Suggestion: Increase Mob Spawn Rates Across the Board

Discussion in 'Closed' started by Amaranthen, Apr 26, 2017.

  1. Amaranthen
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    Amaranthen Donator

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    One of the biggest disappointments for me in the New Source is the significantly reduced mob spawns on many old maps. This change has been noticed by a number of other players as well: https://royals.ms/forum/threads/suggestion-increase-spawnrates-on-maple-island.89129/

    I am not sure if the Devs can tweak the spawn rates across the board or tweak rates for specific maps. I understand this would be a huge endeavor.

    It is a real shame to find old training areas no longer viable in the New Source - the most prominent example I think is Forest of Golems in Sleepywood Dungeons. A close second in this vein would be El Nath Forest of Dead Trees.

    Some map designs are inherently unfavorable to efficient training. This is not attributable to the New Source patch. Rather, it is inherent in the original base game. For instance, Ludibrium Clocktower Dungeon has many large rooms which require players to climb long chains and hop narrow ledges. The spawns in those maps are also nothing to write home about. I spent a good portion of my hour in Gigantic Ghost Viking climbing around instead of attacking. Some areas are so far away from town that players have no incentive to visit - e.g. Perion Excavation Site, Ant Tunnel Drake's Meal Table, and some areas of Omega Sector. Other mobs have terrible HP to EXP ratio that many find training in those areas would not be efficient.

    Why not give players an incentive to train in remote areas?

    I make this suggestion to increase spawn rates for all mobs with a view to diversify viable training locations and reduce crowding in popular maps such as Ulu City, Skele, and MP3. It is my hope that incident to increased training location diversity, we'll also see an increase in the variety of mid- to high-level equipment available in the Free Market. In addition, if some high level areas have increased mob counts, we may see a decreased reliance on bossing and leeching after lv 110. I am sure melee characters would welcome packed mobs instead of walking around chasing sparsely scattered mobs.

    While crowding is an non-issue given the low player count online at any given moment now; it is foreseeable that once the base client is sufficiently patched; more players will return and crowding will follow during peak hours.

    Overall, I hope the Devs can give my suggestion some thought. I welcome any input from my peers on this issue.

    Thanks.

    A.
     
    Coldhumor likes this.

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