No, it doesn’t.
Why do you want mob density to be low ? You like walking around the map, killing random mobs ?
Even in iCBT2 I walked from zones to zones, in order to maximize my exp/h (because mobs respawns in zones, so once you cleared a zone, it means that another one is full of meatbags).
Yes. As a matter of fact I do.
If maps all have the same mob density regardless of number of players, then it will always be better to find an empty map/channel for yourself. Everyone will be trying to get away from other players so they get more mobs to themselves.
If mob density is related to the number of players, players don’t need to fight over mobs. Both high and low populated maps/channels would give roughly the equivalent EXP/hour.
If you like brainlessly grinding in the same spot, on the same mobs, without moving - have at it! Go join a populated map/channel and carve out your little area to grind.
If I like less dense maps so I can run around killing random mobs without being swarmed, I can find a less populated map/channel - and therefore with less mob density.
I still fail to see why you want to penalize everyone…
In iCBT2, mob density was already low enough for people like you who likes to wander aimlessly around the map(s).
First, no, all maps don’t have the same density. Find a low density map for yourself and be done with it.
Second, you’ll often find “hot” spots which are camped by many players. (It was the case during my RO/iCBT2 days)
Anyway, you’re missing that some players like to find ~secret~ spots and camp theses instead of grinding in overcrowded area.
On the same subject, I think there should be “hard” maps requiring teamplay/skills and giving higher rewads/exp. This idea is the opposite of yours (less players=easier map).
No, it doesn’t make sense. What would force people to move around instead of camping is making spawns completely random - which’s what they should do. Right now they simply make certain mob types spawn in certain areas of most maps and that’s the design flaw here.
It is not penalizing players. It is making the EXP/hour gained the same regardless of the number of players in a map.
If mob density is not proportional to the number of players, then playing in a low population map results in more EXP gained/hour or faster quest completion. When more players enter the map and the mob density doesn’t increase, those players are just eating into your EXP gain and stealing your quest mobs.
This I completely agree with. It was a major design flaw to have mobs spawn in specific areas on a timer. Most mobs should have just been random, instant spawns. If they change it now though, they would have to do something about the quest-area identifiers on the mini-map which say that a certain mob spawns in a certain location. I guess they could just remove those though…
You should read that : Hm...Are you sure you increase the respawn rate by 50%?
Actually, I like the current system…
Mobs will spawn on you when you walk aimlessly and will spawn by themselves in their dedicated zone.
Like, they’ll either “ambush” you or stay in their “home”. It’s better than having a melting pot of mobs all around the map if you ask me… Especially on some well designed map (less on the other, I give you that
).
pls increase the spawn rate more. Paton spearhead also the issue… 1 mob every 15min per map… How the hell I gonna complete my map collection.
Have to quit playing for now. 50% was a joke as expected.
As we keep on saying, things need to re-spawn in under 30 seconds of dying.
Have any sort of spawn timer higher than 30 seconds is just going to leave people with the exact same complaints that the maps are empty and nothing is there to kill.
Pretty much any high level map is empty still and there is no where to ‘grind’ because of it.
Especally for classes like Bokor who require a static farming place to make use of their zombies, they wont even be able to play the game this way.
need more monster density specially at higher levels… i dont mind grinding as long as there are monster to kill
Another Patch not touching the spawn to single timers instead of global… OMG! It’s unplayable as is right now… This ■■■■ is intended? IMC is going to kill the hype this way? =(
It’s not unplayable, it’s not enjoyable now.
iCBT2 is far more enjoyable despite of rampant lags and error also bots, at least they’re hanging out at kepa only.
I’m not a fan of grinding same monster over and over but for some gear i desire, hell i’ll do it, on iCBT2 i feel comfortable farming monster although it’s scarce but it spawns consistently and not having to compete each other and being an ■■■■■■■ is pure bliss.
Such is Vubbe Fighter blood, it’s god knows how expensive is that thing.
Few days ago i told myself though the spawn rates is inconsistent at least i have plenty channel to predict when it’s going to spawn. I endured, counting, waiting, roaming that map over and over. Lo, and behold today the channel reduced from 20 to 8. After 1hr of despair. I quitted.
So please IMC, we don’t ask much, please reinstate old iCBT2 spawn mechanism.Thank you.
its really too slow on later maps. some of the maps just feel so empty later on where theres literally nothing but like 1-2 monsters on the screen. when they giving only like 0.1% a kill its very slow when they spawn every 2 minutes
+1 to this. People resort to KS just to finish their quest and it’s really annoying.
I don’t think IMC will read this or even notice the thread, however They either need to go back to individual spawn timers or increase density by 200%. What i don’t understand is the reasoning for zone wide respawn timers, in a game made for grinding no matter how much you boost the spawn time or add desnity it still means waiting for each cycle.
I truly hope they aren’t under the delusion that this is a great way of lmiting progress, if thats the case restore individual spawn timers but reduce mob exp by 25%. Id just rather be killing mobs than waiting.
@STAFF_Ethan @Staff_Julie The spawn SYSTEM still doesnt work. Dont try changing the rate, but change the SYSTEM back to what it was if you really want to solve this.
What’s the point of having a feedback section then?
People got hopeful a week ago when they released those patch notes early, then came the patch and turns out those notes were actually misleading and they haven’t really done anything to address this issue in the slightest.
I’d like to hear, for starters, some reasoning on why spawns got changed in the way they did when the game hit obt in korea (and now here).
I don’t really care why they were changed but as it is now the spawns are just messed up.
Need them fixed for the game to be enjoyable.
ist so annoying to wait for respawn in a grinding game fix this please !!!
We need higher rates especially for monsters like vubble fighter but not more than enough for sure. The way to spawn should change as well. Instead of having mobs show up in bulk periodically in spots, you can try refreshing instantaneously and distributing the new mobs randomly across maps to make the game more grind friendly (quest mobs are exceptions here).
50% was too low and doesn change the density problem abit - only a few maps got high density and make it worthwile to grind on - all others are…well ya useless…you discover them and thats it - try killing billions of bla bla shaman for the gem when there are only 5 on the whole map
also anchoring mobs is sooo bad for a grinding experience…whenever you try to get a decent pull some of those run back again and its just so…ewwww…please use the ragnarok example and let us pull some decents mobs together…also party play would be more fun this way…and adding more channels to the “high priority” maps - 3 channels isn enough i feel…i mean even if just 1party farms the grinding feels so slowpoke cause 70% of the time you spend in running from corner A to corner B in hope to find 5 mobs to pull
