Despawn Timers

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roke42
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Despawn Timers

Unread post by roke42 »

I noticed that some monsters, which only spawn if you walk into a specific area also despawn after a while. This is pretty annoying, if you play more defensive oriented characters which can endure a long time in combat without being the typical damage truck.

I noticed this in the duergar compound in the UD as well as in the large cave in Uldoon Trail. This is pretty annoying as this takes away the "I won this fight" feeling.

Can there something be done about this timers?
Laya - Cookiemaster of Doron
Valaklith - Shadow of the past
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Cubicle
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Re: Despawn Timers

Unread post by Cubicle »

As for the Duergar Compound, I can see where you're coming from. A despawn timer was added due to the area basically having two separate leveling zones. Could become a lag issue if players trigger the mobs without killing all of them.

Are any other players having an issue with the despawn timers?
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Nemni
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Re: Despawn Timers

Unread post by Nemni »

Are any other players having an issue with the despawn timers?
Yes. I had an epic long battle with the minotaur wizard in the maze. It despawned close to death. Has happened before, but that time really hurt! :(
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roke42
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Re: Despawn Timers

Unread post by roke42 »

Would it be possible that the despawn only kicks in if the mobs have been out of combat for some time?
Laya - Cookiemaster of Doron
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Cubicle
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Re: Despawn Timers

Unread post by Cubicle »

Not sure about that. I'll see if it's possible.

I will most likely just add more time to the Despawn/Spawn Timers.

Time has been increased on the spawn timers in the Duergar Compound. Let me know if you're still having issues there.
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