Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv
Spawn rates are a huge thing that can dictate the type of time you’re having in a video game. They can either help or hurt your experience. I think Ashes of Creation will explore this more in their alpha 2.
https://forums.ashesofcreation.com/discussion/56472/dev-discussion-57-respawn-times/p1
The King’s Respair announcement (No release date yet): https://www.youtube.com/watch?v=jz3nU-KxjO0
► Referral link: https://ashesofcreation.com/r/BXHAQ7QIKH4FGISW
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CHAPTERS:
00:00 Intro
00:25 What are good spawn rates?
03:20 What other games have good spawn rates?
06:00 Conclusion
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What is Ashes of Creation? Ashes of Creation is a unique take on the MMORPG experience. Our world structure is dynamic, and built to react to your actions. Cities will rise and fall as you shape the world of Verra. Quests and secrets will unlock as populations gather and their needs grow. As the world’s NPC structure is established in real-time, you will have the ability to destroy what’s been created, paving the way for new developments, populations, and change. Political strife and intrigue will play a very real role in the structure of your experience. Gone are the days of static worlds; change is here to stay!
All across Verra, you have the opportunity to experience massive warfare, participate in epic trade caravans, and gather valuable components to craft exquisite items. Not only will your fellow players be your adversaries; the creatures of the land and the very environment itself will pose a constant and fresh challenge. Will you siege castles to become royalty, defeat other guilds to showcase your prowess, shape the marketplace by being a successful trader, or earn renown by developing your artisan crafting skills? This is your story, you tell us!
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Proverbs 30:25
King James Version
25 The ants are a people not strong, yet they prepare their meat in the summer;
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Who's going to be playing Season of Discovery?
Great points! Spawn rates matter so much in predominantly open world games like this.
For regular mobs, respawn times can be much faster if there are multiple entrances and exits to an area.
NM's and Rares requirements should need to be triggered, but with completely random spawn times, no windows.
Respawns in dungeons and raids will work differently in Ashes because most of them are not instanced. Meaning, you will have mobs respawning during challenging boss fights. If done correctly, the boss rooms should be on their own without mobs, but that still doesn't mean another group/player couldn't train a bunch of those mobs over the top of your group while you're trying to fight a boss. People are gonna find ways to grief in non-instanced dungeons for sure.
I like the idea of variable respawn rates, at least in the open world. Feels a bit weird having everything on a global timer like world bosses in GW2, where everyone knows everything. We've seen Tumok wandering around big areas. The Caravan showcase showed how that would be a cool thing, never truly knowing what you're in for.
In dungeons, where you're expected to meet the same enemy, at the same time, you could probably do it on a set schedule though.
I feel some higher quests/raids need to be triggered and not on an initial timer. Perhaps a smaller party can do a prerequisite quest to trigger the main quest for the entire group. The objective mob is not just sitting at the bottom of a cave waiting for someone to stumble in. This will probably be connected to a world quest or quest line.