Fantmx wrote: » Pretty sure his experience is in no way reflective of what ours will be and was only to demonstrate ranged combat, because he was demonstrating ranged combat and not mob respawns or travel.
NiKr wrote: » This is the best kind of design imo. Especially if the mobs are a bit more difficult than what they shown here.
Potato Basket wrote: » 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?
Neurath wrote: » I mean oh shit moments offer the best results when you succeed. I'm a little confused when the official line states we'll have to group and synergise when all we're shown is solo and no synergy.
Potato Basket wrote: » NiKr wrote: » 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?
Noaani wrote: » Honestly, the mobs were spaced so far apart that it shouldn't be an issue. Just keep an eye out. It isn't bad game design, it is bad game play.
Potato Basket wrote: » 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?