1. May 31, 2017  
    Dynamic spawn rates are indeed the fix to this, but I'm not sure how well it can be implemented on these realms as it was first introduced in MoP :)
    They were present in TBC as well. The exact details of such a mechanic worked back then are difficult to determine but there isn't a shadow of a doubt it was present in TBC. Take a look at this Wowhead comment for example: http://www.wowhead.com/npc=21060/enr...ents:id=118865

  2. May 31, 2017  
    Someone in guild said rates have been fixed. Not even close. Mobs are respawning 1 minute and 30 seconds after they die. Im losing my drive big time.

  3. May 31, 2017  
    This is really getting out of hand and its a pity to ruin an anotherwise great experience on the server on such small issue.Please lower the rate of the respawn so we can have a smooth SOLO experience while leveling.

  4. May 31, 2017  
    Someone in guild said rates have been fixed. Not even close. Mobs are respawning 1 minute and 30 seconds after they die. Im losing my drive big time.
    False. Just attempted Blackwood quest. Same old story.

    Even with two people it's nearly impossible to keep up as the ones you killed are respawning on top of you. Warmane needs to fix this or that's a failure on their part.

    And now random disconnects in the naga cave in Darkshore...yeah, Warmane is currently weak on TBC.
    Edited: May 31, 2017

  5. May 31, 2017  
    False. Just attempted Blackwood quest. Same old story.

    Even with two people it's nearly impossible to keep up as the ones you killed are respawning on top of you. Warmane needs to fix this or that's a failure on their part.

    And now random disconnects in the naga cave in Darkshore...yeah, Warmane is currently weak on TBC.
    Yeah, the rates will force me to quit if they aren't fixed. I haven't had random disconnects but I do have a friend that gets them. Can't really put the disconnect blame on Warmane.

  6. June 1, 2017  
    I think the thing is that they copied the core, obviously, from Outland to Medivh, meaning that they also copied the respawn rates. I guess.
    They feel like if there were 1000 people per zone or something, as I understand they are dynamic, right?
    If so, I think the dynamic respawn timers are not working.

  7. June 1, 2017  
    +1.

    Even if the mobs are 4-5 levels below me and green, I don't do anything that involves getting into a camp. I just die. I can kill about 3 green mobs in the time it takes for respawns. You stay at the edge of camps or you avoid them altogether. In addition to making some quests impossible to complete without finding help, it feels wrong that the most dangerous enemies aren't dragons and elites - they're murlocs, gnolls and kobolds, because of the high density of the camps. Even if our server did have 10 times the pop that it does, these respawn rates would be ridiculous; not every area is constantly camped. For the love of god, fix the respawn rates to correct TBC timers. I'm playing an enhancement shaman, I can only imagine how awful it would be for a holy priest or a prot warrior.

  8. June 1, 2017  
    I think the thing is that they copied the core, obviously, from Outland to Medivh, meaning that they also copied the respawn rates. I guess.
    They feel like if there were 1000 people per zone or something, as I understand they are dynamic, right?
    If so, I think the dynamic respawn timers are not working.
    It's not the same as on Outland anymore, we toned it down a bit yesterday. So if you are still having issues with it then feel free to post your feedback, we might be able to change it even further.

  9. June 1, 2017  
    As of about an hour and a half ago, the respawn rates were still too high. I was in a party with a retribution Paladin, and we were doing both "Investigate the Amani Catacombs", as well as "Troll Juju", both in the Ghostlands.

    We died in the room to the left with the loot chest (the catacombs being entered from the West of Farstrider Enclave), immediately released, ran back the shortest way possible, and by the time we had arrived, every single enemy had respawned, including those we had just killed in the same room we died in. It was so bad we basically decided to skip both quests entirely for the time being.

    It's very noticeable, even when not playing solo. There were other instances as well, such as while doing the quests "Forgotten Rituals" and "Spirits of the Drowned", North of Farstrider Enclave.

  10. June 1, 2017  
    @Empyrean, pls tone it more down. 'a bit' wont do cus the difference of playerbase is to big and as stated in some posts above: in some zones there are like only 10+ ppl lvling. as a former retail tbc player i can honestly say: so far this isnt the nostalgia expereince i was hoping for. i love the lvling part as equal as the endgame. its the reason i joined this 1x realm, but man was i thrown off when i noticed these ****ed up spawnrates :(

    i cincerely hope u guys(@warmane staff) will lower it alot more cus it throws ppl off and makes them want to quit the server due to this!

    best regards

  11. June 1, 2017  

  12. June 1, 2017  
    dont think they could reply in such a fast notice :)
    then again, its just bloody annoying those respawn rates. everything else is great so far tough: new economy building slowly, good and steady community on both factions (yes u have your usual toxic trolls in global chat, but not so much as on outland) dungeon grps forming ofthen etc..
    just solo questing is a big hassle which throws ppl off on medihv atm :(

    greetings

  13. June 1, 2017  
    I have to agree completely, the spawn rates need to be set to TBC vanilla, not 'toned down', I stream the game and have had to stop because me and those who watch/play find that the spawn rates are the major thing ruining the experience for us.

    Another to a lesser extent but still frustrating is the speed of which mobs flee to get help, it is currently way too high.

  14. June 1, 2017  
    The respawns need to be toned waaaaaaaaaaaaaaaaaaaay down.

    Let's use the belf escort quest out in Ghostlands, in the tomb with all the trolls, as an example because it is practically impossible to do with the current respawn rate. Even if one or two player clear everything quickly, by the time she takes 10 steps forward, she is already running into respawns. She can't even leave her room before running into respawns! She is forever fighting respawns, just constantly chain pulling, running everywhere to the new mobs and getting more respawns. Players can't keep up.

    I think a more realistic respawn rate would allow a player around lvl16 in those caves to spend about 15 seconds per mob killing them (they are sometimes in groups of three, so thats min 45 seconds each large mob pack) with about 10-15 secs downtime per large pull, to be able to get about 4-5 pulls in before respawns start to happen behind them. That would put the respawn timer to around 4-5 minutes, roughly.

  15. June 1, 2017  
    Hello,

    now i feel like you lowered the spawn, but its still a bit too fast.

    Its almost +blizz-like+...but the bodys are despawning TOO quickly.

    If i die in strangle and need like 10 sec to the corpse..and its gone= the despawn is too quickly.

    Edited* and i need to do more testing in caves !

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