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Rare spawns

    • 15 posts
    November 22, 2018 5:54 AM PST

        Will you guys be adding "Rare Spawns" on a timer and or giving us things we need to do to spawn a ..oh lets say Ancient Cyclops type mob? Please do that!!! =)

    • 84 posts
    November 30, 2018 6:22 AM PST

    I like rare spawns but what I like even more is rare NPC's that could appear randomly in the world to give players a chance to follow rumor, myth, legends.. 

     

    Perhaps an NPC appears in town, a merchant, stranger, or even a dirty beggar. 

    Let us say it's a beggar who when engaged tells a story of a lost city in the jungles of Arathor that seemed to be buried by the passage of time. What great power's could reside there or perhaps great evil.

    Could this lost city have lost treasures? Could it have lost knowledge?

     

    I would like to see more thought to introducing what I consider Dungeon's and Dragon type elements to this MMO. Let's not make the game a continous gear progression repetitive cyle that I feel has been way overly done in many MMO's.

     

    ~ CaffeineInjected ~ 

    • 15 posts
    December 8, 2018 10:01 AM PST

          

         I love it CaffeineInjected! I really enjoy any type of searching rare characters and camping out rare NPC's for loot upgrades/mats.   They really have a chance to do this right. I bet we get it in the long run. Fingers crossed! =)

    • 12 posts
    February 18, 2019 10:03 AM PST

    One of my favorite things from EQ was the allure of possibly spawning a Skeletal Warlord in Karnor’s Castle and him possibly having a TStaff. I think it was like a 5% chance to spawn him from a PH and a 1% drop rate on the TStaff (felt that way anyway). It made it really exciting to see one drop or to see someone using one, knowing how lucky you had to be to even see one drop, let alone winning it, or how much plat you had to save to buy one. I also liked how the Warlord could spawn in all sorts of different areas, so multiple groups in the same dungeon had a chance of seeing one. Static PHs are great and have their place too, but I hope that this type of random spawn with highly desirable rare drops will make it into Terminus.


    This post was edited by Tettnang at February 18, 2019 10:10 AM PST
    • 32 posts
    March 13, 2019 2:40 AM PDT

    Foleybot300 said:

        Will you guys be adding "Rare Spawns" on a timer and or giving us things we need to do to spawn a ..oh lets say Ancient Cyclops type mob? Please do that!!! =)

     

    i woulkdnt mind if they would just make a reskinned everquest like the world full of dangerous random stuff.. random KOS npc who would punch you to death / random npc for unknown purpose and the world full of mysterious and secret passage 

    • 17 posts
    March 19, 2019 11:45 AM PDT

    I certainly hope they have rare spawns.  At the very least it gives a reason to hunt specific mobs.  One part of that experience from EQ that could be improved is to remove some of the predictable nature of them.  Maybe make the rare spawn possible in several different areas of the game, from different mob types, or even only possible on specific ingame times of day/days of week. 

    I would also like rare mobs/npcs to be more tied to quest/lore than simply killing them.  Maybe even make some useful to different races/classes in different ways...ie maybe it's a kill target for a paladin but a lore/quest progression character for a dread lord.  

     

    • 198 posts
    March 21, 2019 12:48 PM PDT
    This is one of those small details that is really important for me as well. Rare spawns add an element of excitement that I really enjoy. Admittedly, one of my favourite features from my days as an EQ Ranger was using tracking to hunt down that elusive ghoul in North Karana, or chasing that rare bilgewater goblin around Lake Rathe. In groups, getting that rare spawn to pop in your camp was always a good time.
    • 235 posts
    March 28, 2019 2:01 PM PDT

    Rare spawns can be fun. One thing I don't want to see, though, is a 'rare' mob up at every other left turn in each zone. Too many makes the rare, well, not.

    • 60 posts
    May 5, 2019 3:55 PM PDT
    As long as they are not quest mobs
    • 30 posts
    May 21, 2019 2:47 AM PDT

    Percipiens said:

    Rare spawns can be fun. One thing I don't want to see, though, is a 'rare' mob up at every other left turn in each zone. Too many makes the rare, well, not.

     

    Well, technically, they would still be rare even if there is one around every corner, provided they have different names and loot tables :).

    However, I get what you mean :p.. It's best to keep the amount of rares low and not always respawn every 5min (or however long mob respawn is/will be) so that it doesn't feel you are just fighting special snowflakes instead of regular mobs.

    • 23 posts
    June 19, 2019 3:50 PM PDT

    Second the notion of keeping rare spawns from significant questlines.

    Also for rare spawns, put them on large enough random intervals that they are hard to predict.

     

    Multiple possible spawn locations and such, just to make it less profitable to "camp" the spawn but more of an effect that you do "regular" adventuring activities.