Gen rate with more than 2 hunters in area on 01/04/2014 07:23 AM CST
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Returned to the game back in May so my only experience with new mechanics is fairly limited with the Germish'Din hunting area and now in Warklins/Maulers; If I am alone in an area, the gen rate is incredible and I'll have a constant 3 or 4 in my room at any one time, which is imperative as a barbarian to continue learning weapons at a decent rate, however as soon as the hunting area becomes populated with more than 2 hunters, the gen rate drops dramatically. And periodic 'hunts' will show other hunters with 3-4 and myself with none, leading me to believe that the other hunters aren't killing mobs as quickly.

Now that I am hunting in warklins it is even worse. If I am not lucky enough to get the best room in the area (which is usually occupied by non-barbs..Grr, why do they even need that high a gen if they're only 'dancing'), I'll be lucky to only lock 1 weapon before I get frustrated and leave to go backtrain. Currently I have been in the area for 30 minutes and have seen just 8 creatures and in that time I have used my warhorn to lure extra creatures in.

Can this be addressed? Pretty please?
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Re: Gen rate with more than 2 hunters in area on 01/04/2014 07:34 AM CST
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If it is unrealistic to re-configure the gen rate for certain areas would it at least be possible to review the timer on warhorn use, or indeed the amount of critters spawned from each blast?

Many thanks,
E
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Re: Gen rate with more than 2 hunters in area on 01/04/2014 04:32 PM CST
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This is a common and well-known problem that unfortunately has yet to see a global fix. The GMs are listening though and they do occasionally increase the spawn for specific hunting areas. You might be able to make a case for warklins.

>>Grr, why do they even need that high a gen if they're only 'dancing'

Another problem with current combat is that people use multiple creatures to increase their defensive learning, because their offenses are often lower than their defenses. I.e., they need to underhunt to train weapons, therefore need multiple creatures to train their higher defenses. So if you're not a Barb, that's why you want high gen. And with low weapon skill, the killing is just going to be slow, especially in warklins with their tough armor.


-- Player of Eyuve
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Re: Gen rate with more than 2 hunters in area on 01/05/2014 01:29 AM CST
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>Another problem with current combat is that people use multiple creatures to increase their defensive learning, because their offenses are often lower than their defenses. I.e., they need to underhunt to train weapons, therefore need multiple creatures to train their higher defenses. So if you're not a Barb, that's why you want high gen. And with low weapon skill, the killing is just going to be slow, especially in warklins with their tough armor.

If they raised how well defenses/survivals taught with 1-3 creatures and made 4 teach barely (or not at all) better than 3, it'd entirely eliminate the need to dance with 4 and can make it purely the "increased danger" they wanted it to be.

They haven't done this for numerous reasons, though. And some people would continue to dance with 4, but it'd still make at least a few people stop hogging spawns...
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Re: Gen rate with more than 2 hunters in area on 01/05/2014 05:34 AM CST
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It's frustrating as a Barbarian. I don't dance with creatures but aim to kill as quickly as possible to allow optimal weapon learning and as a result the gen-rate is constantly refreshing and I always have 4 creatures in the room, irrespective of how quickly I'm killing them. This changes the minute another hunter comes into the area, then falls off entirely when a third hunter enters. My defenses are higher than my weapons and are always locked well before I can cycle through my weapons (used to train 6 at level but now has been merged into four)

I don't pretend to understand all of the dynamics but it sounds to me that people are still haven't shaken out of the 'dancing era' of underhunting and should really start aiming a bit higher. They'd probably find they'd lock weapons and defenses MUCH quicker than staying in one room with the same mobs for 2 hours because it's 'safe'.

There is a 60 rank split between my primary weapon and my lowest weapon I train at level, so often when I move to a new area it takes a bit before I'm hitting consistently with my lower weapon... That's where I really anchor the use of disablers and other combat abilities. Again I can't comment on other guilds.

GMs, can we pretty pretty please get gen looked at in warklins when there's more than 2 people?
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Re: Gen rate with more than 2 hunters in area on 01/05/2014 06:53 AM CST
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<< I always have 4 creatures in the room, irrespective of how quickly I'm killing them. This changes the minute another hunter comes into the area ..

This.

<< still haven't shaken out of the 'dancing era' of underhunting and should really start aiming a bit higher.

And this.

How do you expect people to move on based on what you just said? You can't go into a hunting area if you can't handle dancing with 4 and once you can, you will need to keep doing it to continue learning. There's at least paladins, empaths, thieves that you can't expect to kill things at a normal rate. I don't get why it's always the players that get targeted for this complaint when it's clearly the system at fault here. I know they said 3.0 would eliminate the need to dance with 4 but that is not the case right now.
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Re: Gen rate with more than 2 hunters in area on 01/05/2014 12:55 PM CST
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3.0 allows players to move up a bit sooner than had been in the case in the past, and by using appropriate Augmentation buffs, Debilitation de-buffs, and Warding protections, combined with Tactics, hunting has become much more interesting. With these changes, it's much harder to end up dead, but people have a hard time breaking out of their routine.

At that level, there are numerous creatures that would provide training and spawn rate, but too many people are unwilling to travel to a different province, which is sad. Properly trained and without moongates, it's not hard to go from Langenfirth to Shard or P5 in a few minutes, even if you have to take a ferry or the gondola since the GM's were kind enough to reduce the travel time on ferries and such.

I would suggest finding a different place to hunt.

________________________________________________________________


"I only automatically kill players when they're asking for it or it's funny. Or both." ~GM Raesh
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Re: Gen rate with more than 2 hunters in area on 01/06/2014 09:32 AM CST
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<< I always have 4 creatures in the room, irrespective of how quickly I'm killing them. This changes the minute another hunter comes into the area ..

>> This.

I was more so emphasising the point that as long as mobs are being killed, they'll continue to re-spawn, allowing for an even distribution to all players in the area. If they are not, they do not re-spawn and the area becomes stagnant, which is more often the case.(As opposed to me saying "OMG MUST HAVE 4 AT ALL TIMES!").

It is a shame as I have just moved here after the same problem in Germish'din. Guess I just have to put up with it.

Thanks for the replies.
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Re: Gen rate with more than 2 hunters in area on 01/06/2014 01:34 PM CST
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Critter spawn is probably my most common frustration with the game. I never underhunt and I always kill as fast as I can, but no matter where I go there's always someone else in the area screwing things up.

In other threads I've seen GMs complain that players want 4 enemies constantly, but this doesn't describe me at all. I don't want or need 4 critters on me at all times. *I only ask for at least 1 at all times*. Standing there with nothing to do while some jerk hogs the spawn is incredibly frustrating.

I think the game needs room-based spawn rather than area-based. Or at least some hybrid.
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Critter Special Attacks on 01/06/2014 01:38 PM CST
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Are annoying and seem unbalanced. With 500 defending, 500 evasion, pivuh can still hit my necromancer with their breath attack. If this is working as intended, I think it's a bit wonky.
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Re: Critter Special Attacks on 01/06/2014 01:41 PM CST
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Is their attack technically a spell behind the scenes? If so, I think this is a magic issue. Try goblin shaman who can still kill my moon mage with 240 defending, 260 Evasion in less than 4 casts unless he has lay ward or shear or another barrier up. And this usually involves ridiculous wounds as well. with a small lay ward up I am more or less invincible.
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Re: Gen rate with more than 2 hunters in area on 01/06/2014 02:54 PM CST
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<< It is a shame as I have just moved here after the same problem in Germish'din. Guess I just have to put up with it.

I know your pain. I've tried to hunt both Germish'din and Warklins/Maulers but had to leave because of the exact same gen issues you're talking about. I ended up in the Haven swamp, which was much less crowded and had a better gen regardless of other people.

The problem is that with the current gen model you can't expect to see any different results even if everyone tries real hard. Lets say you're a Barbarian reaching for weapons at 600 ranks of 2-handed blunt and defenses at 400-500, then you have paladin in the area who likes to train his light edge at 400 ranks, but he has a lot more armor. Who do you think will end up killing them faster? The Paladin will still want to train his armor since it's his primary but he also wants to train his evasion which is a tertiary, so he is not in a hurry to leave any time soon. But it can get a lot worse. You also have your Empaths who don't kill at all and thieves who try to lock their backstabbing by ambushing for 30 minutes straight and not kill any since it wont do much damage.

This is just all people going at their normal routines but i've actually seen someone bring a buddy to hide out in the area so they can constantly have 8. That's how bad it can get. :)
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Re: Gen rate with more than 2 hunters in area on 01/06/2014 06:27 PM CST
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Defol you're totally right. Equally the game can't allow for a bias for any one particular guild. Might have to come and mess up your spawn in the swamp. Hah. Nah I'll play nice and kill em quick ;)

From a system resource perspective, would it put too much strain on the game to spawn 5 or 6 mobs per hunter, opposed to 4 (obviously still keeping the 4 engaged cap?), so that there are some strays wandering the area ready for engagement?

Thanks,
Em
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Re: Gen rate with more than 2 hunters in area on 01/07/2014 12:17 PM CST
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<< From a system resource perspective, would it put too much strain on the game to spawn 5 or 6 mobs per hunter, opposed to 4 (obviously still keeping the 4 engaged cap?)

If i may comment again. According to past discussions GMs are pretty reluctant on doing that but it's not completely unheard of in some areas.

Although i would still not get my hopes up regarding Warklins, but maybe next year..

http://forums.play.net/forums/DragonRealms/Creatures%20of%20Elanthia/General%20Discussions%20-%20Creatures/view/1096
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