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broken mob respawns

i'm inclined to agree with you lac, because it does indeed seem that the lakes mob's (at least some of them) do respawn, however mob's in the other regions do not {unless they've slipped a fix in without anyone knowing it since this thread was started that is.})

i'll continue to hunt the jungle and desert choice mob's for the time before the next reset, but as yet the jungle and desert choice mob's have all, or at least many of them, been killed one time, and not respawned as yet. (i think i'm the only one hunting many of them, other then the 260 gubani in void, which seams to be popular)

i'll continue to hunt them to double check, and post the final result after the next respawn of any of the mob's on my "killed list" or after the next reset if they don't respawn until that.

given the large discussion, maybe this issue should be more closely looked into by the dev, and perhaps an offical poll should be created to find out the player bases feelings on the subject really are. which would be nice for many of the other ideas that have been offered over the last few years.

i think most players don't bother with reading the forums or taking part in polls unless they are official, because unofficial polls rarely ever get any attention from the powers that be, and the bulk of the player base feel it's just a waste to take part. (stagnation results because few things are ever acted on from the ideas forums, and those that are acted on, are often things rarely noticed in everyday play. {don't get me wrong, they do stuff and do act, but often it's stuff we can't see without really looking or trying to find out. [things they have done i've noticed only by testing or having others report it: shortened the time between player saves from 8 minutes to 5, corrected errors in npc txts, changed the NH turn in from 1 at a time to more then 1 at a time, ect.] so they do make changes, but rarely things we notice, and some changes hurt more then help {the change in the NH ware system for example, in the old system you could change your mind after choosing to be transported, and that was counted as ware [which is fair given they charge you as soon as you choose the option to transport] but now they still charge you regardless of if you transport, but only credit ware if you actually use the system. which given the up to 45 seconds it takes to navigate the options and wait for the tp slows down the whole process of waring out the system for turn in, a fair counter for all this imho would be to increase the ware per tp from 5 to 15 or 20, at least that would cut down on time spent doing nothing more then ware the system out.})

sorry got off topic a little there, but it happens with me, so many things i'm still not willing to give up on because they are still topics often discussed in chats, tells, and via out of game systems, so i can't help but keep it going. i guess i'm a public speaker for those that have given up on speaking out because they know odds are slim it'll ever happen or be noitced..... grrrr, sorry i started to wander again, ok sorry for the novel, i'll report back when i have new information.

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Remickla (atys)
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