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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Mob Respawns
Potato Basket
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Ok so in the last ranger demo Steven had to cheat his way for the stream
He killed some mobs then advanced further to the next mob and while fighting it the previous mob respawns and it got ugly so he had to flee
Now how is that supposed to work on release?
Especially with ranged and mobile classes which have to keep their distance from the target and constantly be mobile running around the whole area agroing previous spawns?
That's just bad game design imo
It can keep the engagement in a repetitive cycle at the same place so you find yourself stuck in an endless loop of mobs while you try to advance further or deeper so you're only option is to run through them?
No progressive advancement?
He killed some mobs then advanced further to the next mob and while fighting it the previous mob respawns and it got ugly so he had to flee
Now how is that supposed to work on release?
Especially with ranged and mobile classes which have to keep their distance from the target and constantly be mobile running around the whole area agroing previous spawns?
That's just bad game design imo
It can keep the engagement in a repetitive cycle at the same place so you find yourself stuck in an endless loop of mobs while you try to advance further or deeper so you're only option is to run through them?
No progressive advancement?
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Comments
Yeah but it was the same in Alpha one
You're saying it as if you know it's going to change, if so how exactly?
It isn't bad game design, it is bad game play.
This is the best kind of design imo. Especially if the mobs are a bit more difficult than what they shown here.
I just don't see what's so fun about repetitive cycles of respawns, especially when they happen right in front of your eyes, quite immersion breaking as well
Maybe once defeated they shouldn't respawn as long as you're present in the area and they do when you get a bit of distance?
Proximity based respawns?
I'm used to grinding farming spots for hours, which is why I like when I have a constant flow of mobs to farm. And that constant flow means more danger because, if a player comes to that location, I'll always be caught fighting monsters which is a detriment to me, and I personally like that heightened danger during farming.
If mobs are just "one-offs" or have very long respawns, that would just mean that I'd have to run between locations more and would have to attack more people because they'd be taking away my farm. Now, I'm completely fine with attacking people, but how many players would be fine getting attacked?
Why?
Gameplay beats immersion, every time.
Creature density and aggression ranges are then defined based on how much space a ranged or mobile player needs to function. If your creatures are spread out more (and aggressive from a broader range to compensate for any gaps in the "none have died yet" configuration), then killing any one (or cluster) gives you a larger 'free space' (its former 'controlled area') to fight the next in.
These are both things that Intrepid will tune as development and testing progresses.
so true. Sadly his years of learning how to make a game seems to have rotted whatever part of his brain was used for playing said games. hahaha poor guy.
In A1, Steven ran around the world and would literally spawn 100 bears on top of players. So maybe let’s not take alphas too seriously.
If any one gives you anything approximating an exact answer to your question they’re full of it. So chill. 😉
what if you have many players in the same area...mobs will never respawn or will respawn in the next continent haha