Boss spawn timers and sewers key
Posted: Sun Nov 20, 2016 4:56 pm
These appear to be fixed right now, is that correct? As in 1 or 4 hours for orange, and what 12 or 24 for red mobs? It's not necessarily fun gameplay once someone (or a guild) learns a mob's timer and then just knows to run back to that square at the right time. Have we considered varying timers to change things up a bit? Or am I wrong and this is already implemented?
I feel like it's static because I can reliably hit a number of orange mobs and then come back an hour later to see them spawned again, but if I'm wrong let me know. Red mobs are obviously a longer timer but the "meta", if you can say there's a meta in a game like this, is to camp spawns as their timer runs out.
Nothing wrong with the mobs or items, I just think a static timer gets a bit stale. It also means people are more likely to just be camping out in a town or whatever until it's time to go kill a mob.
The sewers area and the key it requires - I'm again going to suggest we work on some system to tie locked rooms to the boss behind it being alive or not. In an ideal world if that room is locked the boss should be inside it, right? If boss respawns the door locks back up. To me this makes sense lore wise and it also just fits gameplay - people aren't wasting keys and it feels like you're accomplishing something by opening up the area, and also this opens up the possibility of PK action at a lucrative boss. As it stands that's basically never happening, and that sucks.
I feel like it's static because I can reliably hit a number of orange mobs and then come back an hour later to see them spawned again, but if I'm wrong let me know. Red mobs are obviously a longer timer but the "meta", if you can say there's a meta in a game like this, is to camp spawns as their timer runs out.
Nothing wrong with the mobs or items, I just think a static timer gets a bit stale. It also means people are more likely to just be camping out in a town or whatever until it's time to go kill a mob.
The sewers area and the key it requires - I'm again going to suggest we work on some system to tie locked rooms to the boss behind it being alive or not. In an ideal world if that room is locked the boss should be inside it, right? If boss respawns the door locks back up. To me this makes sense lore wise and it also just fits gameplay - people aren't wasting keys and it feels like you're accomplishing something by opening up the area, and also this opens up the possibility of PK action at a lucrative boss. As it stands that's basically never happening, and that sucks.