Non-instanced quest mobs should have their spawn rates adjusted.

Discussion in 'Time Locked Progression Servers' started by Recondojoe, Jun 20, 2023.

  1. Recondojoe Lorekeeper

    Having instances of popular dungeons like Guk, Sol B, Mistmoore etc is a great way of addressing the over population problems on a TLP, but if you ever attempt to camp a quest mob in the open world, you quickly realize that there are dozens, if not hundreds of players camping the same mob or item all hours of the night and day.

    I don’t think this was ever an issue on most servers 20+ years ago because you didn’t have that many knowledgeable players all camping the exact same mob, and even if you did, waking up early or logging on in the middle of the night could often times solve that problem, but on TLP you have huge European and Hawaiian populations which make a lot of these mobs perma camped even during off hours.

    I know it’s not a major problem, but quests that should be simple (class armor for example) end up becoming more difficult to acquire than Planar gear - especially on an heirloom or free trade server.
  2. wayne62682 New Member

    TBH the whole idea of a 7 hour spawn with a low chance of a drop seems like it's incredibly outdated. It may have worked 20+ years ago when it was brand new, but now it's just ridiculous.
  3. Recondojoe Lorekeeper

    Not just the spawn times, but the lack of instancing for a lot of mobs like Dyllin Starsine, Regis the Reverent etc. is really what makes it super problematic. We have enough instances to support thousands of players on one server, but at the same time, we don't have nearly enough quest mobs to support those same thousands of players.

    Priest of Najena has a really long spawn rate, but is super easy to find because of the fact that she's located in a zone that generally has 10 picks going at any given time, and if you keep hopping around, you'll almost always find her.

    The mobs located in larger outdoor, or under-populated zones, are almost impossible to camp. And that would be really cool if the reward for these mobs was huge, but the amount of time you would have to spend camping a lot of these mobs is silly. You could probably level a Cleric to 50 and loot Planar gear faster than you could complete the Cleric Quest armor due to the fact that it's super contested, and even if you're doing everything you can to force a spawn, on say, Dwigus Lowater, 1 of the 10 other level 50s in the zone will snipe him before you even realize he's spawned.
  4. Grau Elder


    All of the long spawn times are kind of silly when you consider the TLPs get a new expansion every 2 months.

    At this point I don't really see why they exist, and all they do is limit the content that people are able to experience. This includes epics and whatever else. Give people a chance to actually do the content rather than be blocked out because of extremely outdated respawn times.

    DZs exist to allow people to experience the raid content without being blocked by other players, so why not make the non-raid content less frustrating as well?

    So what if 100 people are able to complete a quest rather than 10? So what if 1000 are? Wouldn't that be a good thing? You ultimately allow people to experience the game, and maybe do things in-game that they have never been able to do.
  5. wayne62682 New Member

    Yeah. That was a thing in 1999 but nowadays is just stupid. Especially with the limited releases. All it does it make sure the afk botters and boxers lock down all the good items so they can profit, and everyone else gets screwed