NPCs in al-Merayah fortress respawn faster than I kill them

So what are you inferring :face_with_raised_eyebrow:

They were around on the out side on test as well. But not on live, I’d expected the out guards to take out these orphaned thralls right out side the wall on the server I’m on, but no outer guard.

there is outside and inside on live version actuall, check solo session with admin mode please

video that i did for you was recorded at time of my answer on a official current version

IF an ITEM is gone, it is because someone TOOK IT already, and it WONT respawn till the boss is DEAD.
it isnt that hard dude.

:man_facepalming:No it couldn’t possibly be different for some reason on this PVE server :roll_eyes:

Like close by builds, or orphaned thralls, or PVE. All I know is what I’ve seen. Multiple laps around the base looting chests no enemies spawning. Plenty of archers taking shots from the walls.

It seems like they’re trying to put more emphasis on using catapults and changing the player tactics typically used. Where that’ll lead not sure but it’ll be interesting to say the least

Is it possible that there a hidden mechanic or bug at work?

I did the raid several times on beta, with many different approaches. Climing or flying in and assassinating the boss seemed the only viable strategy to me, as enemies just respawned too quickly to attack via the gates.

Buuuuut there seem to some weird things going on:

  • On beta, all guards died when the boss was killed, even leaving their loot. That doesn’t seem to happen on live.
  • I never had any respawn stop, except after killing - I assume - the Hand of War inside the castle. But getting there is the problem, as all spawn points seem to fire at maximum capacity when you go near the central castle’s door.
  • azaroth’s video shows respawn ending. This contradicts at least by observations so far. But why is that? A bug? A hidden mechanic? Some difference between servers, mods, settings, …?

it depend, it seem there is point that can be block and some other not (main gate they always respawn or u need to kill really a lot to make stop spawn, when i first tried main gate with 10thralls after something like 400+kills it has stopped at first gate), and seem also that the difficulty can vary at each generation of fortress, but i still explore to discover so cannot explain all.

i play on official only so no mods, simply the actual version.

they made it more diifcult than on test version, more npc points.

but on side of castle there is less npc, main gate is the strong point that npc defend

so by building base at Weeping Ruin before age of war 3 was even anounced i had made this pve raid imposible?

cause enemies are respawning 10 at a time

Maybe there’re even several issues at play here. Today, after some attempts with a new build, everything spawned double or even more:

With a grandiose 3 to 17 FPS, it was difficult to even see what was going on there, but there you have it, thanks to cloak mode.

Never had that on the beta client btw.

P. S.: I found at least on more Commander in the castle, so at least a triple-spawn.

Let’s start ruling some things out. What is the respawn settings everyone is using? Please post numbers from the settings and also say how long it takes for a NPC to respawn.

I have a hypothesis on a potential bug, but need correlations before I can post a theory. But need data over anecdotes. Don’t need proof here just want numbers if anyone has them.

Everything on default for me. NPC respawn multiplier is on 1.0. All tests done on PC single player.

The double-spawning came from respawning myself and teleporting in and out. It seems that the mobs don’t get deleted properly when the castle is supposed to reset.

The same was true for chests on beta - sometimes, you had two chests in the same place. Don’t know if that’s still an issue on live.

Never had the double/triple spawn issue in the Beta, although I did the same things iirc.

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Now this is some interesting information and good observation.

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