[Ongoing] Monster spawn adjustment station
#26
Posted 28 February 2013 - 03:12 PM
but if you ask me, i would prefere if all maps where set as in 12.x chap...
trying to get to stings with my lvl 6x wizard is hell with all that lightspeed mage-eater rats on the way T_T
#27
Posted 28 February 2013 - 03:53 PM
#28
Posted 28 February 2013 - 04:03 PM
#29
Posted 28 February 2013 - 05:00 PM
You should implement it as is, boom.
This is pretty much the best feedback. I think problems with other maps (bio3? chiv? nine tails?) could also be solved by following this advice.
The biggest thing that will probably deter people from going to the kiel maps are probably going to be icewall being disabled, making the MvP far more annoying, and drops like vali's mant being account bound, and therefore more or less useless. The spawns on these maps are probably not going to have nearly as much influence as these other factors.
#30
Posted 28 February 2013 - 11:50 PM
#31
Posted 01 March 2013 - 06:36 AM
#32
Posted 02 March 2013 - 01:25 PM
And as a sidenote -> Put 10 Minute Spawntimers in AL3 again. Currently it's just stupid as a single LK can reach 1.2b or even more exp per hour down there. Oh, and you could implement TKMs so people are actually able to "prepare" them, as there is no content for them at all anyways.
#33
Posted 02 March 2013 - 01:32 PM
Simple and less messy stuff - just implement 13.2 versions. And update some stuff like Magma2 or the freaking rest of RO just to 13.2 spawns and everyone is happy with it.
And as a sidenote -> Put 10 Minute Spawntimers in AL3 again. Currently it's just stupid as a single LK can reach 1.2b or even more exp per hour down there. Oh, and you could implement TKMs so people are actually able to "prepare" them, as there is no content for them at all anyways.
^
This. Least complicated approach and everyone will be happy with the default spawns of 13.2.
#34
Posted 02 March 2013 - 02:07 PM
#35
Posted 03 March 2013 - 04:24 AM
^
This. Least complicated approach and everyone will be happy with the default spawns of 13.2.
+1 to classic mob respawn for a classic server.
#36
Posted 18 April 2013 - 02:35 PM
#37
Posted 18 April 2013 - 02:52 PM
#38
Posted 19 April 2013 - 12:32 AM
#39
Posted 20 April 2013 - 06:55 PM
No timer on the Anubis in Mids 4.
Remove Anolians from CTUG and double the spawn (or something) on their Comodo map to give an Anolian alternative.
Edited by Themes, 20 April 2013 - 06:56 PM.
#40
Posted 21 April 2013 - 05:19 AM
Edited by azertygf, 21 April 2013 - 05:20 AM.
#41
Posted 23 April 2013 - 01:03 PM
close this right now and don't open it again for discussion until this has been done, at which point we can discuss minor tweaks to THOSE spawns.
/thread
#42
Posted 23 April 2013 - 01:15 PM
Edited by Hrishi, 23 April 2013 - 01:18 PM.
#43
Posted 23 April 2013 - 02:06 PM
#44
Posted 23 April 2013 - 02:42 PM
A better idea would be just like what some previous posters have said, implement the spawns just as it was during episode 13.2 then tweak/customize it later.
#45
Posted 23 April 2013 - 05:17 PM
#46
Posted 25 April 2013 - 07:32 AM
#47
Posted 28 April 2013 - 03:29 PM
#48
Posted 30 April 2013 - 09:46 PM
#49
Posted 01 May 2013 - 01:34 AM
Can we get the Seal spawns bumped back up to 50 on Comodo Field 2?
I'd like the seal spawns back too :/
Seals is probly the only place I easily level
My battle/hindsight sage
It's also the best exp for agility based builds
Like my hindsight sage and d.daggers/crit breaker sins
Before I killed like 100+ in an hour and now I kill like 20-35 per hour there
Hope this actually gets a response :/
Edited by odin16god59, 01 May 2013 - 01:39 AM.
#50
Posted 01 May 2013 - 06:23 AM
put anolians back
put anolians back
put anolians back
put anolians back
put airship back
put anolians back
ty
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