I am new to this and there might be a reason that I don't know about.I visit these great sections of the map and clean out the bad guys and then they never come back ,so the area is just a wasteland,with no reason to go there again.I would like to build exp fighting enemies but they are gone for good,or at least so far that's what it looks like it's going to be.
They say it is an open world to move around in but why go back to a drawn map that has nothing to offer.So I feel that you are pushed to follow a game plan that the authors planned.That is ok but why not one or two sections where you can go back and meet enemies again to gain exp?
If you develope your toon to have alot of the non combat skills,then when you get to the higher level,as far as starting,I mean around Lev 6,you are very weak to fight and win.Sorry rpg people if I am way off on this thought,but had to ask
Why not some some area's keep the enemies coming?
Re: Why not some some area's keep the enemies coming?
Enemies don't respawn once killed, but you can always simply rest on any non secure area and your camp will be attacked eventually.
So, camping is the only way to spawn mobs dynamically.
So, camping is the only way to spawn mobs dynamically.
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Re: Why not some some area's keep the enemies coming?
I too would like to see some monsters respawn after time has passed. A few spawn at first, then when more time has passed add in more, and one more time when time passes for a long time of having wiped out half the populating on an area.
Although camping works, camping can take a while. But repopulating should be considered a normality.
I do love the game though!
Although camping works, camping can take a while. But repopulating should be considered a normality.
I do love the game though!

Re: Why not some some area's keep the enemies coming?
I think respawning monster is in general a bad idea, and so is getting XP from monsters that you have to kill because you were silly enough to be ambushed by resting somewhere not secure.
Some resources have to be finite. XP/Gold, and then the game can be balanced more easily and delicately.
And personally I prefer a hardcore RPG to be challenging and very delicately balanced and don't see the point of respawning mobs which don't give you much except the upsetting of this balance in an uncontrolled way.
But then I suppose you have to please everybody and a lot of people actually like clicking the 'rest' button to spawn monster and grind XP, as much as I believe this to be opposed to what a game like this is about.
But again, just my perception
Some resources have to be finite. XP/Gold, and then the game can be balanced more easily and delicately.
And personally I prefer a hardcore RPG to be challenging and very delicately balanced and don't see the point of respawning mobs which don't give you much except the upsetting of this balance in an uncontrolled way.
But then I suppose you have to please everybody and a lot of people actually like clicking the 'rest' button to spawn monster and grind XP, as much as I believe this to be opposed to what a game like this is about.
But again, just my perception
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Re: Why not some some area's keep the enemies coming?
On the other hand, though, it might be annoying to have to walk through 5 areas you've just cleared and be constantly attacked by respawned antagonistas when you just want to get to that remote map you haven't yet explored.
I suppose it could take the boredom out of all that walking, but... not sure it would play well. Do we want Diablo? Or do we want something less nerve-wracking?
I guess a few here and there would be good, like the bees in Book I. I've been away from Eschalon for a while, but I don't recall any respawning dragonels in Book II?
I suppose it could take the boredom out of all that walking, but... not sure it would play well. Do we want Diablo? Or do we want something less nerve-wracking?
I guess a few here and there would be good, like the bees in Book I. I've been away from Eschalon for a while, but I don't recall any respawning dragonels in Book II?
Certainty: a character-driven, literary, turn-based mini-CRPG in which Vasek, legendary "Wandering Philosopher", seeks certainties in a cryptically insular, organic, critically layered city.
Re: Why not some some area's keep the enemies coming?
They only respawn near their nest, until you destroy it.Evnissyen wrote: I don't recall any respawning dragonels in Book II?
And, to add my opinion to all this, I think the way the game handles spawning is excellent. It adds to the realism and reminds me a bit that of the Gothic series, with the plus that here you are able to control WHEN do you want new mobs to spawn, WHERE do you want them to and WHICH type of mob. I'd even call this way of respawning way too powerful and easily exploitable, so I don't understand all the hassle around here. The game offers you almost a "Respawn MobType Here" button.
Going back to the comparison with Gothic, one thing that game(s) did and that's a nice compromise between the "no respawn at all" vs "allow respawn of cleared areas" is that when you reach a new Chapter new and more powerful monsters respawn (or migrate, if you like) to every single area. In Eschalon it could be tied either to your level or when you reach a certain point in the main quest. I wouldn't mind that, but I don't mind the actual system either.
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Re: Why not some some area's keep the enemies coming?
So... with every few levels gained you need to clear the entire [explored] world yet again?
I'd say Basilisk seems to like realism, so . . . to be realistic: the creatures most likely to respawn quickly should be the ones who reproduce rapidly and the ones who are best at hiding. I suppose you could set nearly all creatures to respawn, but each one at a different rate based on the two above criteria.
I'd say Basilisk seems to like realism, so . . . to be realistic: the creatures most likely to respawn quickly should be the ones who reproduce rapidly and the ones who are best at hiding. I suppose you could set nearly all creatures to respawn, but each one at a different rate based on the two above criteria.
Certainty: a character-driven, literary, turn-based mini-CRPG in which Vasek, legendary "Wandering Philosopher", seeks certainties in a cryptically insular, organic, critically layered city.
Re: Why not some some area's keep the enemies coming?
No, not that fast. In those games the creatures only respawned once or twice maximum. Each game (at least the first two) is divided in Chapters, up to about three or so, and the respawn happened when you reached a new one. So if it would be tied to level I guess it'd happen once every 7-10 levels or so.Evnissyen wrote:So... with every few levels gained you need to clear the entire [explored] world yet again?
If you haven't played any of them give them a try. They're excellent cRPGs, particularly the first two. Just be warned that they suffer from an _atrocious_ interface and input design, particularly the first one. The second is on sale on gog.com this weekend.
Re: Why not some some area's keep the enemies coming?
The reason mobs don't respawn is to prevent the player to become too powerful.
If you have respawning mobs, you get unlimited xp - some games also place a "top level" restriction, but then the spawning just irritate at the end.
Sure you can camp and kill the respawning mobs, but that's not a fast way to gain xp.
If you have respawning mobs, you get unlimited xp - some games also place a "top level" restriction, but then the spawning just irritate at the end.
Sure you can camp and kill the respawning mobs, but that's not a fast way to gain xp.