Seriously its so frustrating waiting for quest mob for 10 mins then it will be taken immediately by other player coz there are more than a dozen player waiting for the same mob. And this happen on every single channel. You know spawn rate is bad when you switch every freaking channel just to find the same monster. This is a grind base mmo and the last thing you want player to get frustrated about is spawnrate.
amen this⌠even when iâm solo-hunting, and have a spot to myself, if only a couple of mobs spawn and they have a 0.1% drop rate⌠it gets really frustrating.
this is the truth
quest enemy - like 5 in one area, take 30 min to respawn
side enemies that have no ques to kill them - 3432424 in one area, take -23 seconds to respawn
Agreed itâs pretty bad now.
Not the best respawn rate for a grinding game.
iâd like to see it at least doubled.
or perhaps some kind of scaling spawn rate?
the more enemies of a given type killed in an area, the faster that mob respawns⌠up to a cap of a certain number of enemies in an area, every couple of seconds. (donât want it to turn into some kind of âbullet hellâ shooterâŚ)
or maybe just the more enemies period, in an area; that way if you donât hunt evenly, youâll end up with all of the wrong type of enemy, and none of the one you want.
And make it random location too!
Theyâve made some improvements over early versions, like randomizing locations and adding those mass spawns where a bunch of monsters appear at once (those are fun) but the monster spawns and channels arenât keeping pace with player numbers at peak times. The scaling needs to be more dynamic to keep up, and certain mobs, like Glizardons (I just gave up on the Glizardon quest myself) have become too rare. Itâs not just a matter of being replaced by other spawns: I checked all the rooms in the tenet basement and they were all being cleared. Itâs a matter of the user load outpacing the spawns and server capacity.
i think itâs probably already about as random as they can make it. certain mobs are supposed to spawn in certain locations⌠other mobs spawn mostly anywhere within regions of the map.
this is the point i was trying to make as well.
additionally, quest mobs could (should?) be nerfed so they provide little value (relative to other local mobs) aside from their quest completion value. less/no silver, no drops, less exp, and so on. this might encourage people to avoid them in favor of more âprofitableâ mobs, making the questing issue less of an issue.
There are areas to where specific mobs spawn, but thatâs about it. They always spawn on the same spot. Thatâs why Z-Holding Afkers are so common 
Whatâs funny is that we already complained about this in iCBT2 but they actually just made it even worse than it was before.
I made a post about this on reddit recently: https://www.reddit.com/r/treeofsavior/comments/4cxbjx/about_mob_spawn_times/
The short of it is, on most maps in the game, the spawn rate of mobs is âoverriddenâ by map specific settings. On most maps in game, this seems to be set to 2 minutes for regular monsters, and 5 minutes for large monsters. Itâs why mobs tend to spawn in waves, and why maps can be incredibly empty when more than one or two players are present. It also completely destroys field and dungeon leveling outside instances.
This has profound effects that people have noticed between beta and now. For example, Glizardon, a mob of which there are 3 of them which respawn in 15 seconds and required for a few quests, now takes 5 minutes to spawn. This makes it completely unreasonable to get the kills required. People surely noticed Vubbe Fighters are 5 minutes, and Egnomes as well are also a well documented one (see the solid video a little earlier in the thread showing how broken it is).
The worst case though are quests which are âkill monsters in this areaâ. Often those areas have much higher spawn rates than normal, but this setting completely breaks that, which makes players have to sit around forever.
I imagine it may even be an oversight, but IMC managed to âun-nerfâ a few maps, mostly the first couple maps in each zone, and a few random odd ones, like the bee farm. I really would like to see them return. Every monster generally has itâs own spawn time set, but itâs being ignored because of the current map settings.
wow, deleting those timer-overrides would really do a huge amount of good then, especially at this early stage.
you say the true
i give up certain quest because the respawn is too long
At the moment spawn is way to long, there is a huge difference in the spawn rate from iCBT and the spawn rates now in early access. There was a video posted on reddit that illustrates very well how different the spawn rate are now compared to before. Itâs a ridiculous difference really.
looks like spawn rate got decrease 30x or so
I suspect if they want to sell exp tomes, and actually have people grind/stay in thier game other than for 3 dungeon runs a day they better atleast modify the spawn rate to accommodate the number of people.
But I have to consider they havenât activly fixed a single issue so far that has been raised by the community, nor do they seem to work weekends even after a major release. Quite unfortunate
Spawn rates are bad =( It is the same as on korean version and i have no idea why they did that 
Game about killing monsters and this monsters does not spawn properlyâŚ
Lolz. You know that quest at Tenet church B1 where u have to detonate 2 big wolves. I freaking leave it alone and comeback to it at 4am in the morning so theres not much people camping that â â â â quest.
This is some serious business. IMC comes up with the greatest bugs.
Geting drops for crwfting is fun as well.
Its really bad and add to this the not working duneons and you cant even lvl up normaly by wquests at some point.
So we have this â â â â . Not working dungeons.lags.bugs.
Looks like we will have good month here.
I hope its not related to how much people are on the servers at the moment because bif it is the r.i.p tos.
