Tree of Savior Forum

Doddler's research reveals some confusing contradictions in the way monster spawns are set

@hkkim please!
Killing monsters in this game is fun!
Running in circles for hours on end is not so much :(((

Thanks!

1 Like

Having to check ALL monsters at the same time every 2~5 minutes and possibly spawning a huge amount of monsters (to replace killed monsters) at the same time puts a huge load on the server every 2~5 minutes, which is not a good idea. Not to mention, since everything is on a 2~5 minute timer there are overall more monsters needed to make the game playable. A better solution would be one which distributes monster spawn handling in an even manner over time instead of having to do it in single big chunks.

The downside for smaller groups of respawning enemies of course is that there are more timers that need to be taken care of (respawning 1000 enemies every 2 minutes needs only 1 timer, respawning 1000 enemies with each having an individual timer would require 1000 timers).

The solution for that would be to have all monsters that are simply there for grinding (aka non-bosses) have instant respawn time. It would require far less respawn timers to keep track of (less stress for the server since instant respawn enemies donā€™t need timers) and would make monster respawn more enjoyable for players. With instant respawns they could probably even cut the monster amount in half, reducing the server load even more.
Instead of, for example, 1000 enemies respawning on a map every 2 minutes players and the server would probably be far more comfortable with only 300 enemies on the map but with instant respawn (less spawntimers to keep track of, less AI to handle, monster spawn work evenly distributed over time, no downtime for players).

1 Like

Bumping this for the 2nd time! :expressionless: This is top priority post!

1 Like

For people wondering if servers can take the load, make the maps have adjustable spawn rates based off number of players in the map. More players = denser and more frequent mob spawns.

On the side note, please increase the drop rate for items. Having stuff at 0.1-1% is ridiculous when thereā€™s already market taxation, trade restrictions and dungeon entry limits. Play your own game and genuinely tell me you enjoy it in respect to these things.

Yes this is an excellent idea on top of reducing spawn check timers.

One thing at a time!

Unfortunately, time is of the essence here as the F2P launch hits. I havenā€™t even gone into the basic levels of game optimization here. So many problems and aside from the art and music team, everyone else at IMC seems to be doing a VERY subpar job, especially with these issues being reported since iCBT.

2 Likes

No, this is dumb.
I donā€™t want to play Tree of monsters are spawning because there are many players on the map and we need to rub them. I want to play a damn MMO, full of life and monsters, even if there are few players on the current map.

Not even talking about the fact that it over-complicate things.
Read @stefan.hohnwald suggestion. Something like a global 30s timer would be easier to implement and easier on the servers.

Bump~ it up for the world to see! or at least more Staff members and people.

Bumpā€¦

/20characters

Are we on the same page? I thought the idea there was to do both:
-repopulate maps and fix spawn check timers
-implement a system sensitive to player population per channel on top of that.

taken from another suggestion thread:

But honestly Iā€™d be happy if they just fixed mob density in depopulated maps and removed the jogging simulator functionality.

No, as written, @gabbylee690 idea was to improve monster spawnrate IF players overcrowd the channels.
Call me an old school player, but I donā€™t really like thatā€¦
I think that some maps (open dungeons ? or maybe closed dungeons are already enough ?) should be so populated that youā€™re basically ā€œforcedā€ to team while others have a lower density so players can ~peacefully~ walk around.
Of course, all of this still imply at least a return to the iCBT2 spawn timers AND an increase in density of all? maps.

Then, if theses open dungeons were overcrowded, it would basically mean that the map need mode channels, because the mob density there would already be very high (so high that you could almost say that increasing it wouldnā€™t be decent).

1 Like

Didnā€™t read the other post but what I thought initially was, this was intended during and for the early access players. I had the thought that they would revert it back to normal during the F2p release. I recall reading somewhere about IMC trying to tone down much of the ā€œhead startā€ that early access players were getting.

Yes, letā€™s increase the spawn rate/density on those 3-4 star maps. :smiling_imp: I canā€™t wait to taste the tears.

The never-ending stream of ā€œKiss your arse goodbye!ā€

On Ktos they increased the xp on the 3 star maps under lvl 100

ā€¦There are no 3 star maps under 100. <_<

My bad just ment the dungeons like tenet etc, usually the field dungeons have high stars

bump~ need more eyes on this~ need more thoughts~

1 Like

+1 bumping this up it needs more visibility!!

1 Like

bumpā€¦

/20characters

@Staff_Julie @STAFF_Ines @STAFF_John @STAFF_Ethan @STAFF_J

They need to hire a staff member for communicating with the player base and letting us know progress is being made on important issues.