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Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 11:10 am
by Akroma666
Please do not detail the thread going about level caps and leveling, we have a thread for that here:
viewtopic.php?f=10&t=65386
Valefort wrote:I would agree with you if we lacked alternative areas but that is not the case, especially in teen levels. If anything your post shows that the spawn rate in some areas is still too high and is an important OOC factor to select those areas while ideally all areas of a given CR would yield similar exp per time period.
Please provide an example of a zone that is equally as fulfilling as xvarts when it comes to mob spawn rate, grouping, and terrain.
Again valefort, just because you do not like to grind doesn't mean i should be punished because i do. This is a medium RP server, not a hard core RP only one. I enjoy the fun of building a class and seeing it evolve, not trying to have campfire conversations about the politics of BG. People that share my same view need a place to go.. where is that place when xvarts is on "cooldown?"
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 11:25 am
by Valefort
Uldoon's trail, haunted mansion, Ulgoth's Beard cave, High Moor south. You're not even punished as the counter attack before they flee yields more exp and drops stuff.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 11:30 am
by chad878262
Flee the area happen as instead of counter attack... it's a simple flight or flight response.
Valefort is correct there are multiple areas though... approximately 12-15 for every level range except 25-30 (only 5). If Xvarts is the only area you find fulfilling you should explore more... I consider it inferior to at least 3 or 4 other areas for level 12+
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 11:41 am
by Akroma666
Valefort wrote:Uldoon's trail, haunted mansion, Ulgoth's Beard cave, High Moor south. You're not even punished as the counter attack before they flee yields more exp and drops stuff.
The first two have the problem of been too cramped and a pain to navigate with a group. Pathing in NWN suuuuucks. That's one of the biggest draws to xvarts, open field littered with camps and tents.
I'll give high Moor a try and report back.
chad878262 wrote:If Xvarts is the only area you find fulfilling you should explore more... I consider it inferior to at least 3 or 4 other areas for level 12+
Any other suggestions I can explore?
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 12:20 pm
by aaron22
I fully support the dynamic system. It is exciting and makes the world feel alive.
And I want everyone to go to xvarts. It is great. Do your circles there forever. Don't go to the other places. They are the worst.

Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 1:55 pm
by chad878262
Akroma666 wrote:Valefort wrote:Uldoon's trail, haunted mansion, Ulgoth's Beard cave, High Moor south. You're not even punished as the counter attack before they flee yields more exp and drops stuff.
The first two have the problem of been too cramped and a pain to navigate with a group. Pathing in NWN suuuuucks. That's one of the biggest draws to xvarts, open field littered with camps and tents.
I'll give high Moor a try and report back.
chad878262 wrote:If Xvarts is the only area you find fulfilling you should explore more... I consider it inferior to at least 3 or 4 other areas for level 12+
Any other suggestions I can explore?
Nearby in Naskel foothills there'sthe hill giants and blink dogs. The areas Valefort mentioned are good as well. Of course Kro's still reigns supreme basically (and unfortunately) from level 12 to about 21 (or whenever you can handle Reaching Woods). Of course kro's always holds potential for conflict to, but that's only giving added bonus.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 4:43 pm
by Vogar Eol
First, let me say I like the dynamic spawns. The increased loot and exp from the occasional golden enemy adds a lot. So do waves of harder enemies.
The lull of enemies retreating is incredibly annoying, however.
Three things break parties into OOC babble in green text and forward slashes. The first is a person crashing, which isn't avoidable. The second is the party limitations mechanic, "What level is everyone?", "We already have six in party." "Is everyone getting decent XP?". The last is the enemies retreating. Every time it happens, be it Cloakwood, Xvarts, or Hill Giants.... everyone goes INSTANTLY to OOC babble. It never fails.
A mechanic that encourages the players not to roleplay together is a bad mechanic for a roleplay server. The party limitations hurt roleplay. Enemies fleeing hurts the roleplay, maybe not in Theory, but it does in reality. Reality is every idiot in party starts talking in OOC about if they should stay in area and wait, move on to a neighboring area, states they are going bio, tells everyone they're grabbing a beer, tells everyone they're going to sell loot and will BRB, or they tell everyone they are logging out.
Instant emersion breaking OOC spam. It happens every time with retreating, which makes it a terrible mechanic for a roleplay server. The rest of the dynamic spawns I love, and I have only seen add roleplay. I'm not theory crafting here. I'll even screenshot it if I need to.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 5:26 pm
by mrm3ntalist
Akroma666 wrote:Again valefort, just because you do not like to grind doesn't mean i should be punished because i do. This is a medium RP server, not a hard core RP only one. I enjoy the fun of building a class and seeing it evolve, not trying to have campfire conversations about the politics of BG. People that share my same view need a place to go.. where is that place when xvarts is on "cooldown?"
Should others be punished because you want to grind in the same area for hours?
There are plenty of places to go. If nothing works for you, take a 15min break and come back later.
Vogar Eol wrote:Instant emersion breaking OOC spam. It happens every time with retreating, which makes it a terrible mechanic for a roleplay server. The rest of the dynamic spawns I love, and I have only seen add roleplay. I'm not theory crafting here. I'll even screenshot it if I need to.
Running in circles for hours isnt immersion breaking? How many xvarts for example you have to kill before they get extinct or you get tired?
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 5:39 pm
by Vogar Eol
Running in circles for hours isnt immersion breaking? How many xvarts for example you have to kill before they get extinct or you get tired?
Stop strawmanning me. Under no circumstances does it require hours of running in circles, nor does it require Xvarts.
This mechanic has happened to me DOZENS of times within five minutes of making contact with other players by going to a zone people actually are.
Do the benchs at FAI and BG Farmlands break every so often to force people to move on to other more interesting areas of the server?
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 6:57 pm
by aaron22
If players are going ooc when the reaction occurs and you don't like it. It is not the game its the player. Assert yourself in character and take control of the devolving situation.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 7:49 pm
by Cenerae
Just take a 10-15 minute break and RP with your grind buddies for a bit before going back at it, if there's nowhere else convenient to grind nearby.
I never felt like it was an issue, myself.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 10:54 pm
by Rad-Icarus
Cenerae wrote:Just take a 10-15 minute break and RP with your grind buddies for a bit before going back at it, if there's nowhere else convenient to grind nearby.
I never felt like it was an issue, myself.
Same here.
I grind and go for levels as much as anyone, but I don't mind it either unless you show up and the run away cycle happens like two minutes in...but that's life.
To TC:
Just consider it a part of the way things happen on the Sword Coast and roll with it. There's some good places to seek XP if you explore and use some creativity.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 11:21 pm
by Snarfy
Vogar Eol wrote:Instant emersion breaking OOC spam. It happens every time with retreating, which makes it a terrible mechanic for a roleplay server. The rest of the dynamic spawns I love, and I have only seen add roleplay. I'm not theory crafting here. I'll even screenshot it if I need to.
Considering that the very first rule in the server rules goes something like this...
Please respect the setting and stay in-character (IC). You can go out-of-character (OOC) if there is need for clarifications, or if you wouldn't be disturbing roleplay around you by doing so ...
... perhaps some screenshots would be a good thing. And not necessarily to prove how a mob-spawning lull is bad for RP.
aaron22 wrote:If players are going ooc when the reaction occurs and you don't like it. It is not the game its the player. Assert yourself in character and take control of the devolving situation.
QFT.