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The mobs in the area flee
Posted: Sat Apr 21, 2018 8:12 pm
by Akroma666
Whats the deal with the mobs in the area fleeing and never respawning? Is there something that triggers this? Is there something that resets it? How can I learn more about the mechanic?
Re: The mobs in the area flee
Posted: Sat Apr 21, 2018 8:16 pm
by Progressive-Psy
It might be because they have the commoner class. I had major issues with this myself.
Edit : I dont know if that will fix the respawning. I dont remember if that happened, but the fleeing was cause they had the commoner class. The mobs I had issues with.
Re: The mobs in the area flee
Posted: Sat Apr 21, 2018 8:25 pm
by Tsidkenu
Happend after you've been grinding an area for 30 min. You either get a boss wave or they flee, and nothing will spawn there for 15 mins, thus encouraging your party of xvart genocidists to move along

Re: The mobs in the area flee
Posted: Sat Apr 21, 2018 11:31 pm
by Akroma666
What's the point of the mechanic? To stop grinding?.. I thought we were not punishing gameplay styles..
Re: The mobs in the area flee
Posted: Sat Apr 21, 2018 11:49 pm
by Maecius
It was introduced as an element to make the game world more reactive to the actions player characters take. If someone's destroying your village, you're either going to rally the troops or run away.

Not everyone's going to fight to the death!
If it also discourages "camping," that's mostly a good thing in my opinion. That in turn encourages exploring the server, and opens maps for other groups to come in behind the first group (or brutally efficient individual).
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 12:27 am
by Akroma666
Maecius wrote:If it also discourages "camping," that's mostly a good thing in my opinion. That in turn encourages exploring the server, and opens maps for other groups to come in behind the first group (or brutally efficient individual).
In that case, can we get more open area zones with lots of mobs that will cater to those that actually enjoy grinding?
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 12:39 am
by Pimple
Isn't that by far the most maps outside of cities already? I'm not actually sure how trade is supposed to be a thing with the state of the trade way :0
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 1:42 am
by KOPOJIbPAKOB
Xvarts death circles is the most boring thing I have seen at the server, I had never been understanding people spending hours there in 4+ people parties.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 1:47 am
by Akroma666
chambordini wrote:We can punish OOC gameplay just fine.
It is my understanding that grinding is acceptable on this server.
What ooc a about raiding a village for 4 hours? If we can pretend a single guard model is 5 guards, why can't we pretend we are fighting an army of xvarts? To the point of exhaustion or disparity when the group flees. Forcing someone to RP your way is a good way to lose more players on an already dying server. We should allow multiple game styles, not punishing those you don't agree with.
I've actually had some great RP doing xvart circles and met some new like minded people.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 4:28 am
by Valefort
The mobs simply flee because they don't want to be killed, what's wrong with it ?

There are numerous areas where you can go when one is deserted.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 5:04 am
by Akroma666
While i understand it's intended purpose is to make the world more dynamic, i question the motives of the implementation i. The first place. If it is to provent grinding an area, that as i stated is limiting a game play type and not in the spirit of promoting dynamic environment but rather punishing a type of game play one does not agree with. I challenge you to name a zone with as densly populated enemies with easy navigation. If you used the spawn rate of say fields of the dead, it would make for a new alternative area.
If we truly want a dynamic reactive environment and like this method, I would suggest 2 things:
1. Up other zone spawn densities and rates, my top suggestions are fields of the dead, cloakwood, and gnoll cave. Both zones are often used as farm locations for grinding in groups.
2. The final fight in the dynamic before ending needs to be harder. I would double the amount of spawns to make it seem like they are rallying a final army to push you back and drive you out. Current I think there are only 1 gold mob with his 2 friends and 2-3 purple mobs that back him up. I'd add another gold with buddies and up the purples to 6-8. That makes for a frightening event.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 6:04 am
by Valefort
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.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 6:58 am
by Steve
Any changes to the system-as-is doesn't address what I think is the underlying issue: Players want to achieve greater level with their PCs because lower level gaming +/- role-play is not fulfilling.
It has been years, in fact, that Players bemoan that lowbie level PCs will have little effect and ability to "make a difference" in Events, in RP. And even, that lowbie level PCs have "little to do" nor are given that much attention in terms of Storylines.
There is very little incentive to remain low level on BGTSCC. Add to that the current FACT that Leveling on BGTSCC has never in history been easier or quicker. Literally, in 1 hour of walking Baldur's Gate, the Quests there alone get a Toon form Level 1 to almost 3. 2-3 more hours in and around BGTSCC or Soubar will get a Toon to Level 5. 3-4 hours around FAI will get a Toon to Level 12 or 13.
One has to actually work harder to NOT level! lol
Simple put: if Leveling wasn't empirically experienced as necessary to more fully enjoy what BGTSCC has to offer in terms of role-play and Campaigns, this whole spawn rate and XP rate issue—which never seems to go away!—would disappear.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 8:06 am
by Maverick 40
Steve wrote:Any changes to the system-as-is doesn't address what I think is the underlying issue: Players want to achieve greater level with their PCs because lower level gaming +/- role-play is not fulfilling.
It has been years, in fact, that Players bemoan that lowbie level PCs will have little effect and ability to "make a difference" in Events, in RP. And even, that lowbie level PCs have "little to do" nor are given that much attention in terms of Storylines.
There is very little incentive to remain low level on BGTSCC. Add to that the current FACT that Leveling on BGTSCC has never in history been easier or quicker. Literally, in 1 hour of walking Baldur's Gate, the Quests there alone get a Toon form Level 1 to almost 3. 2-3 more hours in and around BGTSCC or Soubar will get a Toon to Level 5. 3-4 hours around FAI will get a Toon to Level 12 or 13.
One has to actually work harder to NOT level! lol
Simple put: if Leveling wasn't empirically experienced as necessary to more fully enjoy what BGTSCC has to offer in terms of role-play and Campaigns, this whole spawn rate and XP rate issue—which never seems to go away!—would disappear.
Level cap 15, remove class restrictions. You would need a party of 20 level 15s to enter Cloud Peaks, which seems about right.
Re: The mobs in the area flee
Posted: Sun Apr 22, 2018 8:11 am
by Hoihe
Maverick 40 wrote:Steve wrote:Any changes to the system-as-is doesn't address what I think is the underlying issue: Players want to achieve greater level with their PCs because lower level gaming +/- role-play is not fulfilling.
It has been years, in fact, that Players bemoan that lowbie level PCs will have little effect and ability to "make a difference" in Events, in RP. And even, that lowbie level PCs have "little to do" nor are given that much attention in terms of Storylines.
There is very little incentive to remain low level on BGTSCC. Add to that the current FACT that Leveling on BGTSCC has never in history been easier or quicker. Literally, in 1 hour of walking Baldur's Gate, the Quests there alone get a Toon form Level 1 to almost 3. 2-3 more hours in and around BGTSCC or Soubar will get a Toon to Level 5. 3-4 hours around FAI will get a Toon to Level 12 or 13.
One has to actually work harder to NOT level! lol
Simple put: if Leveling wasn't empirically experienced as necessary to more fully enjoy what BGTSCC has to offer in terms of role-play and Campaigns, this whole spawn rate and XP rate issue—which never seems to go away!—would disappear.
Level cap 15, remove class restrictions. You would need a party of 20 level 15s to enter Cloud Peaks, which seems about right.
Level cap of 15 allows nearly no customization.