Mob Respawns

Post by Potato Basket on 2022-10-04 12:55:45

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Post by Fantmx on 2022-10-04 12:58:13

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Post by Potato Basket on 2022-10-04 13:00:42

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Post by Noaani on 2022-10-04 13:03:58

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Post by Ludullu on 2022-10-04 13:11:26

To me that just seems like fun and exciting gameplay. You have to think about your movements, keep track of mob respawn timers and their potential respawn locations (if they don't respawn on the exact same place), all while managing your rotations and mana consumption AND looking out for any player enemies.

This is the best kind of design imo. Especially if the mobs are a bit more difficult than what they shown here.

Post by Fantmx on 2022-10-04 13:12:06

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Post by Potato Basket on 2022-10-04 13:18:35

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Post by Songcaller on 2022-10-04 13:23:38

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Post by Ludullu on 2022-10-04 13:32:11

We have not received permission from Potato Basket to share the quoted post.
Guess it's a matter of preference. And Intrepid could just have a huge variety of respawn methods for different mobs and we'd both enjoy the gameplay that we like.

I'm used to grinding farming spots for hours, which is why I like when I have a constant flow of mobs to farm. And that constant flow means more danger because, if a player comes to that location, I'll always be caught fighting monsters which is a detriment to me, and I personally like that heightened danger during farming.

If mobs are just "one-offs" or have very long respawns, that would just mean that I'd have to run between locations more and would have to attack more people because they'd be taking away my farm. Now, I'm completely fine with attacking people, but how many players would be fine getting attacked?

Post by Ludullu on 2022-10-04 13:33:23

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I'd assume they just haven't developed that part of gameplay yet, mainly cause they've barely even shown off archetypes, let alone classes. And as they stated in this stream, they were showing off solo-farm mobs instead of the elite party ones.

Post by Ehrgeiz on 2022-10-04 13:38:06

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Post by Noaani on 2022-10-04 13:39:53

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Post by Lash on 2022-10-04 13:40:53

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Post by SongRune on 2022-10-04 14:39:59

The purpose of having mobs respawn at a particular rate in a given area is to prevent player movement through that area unless they are capable of killing mobs at a particular speed so they can continue to move forward faster than the previous mobs respawn. The correct respawn rate for an area is defined based on how easily you want the area to be passable to players of a given level. Higher level players will mow through and cross the zone without issue. At-level players will find it challenging and need to play well. Lower level players have to find a different way around, but can still choose to grind those mobs by pulling from the edge of the area.

Creature density and aggression ranges are then defined based on how much space a ranged or mobile player needs to function. If your creatures are spread out more (and aggressive from a broader range to compensate for any gaps in the "none have died yet" configuration), then killing any one (or cluster) gives you a larger 'free space' (its former 'controlled area') to fight the next in.

These are both things that Intrepid will tune as development and testing progresses.

Post by McShave on 2022-10-04 14:50:59

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Post by Heliux on 2022-10-04 19:31:02

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Post by Sathrago on 2022-10-04 19:47:51

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Post by Liniker on 2022-10-05 08:39:15

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Post by CROW3 on 2022-10-05 19:42:02

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Post by Depraved on 2022-10-05 22:25:01

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