos zone line that is sort of an extended Qeynos newbie yard.
The rabid animal quests will definitely be a concern, but it depends on how long they keep those respawn rates for. It could only be needed in the prime times and if they can turn them on and off at will without a restart then it'll be fine IMO. | ||
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#5
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Increased spawn rates will be fine at prime time for like 1 day but after that farming at 3 am is going to be economy breaking
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#6
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I'm fairly convinced that on live, perhaps even currently, there are still 'insta spawn' mechanics in place in some noob areas.
The most evident was when paineel was added, there were 3 skeletons that spawn right next to each other. There was a script in place that if all 3 spawns were dead, they instantly respawned. So people would kill those mobs and constantly farm bone chips. It wasn't put in for a 'cash cow' feature (although that is what it became), but more to ensure there were always mobs up for their customers starting out in noob zones. I've come across posted evidence of this in Everfrost Peaks, GFay, Qeynos newbie yard and a few other places. It would make sense original EQ devs would have insta-spawn mechanics in place to ensure fresh starting people don't get bored without finding anything to kill and to handle a large infuse of population. I wouldn't put it past other zones outside noob yards having some form of insta-respawn, there is evidence of it in Quillmane cycles and other places. So my point, is the instant respawn knowledge / spawn points may not be known, but there is evidence that it is there. So temp increased spawn rate in noob zones to handle population surge isn't necessarily unclassic. Would be great if someone could investigate live (if these zones still exist, no clue) and pinpoint the respawn mechanics. Then we can have a more classic Green 202X launch. | ||
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Last edited by Sunderfury; 10-16-2019 at 10:03 AM..
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#7
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Hopefully day 1 will have enough global players that it stays busy even off peak? | |||
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#8
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Eh. Staff have made some references to special rules on the spawns and respawns of some mobs that could be exploited for extra-nice early gainz. Even if a few things slip through the cracks, it won't be the end of the world when all early plat is needed for is spells and maybe a combine weapon or some tradeskilling.
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#9
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IMO best would be to just disable the increased spawn rates on launch.
There are PLENTY of mobs around the old world, 99% of which are never used for exp. Even if we run out of mobs for a little, that's not a big deal, it's perfectly classic too. Besides, people should spread out relatively quickly as there will be casuals and the hardcore, and the in-betweens, who will level at different speeds starting at level 1. This artificial "fix" may be a cure worse than the disease, because who knows what exploits it may create. | ||
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#10
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