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  #31  
Old 10-28-2019, 03:05 PM
flacidpenguin flacidpenguin is offline
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Quote:
Originally Posted by greatdane [You must be logged in to view images. Log in or Register.]
With one fell stroke, the game became borderline unplayable. We're at like 500% capacity, looking at eight hours per level in the early teens as 60 people try to make ends meet in CB with default spawn timers. Four different yard groups in Unrest getting ten kills per hour. It's completely hopeless without accelerated respawns.
Even if you are killing mobs constantly, it's like 8 hours a level 12+, killing dark blue-yellow mobs.
  #32  
Old 10-28-2019, 03:14 PM
skorge skorge is offline
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Quote:
Originally Posted by skipdog [You must be logged in to view images. Log in or Register.]
The fast spawns were still in place 100% early this AM, long after many had hit 10.
You didn't read right. Of course they were in. Fast sapwns were in for level 5 and under mobs. Anything over level 5 did not spawn fast once the first guy hit level 10.
  #33  
Old 10-28-2019, 03:28 PM
alpacalover7 alpacalover7 is offline
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I'm really hoping they bring back the spawn rate increase for a bit. The newbie areas are still far too congested, and will be so for another week or two.
  #34  
Old 10-28-2019, 03:33 PM
zaneosak zaneosak is offline
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Quote:
Originally Posted by skorge [You must be logged in to view images. Log in or Register.]
It changed once the first guy hit level 10. They created a script based off of people leveling up that changed spawn rate. When the server launched all leveled mobs were spawning fast. Once that dude hit level 10, only level 5 and under mobs had fast respawn...that's why if you were camping a lizard camp, you would see skipped spawns.

I figured it out this morning.
This isn't accurate. Well -- the level 10 part is accurate but they did not go back to "normal" because the normal rate in QH is 6:40 except rare mobs like the gnoll hunter.

I was getting some 6min 3min 60sec spawn even after that mage hit 10.
I suspect there is some dynamic coding that will adjust it based on how many players are in the zone and stuff.

So they definitely changed it once he hit 10, but it wasnt bad to fully normal.
  #35  
Old 10-28-2019, 03:38 PM
sentinel sentinel is offline
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Green has been ever bit the roller coaster ride I thought it would be!
  #36  
Old 10-28-2019, 03:42 PM
silo32 silo32 is offline
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Saturday I had some issues with mobs not re-spawning enough. Ran all over misty with 200 or so people and couldn't find anything to xp off. Sometimes the spawns were 2 min then sometimes youd go 10m with nothing.

Gunna be interesting
  #37  
Old 10-28-2019, 04:01 PM
cd288 cd288 is offline
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Quote:
Originally Posted by skorge [You must be logged in to view images. Log in or Register.]
You didn't read right. Of course they were in. Fast sapwns were in for level 5 and under mobs. Anything over level 5 did not spawn fast once the first guy hit level 10.
That can't be true because I timed it this morning and it was 80 seconds on multiple level 7 and 8 mobs
  #38  
Old 10-28-2019, 04:03 PM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by sentinel [You must be logged in to view images. Log in or Register.]
Green has been ever bit the roller coaster ride I thought it would be!
  #39  
Old 10-28-2019, 04:23 PM
senna senna is offline
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ran to steamfont and its groups of people standing around the kobold tents waiting for something to spawn

HAHAHAHAHHA [You must be logged in to view images. Log in or Register.]
  #40  
Old 10-28-2019, 04:42 PM
Enme Enme is offline
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They changed it because the mage leveled off a quest item that was spawning every minute or so. Mage leveled at 1/2 a bubble per turn in and it had 2 turn parts. This level rate was unintended from the increased spawn rate so they changed it to close this option. Next decision to nerf turn xp may have been the next step to eliminate unintended leveling rates.

Harms on green
Last edited by Enme; 10-28-2019 at 04:45 PM..
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