The purge we have now would be viable until rework, if Funcom would hire some freelancer from Fiverr or other similar websites to just do some small changes to it. Granted I’m not familiar with Unreal Engine 4 but rather with Unity and other game engines, I suspect the issue could be resolved with few simple steps such as :
- Do a check to see where last successful spawn took place (last mob that was killed I’m sure they got some better methods than a while loop that doesn’t consume many resources)
- If 10 minutes pass since last mob was spawned and the mob is still alive with full health, then just respawn it to the last working location because it means the mob spawned in the textures, guess this could be as easy as adding the killed mobs during a purge into some array or list, or whatever else to keep track.
- Limit the amount of mobs getting spawned and just increase their difficulty so that a large number of spawns won’t disconnect players.
In theory is an easy fix, in practice not sure what the structure of the “AI algorithm” is and how much pasta code they got going, but in theory the logic would dictate they got some boolean condition checking to see if the wave has spawned and some sort of while loop to keep track of the timer regardless of the form they implemented that as. (since the methods I mentioned are basic)