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The respawn is too high

StolkerStolker Member, Alpha Two
If you go with a group into a level area with enemies of the same size, e.g. a ruin, then unfortunately you can only stand outside and kill the mobs that are standing in front of the door over and over again. As soon as you enter the building (ruin), you are very quickly surrounded by the respawn, which means that some or all of the group die. If you die because you draw too many enemies, then that's fine, but not if you are surprised from behind by enemies you just killed.

It's a shame that you can only really explore many places when the group is at least 2-3 levels higher. And if you're alone, then you have to be even higher. I would like to be able to explore such ruins or caves in a group on the same level as the enemies, or alone with a maximum of 3 levels difference.

Regards, Stolker

Comments

  • FippyFippy Member, Alpha Two
    edited January 16
    It really does feel extremely fast, making it difficult to work your way in as a group of 8 to camp spots. I'm specifically thinking of Oakenbane keep, where mob density often means either pulling 2-3 mobs at once, or pulling 6, because if you're pulling to clear to an area, the mobs just respawn fast enough that you can't do any kind of pull/mob placement, you need to move up and fight on location, which means putting you near other mobs that might be pulled by proximity.

    I've tanked level 1-21 phase 1, and 1-16 so far phase 2, lots of time spent in oakenbane, highwayman hills, sephillion, and steelbloom, and it often boils down to cramming 8 people into a corner, and then a worst, shooting a mob with a bow to drag it in. There's just enough mobs to keep people entertained, while not needing a puller.

    I don't think this would be such an issue if mob density and placement was a bit more streamlined.

    And fwiw I'm comparing this directly to Everquest. Everquest also had camps which often boiled down to sitting in your corner and killing things, the same as Ashes, but in Everquest, the role of a puller was integral, and keeping constant mobs on location was a skill. It was something to achieve, not something just happening by default.
  • MrPocketsMrPockets Member, Alpha One, Alpha Two, Early Alpha Two
    I've only been to oakenbane keep once so far, but during my first experience I had the same feeling. There seemed to be no reason to actually explore the place, since we could just sit right near the entrance and have constant mobs to kill. I think if the respawn was a little longer, it would encourage groups to go deeper into the keep to maintain the mob up time.

    On the flip side, when I was leveling at the cursed ruins near lionhold, I felt much more inclined to explore the whole place. This was probably due to multiple factors such as quests, events, quicker kill time (0-1 star mobs instead of 3 star), more players in general.
  • PhamPham Member, Alpha Two, Early Alpha Two
    edited January 16
    So afaik all (or nearly all) of their spawns are dynamic - based on some combination of players in the area and number of mobs killed in x amount of time or time to kill each mob in an area.

    In theory this alleviates the potential issue of over-camping areas - especially with large influxes of new players into an area.

    The problem is, many groups/hunting parties are not infinitely sustainable so they need some kind of breaks between pulls. But if you are killing mobs too fast then you get no breaks and are eventually forced to make a dicey retreat at some point while under attack.

    I think there still should be some kind of break period between spawns regardless of how fast they are being killed. Maybe every 2-3 cycles (of killing all mobs in an area) or something?
    "Put on the full armor of God, so that you can take your stand against the devil’s schemes." - Ephesians 6:11
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