15 mins reset in a dungeon needs to be longer or changed because...
It breaks the immersion when I have got to a boss the first time, got killed instantly due to not expecting it, and then respawn in a random version of a dungeon i just cleared. I carefully went through clearing the way, now it is not only repopulated, but a totally different layout, breaks the feeling of being in the game a bit.
One cheap way round it I have found is that has a progress through the next level of the dungeon I periodically run back and go in the prev level so to reset the 15 min timer. Ideally I would like the levels in a dungeon, from the waypoint on, to be linked reset wise, so it retains the layout I discovered and explored. If that breaks the balance play wise because no mobs, then sure, respawn them, but at least keep the layout the same. If mobs respawn though I will just keep doing my running back and resetting the timer routine, so may as well just not respawn the mobs really. This thread has been automatically archived. Replies are disabled.
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The best way around it is to constantly put up town portals in case of death. I agree with you completely though, this is another big immersion breaker for me as well. I understand why they do it, to lighten the server load, but I feel very rushed when I am clearing areas especially because I like to take my time. It takes away from my sense of accomplishment in a very big way when the area I literally just cleared is wiped clean and respawned because I either forgot to put up a TP, or maybe I needed a snack when I went back to town and when I come back to the game my TP is gone.
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I've been annoyed by this as well...
An easy solution would be to link the reset timer of the dungeon you're in to the dungeon with a waypoint that is connected to it. For example: You've gone through the Mud Flats either by zoning or by waypoint, and you're clearing the Fetid Pools of mobs. The reset timer of Mud Flats is linked to the reset timer of Fetid Pools (for so long as you're active in that zone.) That way, if you by some odd occurrence should die fighting the Necromancer, Mud Flats won't be fully respawned if 15 minutes have passed while clearing Fetid Pools. However, I think a 10 minute or 15 minute light reset should still exist so as to keep some penalty for dying. Penalty-wise the Mud Flats is a bad example when it comes to a light reset, but for example the prison maps where the halls are narrow and mobs are more dangerous, a few respawned mobs might force you to fight a bit in that zone before reaching the one you were in. The most annoying thing about the 15 minute reset imo is the fact that maps reset, you don't neccessarily remember where the exit is. That usually means it'll take more than 15 minutes to reach your previous zone where you died, because you can't remember where the darn entrance is. |
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" In response to your suggestion: No. This is one of the only penalties to dying in this game. There are no repair bills, the only exp loss is in the higher difficulties, and it isn't very large, losing your progress is pretty much the only penalty to dying, and it only happens when you're on a map that doesn't have a waypoint. TehHammer is not a crime!
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I like how the maps reset, gives me a feeling of adventure even though I've already cleared an area.
Helps keep the game from becoming stale and boring to me. Also more monsters=more loot. I like that too. R.I.P. my beloved P.o.E.
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I suggested this as an idea for the microtransaction shop.
Because it rarely happens to me because I die, mostly because I went to town to trade or something else that suddenly takes more time than I anticipated. |
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Same here, I think the reset timer is far too short.
It really bothers me when I just went into an area, die, and when I am back into the area, everything is just there, like nothing happened. That is an immersion killer... Sure, personal preference, it should be the same system as Diablo, where nothing resets as long as you are still in the game. You have a real feeling of cleaning things up... But I doubt that would be possible here, so, I guess that upping the timer to at least 1 hours shall do it. |
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" I would be happy for the map to stay the same and the mobs to all respawn, but it is an immersion killer when the place isn't even laid out the same, it feels like I was never there - which is true, i was in a different map. I'm not against penalties, I'm against loosing immersion. I think in reality the reset is to save server load rather than as a penalty, it is just as a result that it serves that purpose also. The random seed need only be saved that the map was created from, rather than everything else. Sure nuke the map after x many minutes but store the seed until I log out, or similar so the map can be recreated again with the same layout, with the mobs back in ready to eat me. |
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Reset the dungeon which you have to walk through again to get back to boss is kinda awesome. It finally feels like actually dieing and having to start again, instead of mild distraction between bashing the mouse buttons. It encourages you to play better.
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I get being penalized, but at the same time I would almost take a small XP penalty over having to fight my way back through to a boss.
I am unsure how much stress the server would be under for this suggestion, but I will say it anyway. What if nodes on the map between waypoints all reset at the same time? For instance if I just got a waypoint outside a dungeon in the world map, then entered a dungeon, then went through 2 floors before finding another waypoint. Basically those 2 floors of the dungeon would remain cleared and of the same layout until I found the dungeon map with the next waypoint. At this point the 15 minute countdown would start for those 2 dungeon floors. This way you can still have your 15 minute timer, and still run back to your death spot without losing map progress. Of course some form of penalty would have to be in place to keep death as something people don't want to happen. |
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