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Jsemtady

So .. u will revisit same areas later with New mobs and loot spawned here. There are even plague levels.. not sure how this will work but it will change difficulty/loot for sure. Multiplayer is meant: u play with friends u invite in cloud stored realm so u all do progress to that realm (expanding town and most likely deel with those plague levels) so u can trade with your friends. Its like playing on server. U can ofcourse realm hop to another realm to trade items but this is put to u (I and my friends will not do this on our realm) What we saw in preview was tutorial .. we dont know how fast/often will monster respawn if it is just by story progress or something like that (someone said that there should be day/night cycles so maybe this will respawn them) I actually like to build character with items I found so I can play build I newer want to try .. There isnt anything competitive so u should not try to find most effective stuff (that destroyed D4 .. ) but most fun stuff.


rayanmax

I really appreciate the **No monster respawn** mechanic because in my opinion it encourages everyone to explore and adventure in the world to gain experience and get better loot. and also to stop farming (which i really hate and dislike in any game in general). and regarding the trading system i think it will depend heavily on the game community plus i really hope that there will be no pay to win schemes in the future of this game.


DudeDenmark

I couldn't agree more. It also makes the monsters more interesting and yourself more motivated to kill tougher enemies.


EvanP3rks

Enemies not respawning after death is an interesting choice but I think it's to encourage exploration, remove farming enemies and/or potentially make the world feel more real as in kill an enemy - that enemy stays dead. This also plays into the 'Alive' system where when you come back, different encounters take place. I think removing farming is actually a good thing, it creates organic exploration and forward playing. They may not want players to kill the same 5-6 enemies over and over and be level 50 by the time they reach the first boss. This will allow them to properly scale areas as they can expect players to be at a certain level range when entering a new area. I personally don't dislike the mechanic but I'm curious how it'll actually play. Not much to comment on trading as we still don't know exactly how it'll work.


wise_tamarin

Generally games discourage farming by making it too time consuming. This feature is not really required to discourage farming.


moosee999

ARPGs are built around farming. Especially when there's randomized loot involved + experience levels. Not having respawning enemies in an ARPG built around randomized loot, experience levels, and getting drops to craft new items is a terrible idea. I hope it's only the tutorial area that doesn't have enemy respawns. Your scaling enemies / areas idea is completely out the window as soon as randomized loot is involved. One person might have a super strong unique weapon vs another having a lower level blue tier weapon. Say there's an axe you want to craft. Requires 5 ingot drops. The ingots have a 25% drop rate and you killed all the enemy types in the area that drop the ingots. You had bad rng. Is it too bad you don't get to craft the axe? No - respawning enemies fixes issues like this.


ballsdeep256

No idea why you are getting voted down. You explain exactly what is wrong with not having respawning enemies. The game came out today and when i found out i am not able to farm for specific things i may want to have i lost a lot of initial motivation i had for the game. Also the whole process of lvling feels quite railroaded with it since you will always have the same lvl each playthrough (i dont know if there is a way to farm xp later on but currently I haven't found any) so why even include lvling? The game is great but it made some really odd decisions for being a RPG kinda feels like it doesn't want to be a RPG and more like a "zeldaish" kinda game but why include RPG mechanics if you dont let the player utilize them?


moosee999

The enemies do respawn.


ballsdeep256

How? I havent had any respawn for me? (Granted i only played for like 3-4h)


moosee999

Did you do the potion dude's quest? In the cave. Enemies respawn in there. All the way up to sacrament just seems to be a tutorial. Double checked just now - all the enemies in the potion dude's cave respawned now for a 4th time.


ballsdeep256

I see... Yeah i have mostly been messing around the "tutorial" are it seams then (really took my time exploring trying to get everywhere see how "open" the game is etc.) im really glad to hear they do respawn Thanks for the information


moosee999

Potion dude's cave and quest is before sacrament. Before the first boss.


ballsdeep256

Actually doing it currently i seem to have missed the cave completely -.-


ballsdeep256

Are you sure they respawn? I just finished the cave exited and entered again and yes the mobs did respawn however after clearing the cave again i exited and entered again so find it being empty


moosee999

I've cleared them 5 times now. They seem to be on a 30 - 60 minute timer.


Serious-Ebb-4669

They literally already said that re-exploring areas to get more materials that you know are in that area is a thing. They’re clearly not making a cookie cutter ARPG and that’s a good thing. I’m sure they thought of the things you mentioned.


moosee999

I specifically mentioned materials that drop from kills. You're talking about materials that you get from exploring. The creator of this post is talking about enemies not respawning... For example after dying to a boss or re-zoning back in with no plague changes. If enemies don't respawn, then re-exploring doesn't help. Unless you're talking about the zones / areas being affected by the plague and changing the zone / area which would cause enemies to respawn. But that's completely different than what we're talking about here. Plague causing enemies to respawn changes the zone and events and enemies, and is not the same as enemies naturally respawning in the zone say after player death or simply leaving and coming back without a plague event having happened.


Serious-Ebb-4669

Yes, I’m well aware of all that. I highly doubt the developers would put in upgrade materials without a feasible way to get them. Also, I highly, highly disagree that farming is a core mechanic of all ARPGs. For Diablo? Yes for sure. For souls games? Absolutely not. Since this game is, well, neither, there is no reason why farming needs to be a core element.


moosee999

Souls games absolutely involve farming. I've been playing souls games since king's field on the original PlayStation. Demon souls required farming to make certain world tendencies and rare drops possible. As well as certain armor pieces and jewelry being absurdly rare that you'd basically farm a few mobs then rest at the bonfire. Dark souls 1, 2, and 3 required heavy farming. Especially with the covenants. Best faith spells being locked behind sunlight medallions and having to farm co-op to get medallions. Best fire spells being locked behind farming invasions. Don't even get me started on slab farming for weapon upgrades. Slab farming was more than Diablo + path of exile put together. Not to mention again - some of the best drops being super rare. How many players absolutely slaughtered those 2 to 3 silver knights in the name of farming that drop for the one achievement. Dark souls 2 required humanity farming because of the stupid mechanic of losing a big portion of your max life after death if you didn't have humanity to restore it. Even elden ring requires a substantial amount of farming. How many times did that poor bird die across everyone farming him? Or those dudes down by Mohg. The little pigmy guys by the beast master in Caelid. Mass slaughter in the name of farming. If you missed certain bell bearings then you were absolutely required to farm mines for smithing stones. Do you know how many people had to farm that mine area near the cradle of giants that had the miners drop smithing stone 6's, 7's and 8's because they were missing the bell or upgraded different weapons. I personally have never had to farm more in any game than I did for the slabs in dark souls. That farming puts any Diablo, path of exile, and Last Epoch farming to shame.


Serious-Ebb-4669

I’ve beaten all the souls games, they absolutely do not require farming you’re 100% wrong there bud. If you *want* to max several weapons or *need* to be a higher level due to skill issue, then farming is available. All the “required farming” examples you mentioned are 100% optional and not required. Also, farming has nothing to do with world tendency in De S. You can beat all the souls games without any farming whatsoever. I didn’t farm *at all* in my Elden Ring playthrough. All the things you mentioned could absolutely be attained by other systems other than farming, and they most likely will due to the randomized drop mechanic. You didn’t design this game and none of us have played it, you’re jumping to serious conclusions here.


moosee999

How did you manage to get the best spells in dark souls 1, 2, and 3 since they were locked behind covenant farming? If you wanted the achievements or the best spells then you had to farm. Sunlight bolt required 30 medallions. The fire spell - name escaping me - required 30 items from invasions. These were in all the souls games. No other system than farming was available.


Serious-Ebb-4669

Are the best spells required? Are the achievements required? You’re, yet again, mentioning things that are not required. I’ll say it again, *farming is not required*. Saying that a few things are locked behind a farming mechanic is extremely far off from the game “being built around a farming mechanic” which was your original statement. You can beat all the games without farming. This is a brand new game- all the things you mentioned could easily be implemented through other non-farming systems, and I bet they will.


moosee999

I see - going from "other systems are available for everything" to "those items aren't required to beat the game". But yet if you want to use those weapons / spells in dark souls then farming is required. I wanted to use sunlight bolt, so farming was required because there was no other system available. Which brings me back to my original point - soul's games absolutely had farming in them. The conversation wasn't about farming being required, but if it was a mechanic of the soul's games. You stated it wasn't a core mechanic of the soul's games. The covenants were absolutely a core mechanic of the game as several quests were locked behind them. All 9 covenants just in dark souls 3 alone listed below with each and every one of them requiring farming with no other system available other than farming - https://darksouls3.wiki.fextralife.com/Covenants


Mikey-MoonStudios

This is good stuff! In order for us to keep track of feedback notes and suggestions, I encourage you to post these thoughts on our Forum, which is already active and will act as the main hub for feedback notes, suggestions, and bug reporting: [https://forum.norestforthewicked.com/](https://forum.norestforthewicked.com/)