01-08-2005, 09:59 AM
Artega,Jan 8 2005, 05:24 AM Wrote:You played the CB, so I guess you adapted to it, but I am seriously PISSED when we fight ALL the way to the end of an instance, and have a wipe because of an unexpected add, or a boss that was just too tough, and end up having to fight the entire instance AGAIN to reach said boss for round two. I could probably sacrifice several hours of sleep to do this, but I don't feel like sacrificing efficiency at work for a shot at an item in-game :)From what I recall hearing in the beta, the orginal planwas not to have respawns in the instances (alpha testing phase). This had to be changed due to it being too easy to run the instances because you effectively then had an infinte amount of time to go in a slowly pick of each and every mob even with a less than full party at about the minimum level to be doing the instance. Far too easy that way for anyone to get any instance run.
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During most of the beta the repawning in the game was not set up to occur dynamically (based on the number of players in the zone). Most of the outdoor zones had the mobs set to I belive a 5 minute respawn timer. In most of the early released instances the respawn timers were set to about 1 to 2 hour respawn on the static placement mobs and a 15 minute respawn timer on the patrol mobs.
If you played bad like allowing one the players to die near the end, then yes you had to deal with the respawns when they came back. A part of the penalty of playing bad. And yes I consider that the priest player dying near the end boss a canidate for having played bad on more than one players part. Why did the priest draw enough aggro to get killed then? Where were the assists and tanks that are supposed to help do that protection of the priest? As far as I am concerned, even a mage or rogue should look at drawning as much aggro as possible from a mob going after the priest if it will by the time to save the priest, even that cost of their lives. I know that my mage had to do that a couple of times in beta. And if my mage could not out aggro the priest, then the priest was not managing their aggro at better than a poor player would and the penalty for the priest getting killed in that situation was deserved.
Any group that I have been in that lost the priest player that late in the instance was not looking a the lost of just one member, but more like a complete or near complete wipe of the entire party. At which point it is prety much everyone having to go back to start and resume the run from the beginning. In that case the repawning is an appropriate penalty to help add meaning to doing the instances.