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Spawn problems [Archive] - Ryzom

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sumoman
June 3rd, 2005, 07:34 PM
Hey guys i would like people to confirm this.

The spawns in Grove of confusion are broken.
The mobs take ages to spawn and they spawn even when there is still dead mobs on the ground. If people could confirm this id be really happy

thx

alexrowe
June 4th, 2005, 12:40 AM
Today we were hunting names and they take hrs to pop back, this really kills hunting in a high lvl team :(.

bf649ztp
June 4th, 2005, 12:56 AM
I've found, when i'm trotting up to collect my cuttler reward, i'm all of a sudden surrounded by dozens of the little buggers. So yes...Confirmed.

roninpvp
June 4th, 2005, 02:08 AM
I noticed this with Weebil and the GM that came to confirm indeed that Weebil was dead on ground and would not respawn said they have had reports of this. Weebil's poor remains stayed on the ground for hours and hours.:eek:

helbreat
June 4th, 2005, 02:15 AM
alot of the bosses that spawn near towns are getting whacked by guards and also staying on the floor sevral hours at a time :( or wandering miles from there original spawning points found a lvl 130 frahar boss in thesos the other day which should be in oasis area heh some of the herbivores in the area were higher lvl than the boss

splatula
June 4th, 2005, 02:46 AM
I, for one, am very happy about the wandering mobs. All about the realism.
I am also happy, that if a mob is not looted, that it stays a corpse for awhile. While that is more realistic as well, it is also safer for me ;) (dig, dig, dig)
This seems to be what many have asked for though, to break up the grind of hunting - here is your challenge. So those I consider more as "features" than bugs.
However, I do wish they would fix the rapid-target-switch bug that many mobs are exhibiting. We are learning to deal (avoid Yetins at all costs, have one tank, or keep taunt in reserve) but this needs to be addressed ASAP.
I miss the pet-able jug bug tho' - can't believe that something so harmless & funny was considered an exploit. :confused:

alexrowe
June 4th, 2005, 02:49 AM
You guys think the devs will fix this, if not they made it so hard to lvl now almost impossible to get 250 in a full group :(.

rushin
June 4th, 2005, 04:10 AM
yeah its happening everywhere, but i think its alright.. it does add some realism and stop's the chain killing of named mobs. gotta feel sorry for the cute little named ones who wander into the wrong zone though.

and pretty please fix the melee bug, or maybe roll back that section of the patch if fix not easy.. its a lot worse on the starter islands than here.. was there this evening getting flattened by most things with 2 melee in team.

helbreat
June 4th, 2005, 10:13 AM
I miss the pet-able jug bug tho' - can't believe that something so harmless & funny was considered an exploit. :confused:

not so harmless if you take your pet jug near a crowd of low lvls and log out tho :x newbie soup anyone?

sasaj
June 4th, 2005, 02:32 PM
Slow spawn problem after reboot is known, but this now looks like a real problem again (they changed spawn time once before). I don't think this is the solution for fast leveling problem. They can beter fix melee/ranged/magic balance and make us all happy. This change will only bring advantage to ppl who already got 250 and other that now don't have a chance to get there.

basicart
June 4th, 2005, 02:43 PM
not so harmless if you take your pet jug near a crowd of low lvls and log out tho :x newbie soup anyone?

They used to just wait there for you or someone else to get them again they never reactivated once bugged they stayed it.

mrshad
June 5th, 2005, 01:30 AM
The beauty of being able to grind named mobs was the fact that many high level players could get together and still get good XP. It is probably faster to solo somehting smaller for less XP per kill, but more XP per hour; but the team interaction simply isn't there.

I don't mind if the mobs wander, or if they spawn in wide area. I really don't feel bad haivn to track them down. But the current respawn times of the named mobs make hunting them in a high level group unrealistic.

I sincerly request that the level 260 creatures be restored to thier pre-patch spawn times. The game was more interesting when we coud use our high level skills in a large group and still get a resonable XP benifit.

Thank you.