2022-11-01 14:49
#0
It just doesn't feel like using a potion worth it? In hyloth lots of fast respawn of pockets of monsters in deceit not so much. Maybe crank it up a little?
I agree with you 100% here. The spawn rate on ATL seems to have been adjusted pretty well for prime time but in the morning it does feel like it's harder to find stuff to kill and I've only used 1 luck potion because it did kind of seem like it wasn't as beneficial as in the past events.Grimbeard said:It just doesn't feel like using a potion worth it? In hyloth lots of fast respawn of pockets of monsters in deceit not so much. Maybe crank it up a little?
Kyronix said:Which shard? We balance different shards based on population.
Strangely enough i was getting more on OriginLarisa said:Origin is SLOW....we might not have a huge population but the spawn is like snore fest a lot of the times. Other times it's decent enough. Just hate when people who can't fight ram and poison ele paragons go in there and kill the regular rams and poison eles then leave when they spawn paragons
The drop rate seems to be lower there too. I can spend an hour in there on Origin and get 7 drops, same amount of time on LA and get like 22 with roughly the same amount of people in there.
Has anyone else found this to be true, the drop rate seems to differ from shard to shard?
@Kyronix - I do think Origin could use an increase in spawn from what I've noticed in the last 2 days. While I understand balancing based on population, I think that between there being several lower end things (zombies/ghouls/spectre/skeletons/etc) and Deceit being more sectioned off (unlike Destard) that even the average player using AoE could clear an area/floor with ease.Kyronix said:Which shard? We balance different shards based on population.
I’ve been jumping on about 30 minutes before work (4am eastern) and it’s pretty slow, but I usually get 5 drops in that 15-20 minutes of play. I’d love to see it turned up a littleLarisa said:Origin is SLOW....we might not have a huge population but the spawn is like snore fest a lot of the times. Other times it's decent enough. Just hate when people who can't fight ram and poison ele paragons go in there and kill the regular rams and poison eles then leave when they spawn paragons
The drop rate seems to be lower there too. I can spend an hour in there on Origin and get 7 drops, same amount of time on LA and get like 22 with roughly the same amount of people in there.
Has anyone else found this to be true, the drop rate seems to differ from shard to shard?
Can you turn up Lake Superior, we want larger swaths! ThanksKyronix said:@ keven2002 - Every time you've posted I've looked on Origin and have found large swaths of unkilled mobs roaming about the dungeon. I appreciate the feedback, but the only way for this to be a situation where you don't have to compete against other players is for this to be a single player game - which we are not.
Appreciate the reply but would love to know your definition of "large swath" because this morning I was only able to find 4 or 5 of spots (10+ monsters to kill in an area) over the course of an hour that I was using my luck statue with the other players recalling around. Feel free to stop and chat and follow me around as I kill monsters 1 by 1 as I run half way around a floor.Kyronix said:@ keven2002 - Every time you've posted I've looked on Origin and have found large swaths of unkilled mobs roaming about the dungeon. I appreciate the feedback, but the only way for this to be a situation where you don't have to compete against other players is for this to be a single player game - which we are not.
Personally I’m not sure I think 1 or 2 players should have to run the ENTIRE dungeon looking for spawn. The fact that there might be some out of the way pockets of monsters ignores the larger request that spawn density and respawn be increased. I play a pretty low population shard (Napa) and you could easily double the spawn of every mob Lich and below without touching the difficulty of the dungeon. As is, I’m often covering all of level 3 alone and feeling like I spend 3x as much time running through empty space as I do fighting.Kyronix said:@ keven2002 - Every time you've posted I've looked on Origin and have found large swaths of unkilled mobs roaming about the dungeon. I appreciate the feedback, but the only way for this to be a situation where you don't have to compete against other players is for this to be a single player game - which we are not.
You nailed it. The fact that right now on Origin there are only like 2-3 people in the entire dungeon and we have to literally sweep the entire dungeon and still don't really have a ton to kill should tell you all you need to know about the spawn density.Merus said:Personally I’m not sure I think 1 or 2 players should have to run the ENTIRE dungeon looking for spawn. The fact that there might be some out of the way pockets of monsters ignores the larger request that spawn density and respawn be increased. I play a pretty low population shard (Napa) and you could easily double the spawn of every mob Lich and below without touching the difficulty of the dungeon. As is, I’m often covering all of level 3 alone and feeling like I spend 3x as much time running through empty space as I do fighting.Kyronix said:@ keven2002 - Every time you've posted I've looked on Origin and have found large swaths of unkilled mobs roaming about the dungeon. I appreciate the feedback, but the only way for this to be a situation where you don't have to compete against other players is for this to be a single player game - which we are not.

I agree. The spawn rate is too slow from what I've seen (which leads to low density). I'll go clear 20-30 things that have piled up on floor 1 and the result is maybe a couple things will spawn immediately but it takes a while to accumulate another swarm of monsters (which may be due to it going to a different floor?).Estel_Randir said:@ Kyronix I think you all are looking at the spawn rate being based solely based on # of players is only half the picture. I think you need to start incorporating overall kill rate into the equation. During off hours on many servers it is very easy to kill the entire floor (minus a mob or two here and there) consistently with 2 people and then they are running around looking for more waiting on respawn. Even solo it is possible in some hours to kill enough 2nd floor mobs to have to skip to other floors to wait for 2nd to respawn. I am not asking for instant respawns, but an adjustable respawn timer (with limits) based on both player density & how fast say 75% of the mobs per floor are killed.

keven2002 said:Update based on my experience over the other day.Sorry in advance for the length of the post but I wanted to kind of give my play by play experience in Deceit recently. If you want the cliff notes; it wasn't good and I still believe the spawn density needs increased.
I was on Origin and there was only another 1-2 people in the dungeon but they seemed stagnant (or maybe just camping) because every time I would come back around that small room on level 1 they were still there.so I kind of had the dungeon to myself for virtually the entire hour of my luck statue hit.
For maybe the first 10-15min I would start at the entrance and work my way down to level 4 and back up (running where I could and recalling into locked places like the lava pits). I started by running down and back up but that made the spawn seem incredibly sparse because once I cleared level 4 crypts (my last spot on level 4) and worked my way back there was virtually no spawn on level 4 as I just cleared it (or level 1 entrance). Felt like even first parts of the next level I would go back to were kind of light.
So the next 15-20min I would start at the entrance, work my way down to level 4 crypts and then recall back to the start. It did seem like there was more piles of mobs in the same places (entrance hallway / jail cells / stairs on level 2 / level 2 locked room / level 3 back room and lich lab / etc) BUT it was still very sparse in between those spots. IE running from the level 1 fountain room over to the jail cells and then down to level 2 (maybe 5 monsters the entire way each way?). I still felt like I was wasting time "searching" for spawn all over... example: I'd run to that nook where Neira spawns in Fel and there might be a total of 4 things to kill. Wasn't worth going down there for just 4 monsters.
The next 20min(ish) I tried to recall around to those "hot spots" hoping that I'd recall into a mass of things to kill. It was hit or miss with some spots being pretty good (7-10 things immediately on screen) and some spots lacking spawn (maybe 3-5 things total in the area). Not really sure if I got more drops doing this or not (was more focused on moving from place to place) but it felt like it (maybe?). The downside to this (using CC) is that it was tedious to open my rune book every 20-40seconds after clearing an area about a screen (or 3) wide to recall to the next spot by selecting it in the book.
The last 10-15min someone else joined the dungeon so I'd recall in and see that they probably had just hit that spot (all blue corpses) so then I'd try to recall ahead of them to hit the spawn before they did. Mixed success doing that as sometimes I'd leap frog them but other times they would leapfrog me. This kind of brought me back to just running from 1 spot to another trying to kill all the spawn in between the next area since the other person was just recalling (which there wasn't a lot of spawn in the hallways).
Total drops = 21 of non-stop focused playing for 65minutes with the dungeon basically all to myself for 45min(ish) and having a luck statue rub.
I played for another 30minutes with no luck statue and minimal luck on suit and I ended up with 5 drops (not sure if my first drop was partially due to my previous "luck hour" because I got a drop relatively quick into that 30min). I was planning on doing a full hour so I could do a side by side comparison but a third Sampire came around the 30min mark and honestly I had enough at that point. The juice wasn't worth the squeeze.
Final thoughts: the current spawn density of Origin when there is 1-5 players is atrocious and not even close to being a challenge. It's hard for me to believe that if any developer actually played on these low population servers that they would think the current spawn density is fun/challenging/acceptable. The fact that a single player can run through the virtually the entire dungeon when nobody else is there AND still not find groups of monsters consistently should tell you all you need to know. The entire dungeon spawn should not be able to be easily controlled by a single player. I have had tougher times fighting level 1 champ spawns (undead or imps) given the sheer number of things to kill and being overpowered with numbers.
I think at the end of the day what it comes down to is that by increasing the spawn density, it would inevitably increase the drop rate which would allow players to acquire things quicker. which is pretty obvious something that the Devs do not want for us. Ultimately this really only hurts these small shards because they are the ones that will need to grind the most, simply because there just aren't enough players. Given the lack of spawn density on Origin during non-luck hours I doubt I will play outside my luck window because it just isn't worth it.
I didn't say I don't like this game. I am saying this event needs more spawn to attract players.Pawain said:I cant think of any games I play that I don't like. Why do you play a game you don't like? Yellowstone new season soon, you should try watching that while not liking it since that is what the kids do now I guess.
Seth said:I didn't say I don't like this game. I am saying this event needs more spawn to attract players.Pawain said:I cant think of any games I play that I don't like. Why do you play a game you don't like? Yellowstone new season soon, you should try watching that while not liking it since that is what the kids do now I guess.
You can love football game but you can still dislike any particular match where teams performed like crap. This is being honest and less of a hypocrite that keep screaming all is OK. We are all vets who played for 25 years we know when we mean when spawn is low and this is not our first Treasure event.
I am referring low pop shards, not Atlantic. And rewards are shard bound, it won't affect anyone.Pawain said:Then do like Keven did to get the Atlantic spawn increased. Tell Kyronix specifically when you think the spawn needs improving so he can get online and see you running around and see the spawn for himself. Just random posts telling him what he does for a living is boring you is not a way to get changes.
Right now lots of players in Atlantic Deceit, lots of spawn all over the place. Some nice player is gating to the hall on 1 that leads to 2.
Atlantic is not great at killing Paragons tho, Many are just left so they can kill the massive amount of the rest.Seth said:I didn't say I don't like this game. I am saying this event needs more spawn to attract players.Pawain said:I cant think of any games I play that I don't like. Why do you play a game you don't like? Yellowstone new season soon, you should try watching that while not liking it since that is what the kids do now I guess.
You can love football game but you can still dislike any particular match where teams performed like crap. This is being honest and less of a hypocrite that keep screaming all is OK. We are all vets who played for 25 years we know when we mean when spawn is low and this is not our first Treasure event.
ForeverFun said:
Add Juo'nar into the mix, including possible paragon version of juo'nar.
I like the boss idea but hope it's not anti life leech for low pop shard. Maybe it shohld spawn anywhere in Deceit so we will have to hunt for it.Estel_Randir said:ForeverFun said:
Add Juo'nar into the mix, including possible paragon version of juo'nar.In another mmo I played they also had an event every halloween similar to the treasures event. Part of the event was that after a certain number of turn ins, a boss instance would open up. It was pretty challenging but could still be done in off hours. You got a special drop to use for certain turn in items exclusive to that turn in.I think it might be fun to have the treasures events & the champion spawns we sometimes have with them (that are seperate events) tied together like in the other mmo. After a certain number of event item turn ins, a special moongate would open at the entrance and you get to fight the boss that the treasures event is themed on. It would need to be pretty challenging though given how well geared players are now. Not sure how best to handle the reward.
I'd argue the same thing is happening now outside of the main shards. Origin never has more than 3-4 people from what I've seen and it's the same 3-4 people I always see. I haven't bothered hopping around to other lower pop shards but would imagine it's likely the same.Arnold7 said:Think they have it about right on the moderate population shards and level of difficulty appears about right for most players. Remember at this point in the last event the other dungeon was pretty much abandoned.
Yep I get that 100% and glad that you play something you like. 🙂Arnold7 said:Yes, mages do not melee that well. Archers and fighters can kill stuff a lot faster than I can and don’t have to run for their lives nearly as much as i do. But mages are good support characters and can hit really hard from a distance. With slayers I can one shot everything that’s not a para except for the rams and the executioners. I precast spells a lot so I can hit things quickly. I’ve always liked mages so it’s what I like to play and it can be fairly effective at these group type events but it has to be played a lot differently than the others.