1.0.6 Fixed Ridiculous Respawn Rates

It’s not the difficulty of an encounter. You can kill them or you can get overwhelemed and you die. Thats fine. But unless you can one shot the whole lot of them and have a 20 sec respite, the fight literally never ends. ever. Unless you give up and run away. There is no mini achievement feeling of “Ok, that was hard, but I did it”. You don’t have the luxury to enjoy your “victory” before they are on you again.
Not to mention any other activities like chat/inventory are no no , unless you keep well away from the cluster of mobs

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Alot of the higher-end zones are not properly labeled for level or solo/group.

If you need a group for a quest, it should clearly say so, so solo players can avoid them and find quests that actually are soloable.

Thing is, there aren’t many 50+ solo quests available, because a lot of people do those quests in their 40s due to lack of soloable content all the way to level 60.

I started joining the 60+ zergs at level 53 and it’s been my primary leveling method. I’ll hit 60 today. If not for the zergs, I’d be stuck doing board missions for miniscule amounts of EXP and the occasional big crafting one that doesn’t always pop up in many towns.

I’d have to agree that many players are having a difficult time solo/quest/gathering in a few areas. With the quick respawn rates. Global chat, forums, Fb groups & a few oh shit moments myself. Definitely shows this is something to at least look into.

This issue will gain more & more relevance as time goes on. (new players join or altz are made & player count fluctuates) If spawn rates stay the same. Players will continue to run into this “niche” issue.

When questing in the correct area’s the mobs are your level or slightly higher. So its already just the right amount of challenging for most. Add those mobs respawning quickly. It turns into a whole other experience. I don’t know if this will even be addressed. I’m sure there are still many don’t let on they are having this issue. Because who wants to admit to the general public they have inadequacies with anything?

Some of those area’s I agree aren’t meant to be solo’d & have just the right amount of respawn & makes for some enjoyable gameplay. In the elite areas & group areas I don’t find the fast respawns to be an issue. Running with a good team makes it extremely enjoyable & manageable. I don’t find the high respawn rate to be a cheap machinic more of an over sight or on the back burner issue “in some areas”.

But, I do believe there are a few area’s that should have their respawn timers adjusted just a smidge. Just long enough to kill all the things & move to the next area. 15-30 sec more would be plenty. Shit they can add more mobs to the area if respawn timers get adjusted to keep it challenging. Upping the amount of suggested players for quick respawn areas would also be acceptable. (If you can find a group or help) Some people aren’t able to kill a mob & move on without having the previous mob respawn. This is especially rough if they bounce you into a corner or wall.

Better player placement & maneuvering can help with some of the unwanted pulls & spawns, but not all areas are set up for “sneaking past” or “avoiding” planning a path may be the best option before you enter the area. If you’ve never been to that area run through it real quick & have a look & circle back after loosing threat. Make a game plan.

Weapon damage output could also be a reason for not keeping up with the spawn rate. Some players may not look into weapon/class set up or abilities/talents. It seems there are a lot of New to this type of MMO players in this game. (cant state that enough) Having the correct spec’s armor & gems are super important to your damage, healing & threat output. Some skills people are taking are for groups, pvp & not solo play. There are usually multiple builds per weapon for different types of playstyles.

There are also many, foods, potions, gems, oils ect that are helpful for solo questing. Giving the player more damage & healing output & help to receive less damage. Changing the type of armor or its perks also helps mitigate incoming out going heals/damage.

Most people can handle a few mobs at a time but when 3 becomes 6. It can turn into a shit show pretty quickly.

:spoon:

The game has its flaws and annoyances. Respawn timers for solo players being one. Yet despite its flaws ive been around the block enough to know that most of it is just new devs having to learn the ropes and take time to fix things, almost every MMO in existence had issues at launch with broken skills, content, or just basic services. In time it will all be fixed, The plus side is there is no subscription, so i dont feel cheated out of money waiting for patches or fixes to launch issues.

Respawn timers (very punishing for solo players).
Game Balance (PVE)
Game Pacing (crafting needs a major adjustment in pacing vs leveling either you stop leveiing to craft, or you out level crafting and nothing is useful, not being very alt friendly, you only get one shot at playing with the crafting before you are through it and no long need 90% of the gear)
Zone Variety (1-40 everything felt the same, same mobs, zones felt the same with different color tree’s, when i got to great cleave i was happy to see snow!!!)

Overall i am enjoying the game, but as a main solo player, the game seems to struggle with being group friendly, almost every issue ive had from getting on the same quests to just finding help the game seems to struggle and become clunky when you try to co-op with others…

Here’s looking to the future and watching the game improve… after 100+ hours i am not disappointed at all… just eager to see where the game is going and how it gets there. :slight_smile:

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I was asking when they deployed the 1.0.6 version, sneak bastards!

Or just nerf the mobs health or something. No need to adjust respawn if they die quicker.

If that’s true, I think that opens up a separate issue: since several of these zones are essential to getting the “numbers” of leveling right (i.e., each of the “soloable” zones doesn’t give enough exp to get you to the next “soloable” zone), is it reasonable to expect a solo leveling experience? Should I really have to find a group to level with?

My preference is that I should be able to do any leveling content solo. I’ve got a job that has me logging on during weird off-hours and I tend to take the leveling experience in a piecemeal way (rather than knocking out whole zones in a single go). For some of us, finding a group for a type of content that’s typically soloable in MMOs isn’t a viable option.

I like to Solo most of the time as well. Main story quests can be soloed up to a certain point… but some quests like A Hero’s duty which I tried was a Main Story quest which I could not successfully solo against Corrupt Yonas.

I agree with OP and others that some changes to respawn time and mobs health should be looked into for the higher levels of difficulty zones. I want to enjoy the game casually, I understand that its great to get a group to do everything, but I also have real life commitments to attend to so sometimes I login at times where the population is not very high.

The game developers might want to look into the difficulty and terrain as well of Elite zones while we are at it.

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As a musket/rapier player in light armor good luck doing any elite quest solo, even if you’re 5-10 levels higher than the quest. Hell, even non elite quests are almost impossible due to how closely the mobs are packed and how fast they respawn.

I did a quest yesterday where I’m supposed to search some chests in a non-elite area. Ok, I’m 6 levels higher than the quest level, sounds doable. NOPE.

Guess what, it’s all those stupid pirate grenade guys that are so closely packed together than as soon as you go up the ramp into the area with the chests there are 3-5 that aggro on you. By the time you kill 1 or 2 the ones behind you respawn and you’re pretty much done.

Meanwhile a hammer/life staff comes along and breezes through the place.

Weapon balance is way off and players shouldn’t have to switch weapons and armor, level that weapon and respec attributes just to solo quest.

Respawn timers should be dynamic according to how many players are in the immediate area. This is standard in many MMOs. As it is they are way way too fast across the board as far as I can tell.

  • Sounds like someone that doesn’t know how much damage focus spec doesn’t do.
  • Also sounds like someone that doesn’t know that amber gems are still bugged AF and REDUCE your damage when you put them into your weapons.

WOW EZCLAP SO EZZZZZZZZZZZZZ

You can do it as a full con tank and you’re confused as to why others can’t? Really?

Yes. Color me confused as to why, Despite doing near the minimum amount of damage a weapon can do, i can clear enemies in a fort without their respawn timer being an issue with ALL of my attributes dumped into a Stat that provides absolutely no outgoing damage whatsoever, and others cannot.
Particularly those who’ve invested deeply into a Stat that effectively gives them infinite HP through Healing and props up their damage (Lifestaff Healing is dependant on the Weapon Damage of the Lifestaff, afterall.

Now, upon some experimenting (Thanks reduced gold cost of respec!) i was able to equip a Sword with an Amber and do aprox 500 damage per swing with just 120 FOC and whatever Strength my equips gave me, which was around 80.
And was STILL able to clear quests in that zone without issue. It was actually bloody easier because i didn’t have to manage Defiant Stance Cooldown and could freely just drop SG/Beacon in rotation and happily trade hits until everything was dead.

So yes, If you are having trouble doing quests in Shattered Mountain solo, you really need to evaluate your equipment and perk choices.
There is absolutely nothing holding you back from building a solo set of Heavy gear with a stat spread that helps you solo things while having a set in your pocket for when you are partied.

Its not like New World is forcing you to equip a Lifestaff/ Light Armor exclusively.

Few more threads talking about the same issues

no helpful solutions in them though

Just going to say to those claiming end zones are supposed to be intended for groups, this is an issue with the game from the very beginning and all the way through. It’s not limited to end game.

Fast respawns aren’t fun for a group either, not if you’re doing content that is challenging for your group (and if you’re not doing that, then none of this matters to you, does it?)

1m respawns is utterly bonkers. Sorry, but it just is. By any measurement. For an MMORPG, definitely for any RPG, it’s just nonsense. It’s as though the devs saw the first weeks of closed beta, saw tons of players competing for spawns in bottleneck locations filled with hundreds of players and went “Ok, 1m respawn for everything except Elites which we’ll give… uh… 3 mins?”

It’s just bad. If you defend it on the basis of “get a group” or “get good” then you’re clearly just pleased that it provides an endless farm of kills for you. Sure, endless farms are great. But they’re not fun.

Dungeon crawls are bread and butter of an RPG and this game does it horribly. A small adjustment would be enough to recitfy this. 6 minutes for normal, 10 minutes for elite and adjust it back towards 1m based on the number of players in the region.

That’s all it needs.

Sounds like Someone that not tried amber gems in all weapons to find where they are working.
As said GET GOOD

they can’t balance the game for a healer with zero Dps. Because how long a zero investment pure group healer takes to kill something solo makes every place no threat empty places for everyone else.

for some locations the mob density and respawn rate are part of the difficulty of that area. There many places where a solo dps might struggle, needing heals, or more mitigation, for a pure healer the only downside in the game is time to kill. Thats the build and class you chose

Maybe they shouldn’t balance it for a tank with minimal DPS either and I’m saying this as someone who enjoys that playstyle. Currently that is the only way many of these endgame areas can be soloed however. Heavy armour, hammer, sword/shield or light staff, and 150 points in constitution. That’s how you are meant to play New World at high levels apparently.

Life staff + hatchet or great axe is actually OP for solo pve.

This post was about enemy respawn rates and not damage, if go into a fight with 4 lvl 60 mobs they respawn way too quick, by the time I kill the 3rd the first already spawn, yes I can kill them faster with a glass cannon build but then ill take too much dmg. It’s not right and everyone that played an MMO before knows it.

Agree, healer main as well.

Respawn rates are too high. This and stun lock/mob push mechanic are my two biggest frustrations. It is not a fun game mechanic to get overwhelmed by spawning enemies that you just killed. I don’t enjoy the over frequent staggers and stuns that mobs do in combination with them getting up in your face and constantly pushing you around. These issues compound for me because I often get stunned and pushed into a wall and the the mob will break agro because it’s pushed me into the wall. I have to start that fight over again but because I am barely keeping ahead of the respawns I have to run out and reset or die to the hord… not fun.

I agree completely with the “this isn’t a challenge it’s just cheap” sentiment. It’s not an intellectual, mechanical or motor skill challenge, it’s just cheap middle finger sometimes you win sometimes you loose challenging. Not fun…

I get the group play comment, but group creation mechanics are poor as yet and I don’t want to spend 30mins looking for a group to do random world junk. Specific actions, like dungeons, pvp events and world boss encounters sure. In general in the world play should not be group only unless you absolutely do not want a semi casual player base.