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Respawn timers and leashes

HyrulerHyruler Member, Alpha Two
I'm hoping for randomised respawn timers and randomised leash distances.

What would you like to see regarding respawn timers and leash distances?

Comments

  • OstaffOstaff Member, Alpha Two
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    Votes NO (!!!!) for leashes!

    Tulnars REVOLT! NO COLLARS! NO LEASHES!!!! HOO RAH!
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Yeah, respawn timers - especially for mobs that are to be fought over - really do need to be randomized.

    Leashes I am less concerned about, I don't see it having an impact on the game at all.
  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Leashes will come into play if you can taunt bosses off of other people and cause them to reset.
    south-park-rabble-rabble-rabbl-53b58d315aa49.jpg
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Leashes will come into play if you can taunt bosses off of other people and cause them to reset.

    Leashes in general will, I just don't see much of a point in randomizing the distance.
  • we know that that for sure some bosses are random, since it is based on player actions (node upgraded) so yes I would love to see it more randomized for all bosses.

    Leashes, I honestly do not really see this impacting the game
  • HyrulerHyruler Member, Alpha Two
    edited March 2021
    Both leashing, no-leashing and set respawn timers are vulnerable for exploits. Randomising these would make exploits harder and imo give more unpredictable gameplay.
  • zammwichzammwich Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    randomized spawns for sure
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    No leashes were how some players trained some bosses into town in L2 and killed off most of the afk player stalls.

    No leashes were how some players also pulled some medium sized bosses into the L2 arena so they could solo the boss with unlimited immediate respawn and nil fear of xp loss.

    But that fun got stopped with a patch.

    Long leashes were core to L2 AoE/Pole parties to power level in areas with high aggro and large volume of mobs as well as train other players in same areas to take over.

    Really hate seeing rubber-banding leashes

    Do like to see varying leash lengths and perhaps varying depending on own or clan, node status.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Glad to know I am not the only one that thinks this stuff is funny.
    https://www.youtube.com/watch?v=Z1shA5CNtOg
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • Glad to know I am not the only one that thinks this stuff is funny.
    https://www.youtube.com/watch?v=Z1shA5CNtOg

    this is amazing hahah
  • MaezrielMaezriel Member, Alpha One, Alpha Two, Early Alpha Two
    Glad to know I am not the only one that thinks this stuff is funny.
    https://www.youtube.com/watch?v=Z1shA5CNtOg

    I was there when that happened. It's absolutely funny, but still not good for the health of the game
    ZeFuP1X.png
    If I said something that you disagree w/ feel free to say so here.
  • LeonerdoLeonerdo Member, Alpha Two
    edited March 2021
    Making players wait for something, without allowing them to know how long to wait, is one of the worst experiences you can put in any game (except as an intentional joke). So if we're talking about like normal quest objectives, then hell no, respawn timers should not be randomized.

    Also, scheduling is already hard enough for adults. Planning for big events or raids would be annoying as heck if they always spawned at a random point during prime-time. Absolutely impossible if they could happen around the clock. The only way random event spawns would be tolerable is if there's semi-equivalent random events every hour, so you can always do something, even if you can't plan around what/where it will be.

    If we're talking about one-off, massive, world bosses/events popping up, and it's not feasible or helpful in any way to sit around waiting for them, and they last all-week long, then sure those spawn timers can be random. Because no one would waste time waiting for them, nor would (most) people miss out on them entirely.
  • HyrulerHyruler Member, Alpha Two
    Leonerdo5 wrote: »
    Making players wait for something, without allowing them to know how long to wait, is one of the worst experiences you can put in any game (except as an intentional joke). So if we're talking about like normal quest objectives, then hell no, respawn timers should not be randomized.

    The randomised respawn timer would ofcourse be a random amount of time between a min value and a max value. Respawn timers that vary between min 1 minute and max 3 minutes, or a value between 5 minutes and 15 minutes depending on the type of npc.

    Big events and group based objectives like raids and dungeons that require some planning excluded ofcourse, I agree on that. Although it might make dungeons more challenging and rewarding if the final boss is a randomised spawn. Imagine doing a dungeon, getting some loot and cash from the trash and then have no final boss. (I know it's a bummer but a good game needs bummers too). Next time you try you will be more excited for the boss fight.

    World events and pop up events could still be randomised.

  • HyrulerHyruler Member, Alpha Two
    Glad to know I am not the only one that thinks this stuff is funny.
    https://www.youtube.com/watch?v=Z1shA5CNtOg

    It's funny but indeed game breaking. If it happens once, it can happen more often. And I can guarantee you that if they didn't patch this issue then Kazzak would spend more time in Stormwind than he would spend in Blasted Lands.
  • To prevent exploits with fixed respawn timers, I think this vastly depends on respawn location. Such is the case with FFXIV, where a "mark" has the potential to respawn within the hour, or day, or week, anywhere in the zone without any type of tracking ability or marker. Only the vaguest notification that "You sense a powerful mark to the [direction] upon spawning for the rarest marks, preventing exploitation entirely and completely eliminating the ability or incentive to camp a particular mob. I don't mind this at all. Alternatively it was an absolutely horrid experience when hunting "Notorious Monsters" in FFXI for acclaimed loot, having fixed respawn intervals AND fixed locations enabling bots to appear/login seconds beforehand, target and claim faster than humanly possible (often before the mob appearance itself as it rendered), rinse and repeat.
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