Potential Issue w/ Dynamic Spawn?
I wanted to post here because this forum gets more eyes on it to actually confirm if this is a bug or maybe just me (if a couple people can confirm then @Mariah feel free to move it). I've had this happen to me twice now so it feels like it might be a bug but it's hard for me to recreate due to timing (more on that in a minute).
I suspect that when the dynamic spawn is worked up to a certain level and then is stopped (before champ spawns) and goes back down to level 1 that the drops no longer spawn. I logged on this morning bright and early and nobody was at the spawn (it was at level 1). I started killing the mobs and worked it up to level 2 this time (last time I worked it to level 3) and even though I was the only one there; I didn't receive a single drop the entire time (both times). I compare this to when I'm on ATL where the spawns last all of maybe 10min? and I usually get at least 2 masks. I can't really recreate this because usually when I'm working a spawn it goes all the way through bc people will join in so it won't drop in candles. I also don't know for sure if someone worked it up or not because I'm just logging in so I have no idea what happened the previous 12 hours.
Anyone else able to confirm that when they log on to a low traffic shard during off hours if they have this issue? I suspect 1 or 2 people work the spawn but know they won't be able to finish so they leave. Once the candles start reverting to lower levels it basically jams up the drops (I'd assume until the alter is completely reset via server maintenance or working the spawn for no reward).
@Kyronix - If people can confirm this then it's probably something that should be fixed
I suspect that when the dynamic spawn is worked up to a certain level and then is stopped (before champ spawns) and goes back down to level 1 that the drops no longer spawn. I logged on this morning bright and early and nobody was at the spawn (it was at level 1). I started killing the mobs and worked it up to level 2 this time (last time I worked it to level 3) and even though I was the only one there; I didn't receive a single drop the entire time (both times). I compare this to when I'm on ATL where the spawns last all of maybe 10min? and I usually get at least 2 masks. I can't really recreate this because usually when I'm working a spawn it goes all the way through bc people will join in so it won't drop in candles. I also don't know for sure if someone worked it up or not because I'm just logging in so I have no idea what happened the previous 12 hours.
Anyone else able to confirm that when they log on to a low traffic shard during off hours if they have this issue? I suspect 1 or 2 people work the spawn but know they won't be able to finish so they leave. Once the candles start reverting to lower levels it basically jams up the drops (I'd assume until the alter is completely reset via server maintenance or working the spawn for no reward).
@Kyronix - If people can confirm this then it's probably something that should be fixed
Comments
Okay so I'm here on Origin. Spawn was 2 candle...I worked it up to 3 reds, 4 whites and left. I got 3 drops.
Sitting in Luna waiting for it to de-spawn. I know that 98% likely no one else has been there as server reset was not that long ago and I didn't see anyone else around but I don't know for sure.
Okay so Edited:
Went back, it had lost the whites and was back down to just 3 red candles.
4 AOE's later I have 5 drops INCLUDING a rare....BUT it's the SAME ONE I already have!!! Just my luck lol.
Anyway...I guess that answers your question? Yes you can still get drops.
Not quite. I don't think it stops when it just drops one candle. My guess is that it's when it's up at level 3 or 4 (14-15 reds) and then it drops back down to 3 reds. I've encountered this on Origin before the server goes down. There is like a solid 15min time span of me working the spawn from level 1-3 where I don't get a single drop.
Not 100% sure but at this point it's now been 3 times where I've gone to find a spawn at level 1 (assuming they were worked earlier) and worked them past level 1 without a single drop whereas when I do ATL from level 1 I'm getting at least 1 from level 1 or 2. Seems like the other person at the spawn was experiencing the same.
The new system is greatly improved vs. old, the number of possible participation drops seems much higher.
@Larisa - I'll be back on in about 11-12 hours (before Origin shard maintenance) if you are around we can test.
When I joined in at the last tier around the time when the boss is about to pop, I tried to make up by hunting for the remaining monsters in the first 4 tiers. Twice, I found a handful around the fringe of the champ spawn area and did my best to kill some remaining critters from each tier. Then I joined in to finish up the boss. The result is that I did not get the belt.
So what I am trying to say is that the game mechanism does not count if you kill some of each tier, but it requires your presence throughout the 4 tiers. Another possibility is that it requires you to kill "substantial" numbers of each tier to be considered for the grand prize.
In summary, if you are late for the fight, don't waste time trying to make up for it. Wait for the next round and start fresh.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
So not an issue..it's working as intended.....the second belt I got I arrived shortly before lvl 3 so I was there for at least 2 waves and got the belt, you just can't swoop in last minute which I like, and since the boss isn't an insane killing machine and is fairly easy, though time consuming, to kill with few people it's not really a thing.
McDougle said: I never got any rare pink drop from dark forest either. Rares don't like me.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Luckily LS has been doing each spawn while I am on.
I guess that, in order to stand in the insanity, your Bard needs, to stay alive, to be REALLY fast at provoking really fast, several Mobs with several other MoBs...
That is, I imagine, you must have a hell of a good Macro that works well when you just hit macro, hit macro, hit macro etc.. etc... without spending time to select targets... and all of the MoB around the Bard end up fighting another MoB.... all busy with one another....
So I am curious, what is this damn good macro that you can use to just hit the macro a go-go, without worrying about having to manually select the targets of the provoke ?
Are you using the Classic or the Enhanced Client, for this ultra fast Bard macroing to "stand in the insanity" ?
That's what I asked in another thread. I suspect the total no. of drops per spawn is 25. Possibly someone got all the 25 and didn't finish / advance to the boss then the spawn de-advance so other players won't be able to get further drops from this round?
This is important, to my opinion, to address the problems that players coming late to this type of Spawn currently face which it is, they get no warning message that the CAP of items' drops has already been reached, therefore they waste their time killing MoBs without a chance to get any drops as possible because the CAP has already been reached by players working the Spawn before them, and also to address the problem of players getting "stuck" with a Spawn that either they do not have the ability to fight on their own, alone (after all, my understading is that this type of Spawn has been Designed as a "group effort", so asking to players to deal with it solo sounds contradictory to me....), or because players on that Shard (perhaps a low population Shard) have no longer the interest to deal with it, since they already got all the rewards they wanted from it.
Late comers to this type of Spawn should not be penalized by the Spawn Design and get stuck with no ability to get drops because the CAP of drops has already been met and these players do not have the ability to finish the Spawn and reset it or, simply, lack the extensive time needed to finish it to reset or do not see it proper to waste so much of their time just to force the Spawn reset.
Hence, the necessity to have it automatically reset, after it has not been finished in a set amount of reasonable time.
No one is complaining about spawn rate of the Blaze Cu.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
The reward masks are decors, and decors have lower or no value when it’s over supply. It’s like running for Yukio quest, after spending X time, but not even a throw of dice. At least we get a dice after each run to test our luck for the rare drop. And if we missed, the reward is trash decor.
In this new quest there is no indication if the next hour is going to be well spent or is an “empty” quest.
Interesting thing is so many of us debated during Yukio quest about drop rate but less so for this quest maybe because it’s a decor and they are not as rare as we thought. I also got “rares” after about 20- 30 runs.
Yukio quest does not even need to kill a boss, you just need to kill TIME to get a dice throw to test your luck. So they gave us a boss with spawn and limited drop now. There is obviously less complain than Yukio quest.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
That might be tough given that when the event kicks off, especially on larger shards, a normal boss is going to die in about 2minutes and lots of people (probably less skilled people) wouldn't get a reward (and would need to wait until the event dies down).
I think that maybe another solution might be to allow a better chance at the rare drop (ie archfiend mask) when killing the champ. There is absolutely a fine line of balancing so having the champ drop crimmys every time to everyone isn't realistic, I get that, but there needs to be incentive to kill the champ (especially for those that weren't there for waves 1-3). I think maybe a 25% chance of getting an archfiend mask would help incentivize people coming to kill the champ even once they have all the demon belt drops they want.