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  1. #31
    Quote Originally Posted by doggirl211 View Post
    I'm also on Xbox! I'm reasonably new to playing on the console, am a long time pc mmo player though. My in game name is Shinria. I should be in later this afternoon/evening.
    I will look for you tonight then.. My name is Wood in game.

  2. #32
    Senior Member doggirl211's Avatar
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    Still no response to the PM to Sledgehammer. Just trying to keep this up so we can get some answer. Thanks

  3. #33
    Senior Member doggirl211's Avatar
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    Had the same situation last night while actually grouped up with one other player. We had a reasonable number of mobs spawn for a team of two, albeit they spawned on top of us and didn't show on the mini map until I was already dead....but the number of mobs WAS appropriate for a team of two. Roughly half to a third of what I typically get when solo. It just seems so odd.

    Still no response from Sledgehammer to my PM from yesterday. I realize they're busy right now, but has anyone received a response to a PM? Just curious if that's a futile medium for answers as is the case in some games.

  4. #34
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    I had the same experience but with the dark matter at the end. They just keep shooting and never stop until I am dead. I don't know if this is what they do but sometimes they don't do it. They just fire in bursts like normal enemies. This has happened to me more than once. Also the raider tankers... If you get hit by one of their missiles then your done for. There no out running the 2nd or 3rd. Very frustrating on both these ocassions.

    To the spawn ratio of the enemies. I never seen 'too many' enemies spawn that I could'nt handle. Not saying that im good at this game. Just saying that I havent had trouble with too many enemies. Maybe the weapon type your using at the time or the amount of time you spend behind cover is a factor in eliminating all these enemies.

  5. #35
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    I'm always up for a challenge, but 6-8 brutes simultaneously spamming grenade launchers is just too much. This is a serious issue and needs to be looked into.

    Edit: For clarification, this was SF between what appeared to be a landslide and a road. Another notorious mention is the Chinatown mission, in which although did not spawn multiple elites simultaneously, would instead immediately respawn them as soon as you've killed the 3 that are up, making mission completion rather problematic.

  6. #36
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    I've had this problem too, sadly it seems sometimes for end-of-mission situations, it's just easier to run out if you don't have to kill everything, which in my opinion is not sound. I'm better off just getting killed and going back to extraction and lose some menial amount of script and handing the quest in than to go back and clear it out. When I do have to clear it out, it's like working the quest backwords - I was inside the base after killing the initial forces, died and now I'm doing the next part of the quest but working my way INSIDE the base again even though I already did that? Just seems awkward and repetitive in the way that part 1 of quest x feels the same as part 2 if I have to go back to extraction. I find myself going back and usually on the second try (when coming from the outside) it's so much easier because you can pick mobs off a few at a time, which I shouldn't have to do, it's pretty much impossible unless you have outleveled and outgeared the area to take it on as-is. I agree, this needs to be fixed, but it's a difficult fix since random people just being in the area can join in and take down the mobs and "complete the quest for you." I'd think the best way to fix this would be a scaling mechanic or something of an instance lock (or option of). Of course there's the problem of randoms popping in and out increasing/decreasing spawns but it's better than being completely overwhelmed from every side and getting targeted down in a matter of seconds.

  7. #37
    Senior Member doggirl211's Avatar
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    Quote Originally Posted by CrossTheBrij View Post
    I've had this problem too, sadly it seems sometimes for end-of-mission situations, it's just easier to run out if you don't have to kill everything, which in my opinion is not sound. I'm better off just getting killed and going back to extraction and lose some menial amount of script and handing the quest in than to go back and clear it out. When I do have to clear it out, it's like working the quest backwords - I was inside the base after killing the initial forces, died and now I'm doing the next part of the quest but working my way INSIDE the base again even though I already did that? Just seems awkward and repetitive in the way that part 1 of quest x feels the same as part 2 if I have to go back to extraction. I find myself going back and usually on the second try (when coming from the outside) it's so much easier because you can pick mobs off a few at a time, which I shouldn't have to do, it's pretty much impossible unless you have outleveled and outgeared the area to take it on as-is. I agree, this needs to be fixed, but it's a difficult fix since random people just being in the area can join in and take down the mobs and "complete the quest for you." I'd think the best way to fix this would be a scaling mechanic or something of an instance lock (or option of). Of course there's the problem of randoms popping in and out increasing/decreasing spawns but it's better than being completely overwhelmed from every side and getting targeted down in a matter of seconds.
    I agree with you.....I enjoy the open world feel of the game, but the way the mob spawn mechanic is working now just simply isn't fun for some people. I understand "some" people enjoy the overwhelming number of mobs, but it seems there's an equal if not greater number (as evidenced from the replies to this and other threads on the subject) that are losing momentum and enjoyment of the game because of this. An optional instance lock seems like the way to go, however I have NO idea how easy/difficult that would be to implement. I just know something needs to be done before too many people walk away from this game due to this one problem. I am a patient person as far as bug fixing, server disconnects, lag, etc....but when I DO finally get in the game and am able to play, and I'm faced with an overwhelming number of enemies, it just seems to be too much trouble to deal with. Wishing I could get an official word on working as intended or not.......

  8. #38
    Senior Member doggirl211's Avatar
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    Quote Originally Posted by Diabolyk View Post
    I'm always up for a challenge, but 6-8 brutes simultaneously spamming grenade launchers is just too much. This is a serious issue and needs to be looked into.

    Edit: For clarification, this was SF between what appeared to be a landslide and a road. Another notorious mention is the Chinatown mission, in which although did not spawn multiple elites simultaneously, would instead immediately respawn them as soon as you've killed the 3 that are up, making mission completion rather problematic.
    Agreed. Very frustrating.

  9. #39
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    Quote Originally Posted by doggirl211 View Post
    I agree with you.....I enjoy the open world feel of the game, but the way the mob spawn mechanic is working now just simply isn't fun for some people. I understand "some" people enjoy the overwhelming number of mobs, but it seems there's an equal if not greater number (as evidenced from the replies to this and other threads on the subject) that are losing momentum and enjoyment of the game because of this. An optional instance lock seems like the way to go, however I have NO idea how easy/difficult that would be to implement. I just know something needs to be done before too many people walk away from this game due to this one problem. I am a patient person as far as bug fixing, server disconnects, lag, etc....but when I DO finally get in the game and am able to play, and I'm faced with an overwhelming number of enemies, it just seems to be too much trouble to deal with. Wishing I could get an official word on working as intended or not.......
    Yea.. I'm a pretty patient person myself as well when it comes to game fixes and stuff (especially since the game just launched). I've played Rift (also made by Trion) and they're a good company, they usually patch things fairly quickly and I've had no problems with their customer service. I hope they fix things soon, spawns and the chat system. Too bad you can't really "talk" to someone who isn't 5 feet away from you because I like saying "thank you" for help lol. Since I've been solo'ing it though, spawn rates or skill level of the spawns needs to adjusted, either, not both.

    Good luck on your solo'ing ^^

  10. #40
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    Quote Originally Posted by doggirl211 View Post
    I have posted previously about the ridiculous amount of mobs spawning while playing solo, and of course have been met with the "learn 2 play nub" crap. However, it seems to be getting worse. Today while doing the "Raid on San Quentin" (not sure of exact name) mission, I counted 23 mobs that spawned on my location at one time. I'm not talking about me running around and setting off additional spawn points, I'm talking about the game hitting some predetermined part of the mission and mobs simply spawning on top of me or running directly at me while target locking me, no matter what I do or how I approach the situation. There's simply no amount of tactics that can overcome this overwhelming number of enemies.

    This happened on more than one occasion today, with a couple of roadside hostage missions spawning 18 at a time and a roadblock giving me 13 at one time.

    My question to a DEV is, do you consider this mechanic to be working as intended? If spitting out 23 (TWENTY THREE!) mobs at one time on a solo player, to be working as intended? If so, I simply need to find another game, no matter how much I want to like this one. Those numbers are not enjoyable (or challenging, as i can not win no matter what I do, I die repeatedly until I whittle the numbers down one agonizing death after another) to me, and I can't imagine they would be to many casual players, which we are sure to be flooded with come the 15th and more people see the show and realize there's a game associated with it.
    Same here. Except it was during the "Project Aegis. Part 1" side mission. I would get to the last one then a hulker would appear and about 30 hell bugs. After defeating them and the mob of raiders the turret wouldn't let me activate it then another mob of raiders, hulker, hellbug monarch, and 30 hell bugs that consists of sketterling, warrior, and archer...

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