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Trendy! Yuno fix monster spawn rate?


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With the release of patch 7.30 there were a few hours of bliss.
Monsters rushed out the doors, ogres had no mercy, and a full Magus run took less than 10 minutes.
Then 7.30b came along, everything was slow again...
To date, 7.31 is on the table, with no fix for this.
Trendy, please fix this. I have been begging for a feature to force spawn monsters, or fast forward the spawn rate. Gonna put a few features up here on a poll, for the love of the loot gods... Fix it!

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7.31 significantly improved spawn rates of mini ogres in servant's quarters. I can say that much at least.

That being said... 440 mini ogres per wave as a duo O.o

Was quite intense near the end to complete that one.

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Has 7.31 changed anything?


7.31
* Fixed Treasure Hunt Spawns not recycling
* Fixed Mini-Ogres slow-spawning (Servants Quarters, City in the Cliffs, Halloween Spooktacular etc)
* Made DEW's and other low-frequency enemies appear on early-Campaign Survivals as they used to
* Added more enemy pathfinding stuck-fixing logic, and enemies in spawn areas no longer collide with each other to prevent clogging
* Further eliminated enemy stuck cases on Shipwreck Ruins, and added 2 more minutes to Shipwreck Ruins time limits
* Changed spawn logic to create bursts on certain enemies, so that Wyverns, Spiders, and Ogres will arrive in mini-attack groups rather than trickling out minimally thoughout the Wave
* Increased maximum number of Trading Items to 12, up from 6
* Passive Damage Types (Electric Aura, certain flamethrower type weapons etc) now trigger damage-related AI states as intended (Ogre angry-hurt animation states etc)
* Moraggo Survival spawns fixed to ~Mistymire levels

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TOO MANY OGRES! I solo'd and still got almost every single one spawn at once during the wave.


I would rather have this, than a 4 hour run through Alch and Misty.

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7.31
* Fixed Treasure Hunt Spawns not recycling
* Fixed Mini-Ogres slow-spawning (Servants Quarters, City in the Cliffs, Halloween Spooktacular etc)
* Made DEW's and other low-frequency enemies appear on early-Campaign Survivals as they used to
* Added more enemy pathfinding stuck-fixing logic, and enemies in spawn areas no longer collide with each other to prevent clogging
* Further eliminated enemy stuck cases on Shipwreck Ruins, and added 2 more minutes to Shipwreck Ruins time limits
* Changed spawn logic to create bursts on certain enemies, so that Wyverns, Spiders, and Ogres will arrive in mini-attack groups rather than trickling out minimally thoughout the Wave
* Increased maximum number of Trading Items to 12, up from 6
* Passive Damage Types (Electric Aura, certain flamethrower type weapons etc) now trigger damage-related AI states as intended (Ogre angry-hurt animation states etc)
* Moraggo Survival spawns fixed to ~Mistymire levels

Woah careful we have a smart arse,
I was wondering the changes made with 7.31 made spawns faster..with the attack groups n all, I can find the patch notes myself tyvm just haven't played yet

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Spawning at the push of a button can most likely easily crash your game when to many come out at once. There's always going to be a limit to what the minimum required hardware can even handle, and it seems unlikely that they'd add in an option which can potentially break the game so badly for those with lower end pc's. Keep in mind that you're handling hundreds of seperate AI entities at a time here. ^^

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Backfiring thread is backfiring...

How about they just make every map have one spawn point, one crystal, one hallway for enemies to travel down, 250 DU and a 15 monster limit.

Maybe then it'll go fast enough for ya.. XP

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Backfiring thread is backfiring...

How about they just make every map have one spawn point, one crystal, one hallway for enemies to travel down, 250 DU and a 15 monster limit.

Maybe then it'll go fast enough for ya.. XP


Useless post is useless.
I don't want less monsters or an easier game.
I want it to go faster, tired of the 4 hours runs.
There are other things I would like to do, other than farm one map every 3-4 hours.

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They've been addressing straggling spawns - the cause of most of the unnecessary time in a wave - quite a bit recently. Just be patient.

The normal spawn rate can't really be increased too much because that would tax a lot of computers too hard, not to mention omg-stuck-mobs-galore; therefore forcing spawns and 'fast-forwarding' spawns aren't really viable options. If you don't want to spend 3-4 hours per run, try starting on a higher wave?

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i kinda love the idea of a fast forward button, if everything seems like it going fine you can just press an button and speed up the prosess and a hotkey for normal speed if something going bad :)

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the waves in survival nm atm already hit you with everything at once .... sharken in that everything at once destroy you ...oh and the wyverns too

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