Would it be possible to increase the spawn rates of quest items and quest npc's currently it's quite slow and I've found myself being harassed by other players. Prime example I was working on the quest flight of the winter garde defender and another player kept grabbing my mount to prevent me completing the quest so his friend could do the quest. I think making that change would probably help other players be a little more tolerant of one another
Yeah my biggest complain of late has been spawn rates of gathering mats. There are 2 or 3 zones total with end game mats, on a server expac designed for 6k people, with 12k+ people online most of the time. I don't farm excessively, most of the time I do it just to collect mats for myself, and I would patiently wait for the server to be off peak, but with Corona there is no off peak, it rarely ever gets below the 12k mark.
Indeed. I've been thinking about that too. 12k pop on a server that was supposed to have around 6k people online max. Say what you want but this is not a blizzlike experience since the frequency of you finding mats and stuff is about 50% lower. The same pain is felt on world bosses and quest item pickups.
I don't think they would ever change the respawn ratess, but in an ideal world the repsawn rates would be normal as long as the online players were up to 6k. And from that point and upwards they would increase dynamically, according to how many players are online.
And not to mention that spawn spots are wrong and by that I mean they are out right missing. And my favorite, phasing herbs on storm peaks and icecrown( they disappear when you go near them).
daily quests are REALLY difficult for new players (like players that dont have a BiS 80 to carry them).
you are waiting long time periods for quest respawn, and during those times if enemy factions comes, they will of course kill you over the others because you are a one-shot.
waiting 7 minutes for a spawn doesnt seem to provide any utility
This is something that im sure was asked a lot and it's just another topic of same contest.
Thou if it isn't i would like 2 see FASTER respawn rates of Rare Elites for Achievement.
You legit must wait for server to crash and hope elite respawned.
This is something that im sure was asked a lot and it's just another topic of same contest.
Thou if it isn't i would like 2 see FASTER respawn rates of Rare Elites for Achievement.
You legit must wait for server to crash and hope elite respawned.
If their respawn was increased then they wouldn't be rare, would they?
If their respawn was increased then they wouldn't be rare, would they?
Short answer: They still would be.
Long answer: Rarity is defined only in relevance to something else's frequency, as in "I stumble upon X much less frequently than Y".
What you said implies (incorrectly) that the issue is simpler than it actually is, and you're not really addressing the problem.
To understand the criterion by which a respawn rate should be decided upon, you must obviously first understand the purpose that respawn rates serve. What respawn rates are, is an in-game-transtlation of "how many times per hour/day/whaterver-unit-of-time do I feel that the players should be able to run into a certain mob?" Now it stands to reason to conclude that Blizzard tuned the respawn rates to reflect exactly their intentions upon this, all the while taking into account the number of players online.
So what Blizz thought was that when the population was high the players should experience a minimal waiting time for a spawn and a slight difficulty in picking up quest items. But when the population was low the players should have relatively no trouble finding rare spawns wandering around, etc etc.
*That* is the Blizzard experience, which is quite different than what we experience today. Today the game's population is scaled up, while the game did not follow along, resulting in a much much lower rate of encounters, way different than the experience Blizzard intended. Therefore, arguing that the respawn rates (the encounter rates) are fine as they now stand, with the current population, is to be arguing that the respawn rates (encounter rates) set by Blizzard back in the day were wrong/too low. This is a clear departure from a Blizzlike experience.
Now, if there is a technical reason that forces the respawn rates to remain what they are, that's a different story (ie being unable to program the client to change them dynamically, or some other kind of thing), but the fact of the matter remains: An empty field with no quest mobs once a while is normal and to be expected. A near barren wasteland devoid of all life (see STV panthers, tigers, raptors and such :P - and other zones too ) is not what Blizzard intended.
If all respawn rates were raised by say 40%-50% the rarity of mobs would not be affected, since rarity is only relevant. And even then, with +50% encounter frequency, I would still bet, that the encounter rate would still be worse than in the original servers, but it would be a start.