View Full Version : Mob Respawn Rates
Elemmire
02-26-2014, 06:26 AM
I feel this is something that should be addressed to avoid a lot of drama that can happen in areas like Dynamis. Basically, can we have it so that the more people in an area, the faster a mob's respawn rates would be? Would be great help to an area that's more heavily camped and avoid any anger towards others for taking a mob and avoid the issue for people sitting around doing nothing. Basically, if there's only 1 person there, keep it at the rates they are now, if more people show up, up it by some amount. It'll take some testing and tweaking to be right so everyone is at least occupied and not fighting over pops and not too many so it's not flooding coins too much.
This is a concept most other MMOs do, would benefit this one to do the same.
AyinDygra
02-27-2014, 02:12 AM
I'd link it to rate of enemy deaths, rather than population in a zone.
I believe this is how the Abbysea monsters respawn at varying levels, so a similar gameplay mechanic is in place already.
I'd apply this sort of change across the entire game, really.
Mirage
02-27-2014, 02:16 AM
I too think that enemy respawn rate should be affected by kill rate in a particular area. That way, you won't get issues where monsters repop too fast in less-popular areas after you clear them out to kill an NM, and they won't be too slow when you kill tons of stuff with a party.
Elemmire
02-27-2014, 04:04 AM
I'd link it to rate of enemy deaths, rather than population in a zone.
I believe this is how the Abbysea monsters respawn at varying levels, so a similar gameplay mechanic is in place already.
I'd apply this sort of change across the entire game, really.
what I meant more or less, but ya, it'd be great to have this in all areas of the game.
Camate
02-28-2014, 05:43 AM
Greetings,
The spawn system for monsters in Abyssea areas was specially created and it differs from the spawn system for regular areas. Due to this it would be difficult from a technical standpoint to directly apply the Abyssea system to other areas throughout Vana’diel. Additionally, the spawn rate of aggressive monsters will affect leveling, missions, and quests, so it would be difficult to make uniform adjustments across all areas. If we were to make an adjustment for this it would have to be limited to certain areas and locations in demand.
MDenham
02-28-2014, 11:57 AM
The spawn system for monsters in Abyssea areas was specially created and it differs from the spawn system for regular areas. Due to this it would be difficult from a technical standpoint to directly apply the Abyssea system to other areas throughout Vana’diel.Exhibit #72 for why writing modular code that can be reused easily is a good idea. :-)
As far as this request goes, I think most people would be happy with it being applied solely to the Dynamis zones, which should be sufficiently "limited to certain areas in demand".
Kaiichi
02-28-2014, 05:13 PM
Not really. That's just me.
Elemmire
03-07-2014, 09:40 AM
Greetings,
The spawn system for monsters in Abyssea areas was specially created and it differs from the spawn system for regular areas. Due to this it would be difficult from a technical standpoint to directly apply the Abyssea system to other areas throughout Vana’diel. Additionally, the spawn rate of aggressive monsters will affect leveling, missions, and quests, so it would be difficult to make uniform adjustments across all areas. If we were to make an adjustment for this it would have to be limited to certain areas and locations in demand.
How about just Dynamis zones then? Would solve over camping issues.
Gannon
03-07-2014, 09:45 AM
With the upcoming job point update, you probably should add all Adoulin zones to that list too
Elemmire
03-31-2015, 05:23 AM
bumping this to the list as well. It's not a huge issue anymore, but I think if you're not going to be doing too much dev work on FFXI anymore this should be one of the changes to come so that old content and new content shouldn't matter how many people are around so there will always be spawns for people to grab.