To Respawn, or not to Respawn. That is the Question.

Post » Tue Jul 19, 2011 7:47 pm

Something that niggled at me about Oblivion (and to some extent Fallout 3) was 'Item Respawn'.

When I found out that items would 'reappear' (or randomise) in there container, and flowers/plants would regrow from there stem every three days or so, I would just keep coming back again and again and again, rotating different areas to maximise the loot 'harvesting'.

Now that was fine if you were a casual player, but I, like so many fellow ES invested hundreds of hours into the game and found that this respawn mechanism to be rather boring and repetitive. It destroyed some element of immersion since the respawning was predictable and felt artificial. You were Guaranteed to have an item there if you came back at the alloted time!

The problem is, is that I can't think of a more realistic option to put forward to deal with this issue short of getting rid of item respawning or together, I certainly wouldn't want to see that. Surely there must be a more practical way of 're-laying the table' without it being so predictable and artificial.... hmmmmm.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Tue Jul 19, 2011 9:51 am

Maybe make some of it random instead of a regular timer? Plants would probably grow back on a regular basis, but dungeon loot would rely on new people moving in, which might happen in 3 days or 3 weeks.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Tue Jul 19, 2011 6:35 am

hmmmmm.... /think..../sigh

I got nothing
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Tue Jul 19, 2011 1:27 pm

hmmmmm.... /think..../sigh

I got nothing


Its a toughie.

Sadly it was more evident in Fallout 3 for some reason. It felt even more artificial in that game, maybe it was because FO3 didn't drag you into to its world as much.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Tue Jul 19, 2011 4:58 pm

and flowers/plants would regrow from there stem every three days or so, I would just keep coming back again and again and again, rotating different areas to maximise the loot 'harvesting'.


I see nothing wrong with this. I rather enjoyed it as a matter of fact. Picking graqes from the vinyard. It was pretty realistic that plants and such grow back. I neve rreally went there intentionally... but whenever I past by areas like that, I always enjoyed havesting.
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Tue Jul 19, 2011 3:48 pm

I never went through the same "dungeon" twice unless absolutely necessary in either game.
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Tue Jul 19, 2011 2:34 pm

Make everything come back in later months like the loading screen in Oblivion says they do? I would expect about 3 months in-game to be a good time for an entire dungeon to respawn, maybe about a month in-game for an ingredient to respawn.

They could also make it so when you pick something, the actual plant disappears, but when it "respawns" it grows in a different area nearby or in a different way. As for dungeons, different enemies inhabit the dungeon upon respawn, with matching loot. For example, if bandits made the place their home there would be torches, food, gold, and some leveled loot found in containers. Likewise, if beasts inhabited the area, one wouldn't expect to find anything that a person put in the containers, if there are any containers at all.

Meh, I don't know. I can't really think of anything else to make it really varied or fluid :confused:.
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Tue Jul 19, 2011 10:13 am

You could have a system in which a random number say 1-10 is selected and you must enter and loot containers in that many dungeons in able to respawn previously looted dungeon containers.It would keep you from looting the same dungeon over and over buy useing the wait feature.Or pick so many flowers of the same type,stop baseing this stuff on time and it will make it harder to exploit,It would be hard to figureout why they spawned first off second if youre gonna make a ten dungeon rotation youre gonna find a way to do it any how.
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Tue Jul 19, 2011 6:56 am

Something that niggled at me about Oblivion (and to some extent Fallout 3) was 'Item Respawn'.

When I found out that items would 'reappear' (or randomise) in there container, and flowers/plants would regrow from there stem every three days or so, I would just keep coming back again and again and again, rotating different areas to maximise the loot 'harvesting'.

Now that was fine if you were a casual player, but I, like so many fellow ES invested hundreds of hours into the game and found that this respawn mechanism to be rather boring and repetitive. It destroyed some element of immersion since the respawning was predictable and felt artificial. You were Guaranteed to have an item there if you came back at the alloted time!

The problem is, is that I can't think of a more realistic option to put forward to deal with this issue short of getting rid of item respawning or together, I certainly wouldn't want to see that. Surely there must be a more practical way of 're-laying the table' without it being so predictable and artificial.... hmmmmm.

My problem was saving outside of a cell and restarting over and over again til the container had something i just couldn't pass up.Sometimes it went on for hours. Now i tend to do this in whatever game i can. It becomes addictive, "just one more time", over and over and over again. :banghead:
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Tue Jul 19, 2011 1:59 pm

My problem was saving outside of a cell and restarting over and over again til the container had something i just couldn't pass up.Sometimes it went on for hours. Now i tend to do this in whatever game i can. It becomes addictive, "just one more time", over and over and over again. :banghead:

Sounds like me with Sigil Stones. Well how else am I supposed to get my game breaking 100% chameleon armor? Or my 125 resist magic armor? Seriously, a mix of that and item duplication gave my Nord 117% resist magic and 85% reflect spell. I deserved it after putting that many hours into that save, though :P. At least that's what I keep telling myself.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Tue Jul 19, 2011 4:00 pm

My problem was saving outside of a cell and restarting over and over again til the container had something i just couldn't pass up.Sometimes it went on for hours. Now i tend to do this in whatever game i can. It becomes addictive, "just one more time", over and over and over again. :banghead:


I agree. I used to spam the 'wait' option to harvest stuff. If it became more random and unpredictable, then it would put a stop to this
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Tue Jul 19, 2011 6:12 am

I agree. I used to spam the 'wait' option to harvest stuff. If it became more random and unpredictable, then it would put a stop to this

Which is why you dont use time which a charicter can manipulate as the controling factor for respawn.
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Tue Jul 19, 2011 5:10 am

The alternative involves an aspect of the system I've proposed for respawning dungeons, but the problem is that it would use a fair amount of system resources to implement it - rather than having a set point at which things respawn, you have a chance (varying by item and location and any other factors that might apply) that the thing in question will respawn. Then, rather than immediately respawning everything in the area because 72 game hours have passed, the game does a check for each item to see if it meets the threshold required for respawn. If it does, it does - if it doesn't, it doesn't. Handle common and sensible respawns by making the chance relatively high and uncommon and rare respawns by making the chance relatively low.

But, again, doing all those checks for all those items every time you entered a cell would be quite a load on the system resources, so I don't see it happening. They might do it on a few select things in a few select cases (and I would if I were them, just to test it out and see if it works well), but I don't see any chance that they'd do any more than that. So, for now, I expect the respawn mechanic to work much as it has in the past.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Tue Jul 19, 2011 9:10 am

I guess I never noticed much... I am a bit of a wanderer in these games and I never stick around one area for very long. I also doubt I ever returned to the same dungeon again.
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Tue Jul 19, 2011 10:55 am

Something that niggled at me about Oblivion (and to some extent Fallout 3) was 'Item Respawn'.

When I found out that items would 'reappear' (or randomise) in there container, and flowers/plants would regrow from there stem every three days or so, I would just keep coming back again and again and again, rotating different areas to maximise the loot 'harvesting'.

Now that was fine if you were a casual player, but I, like so many fellow ES invested hundreds of hours into the game and found that this respawn mechanism to be rather boring and repetitive. It destroyed some element of immersion since the respawning was predictable and felt artificial. You were Guaranteed to have an item there if you came back at the alloted time!

The problem is, is that I can't think of a more realistic option to put forward to deal with this issue short of getting rid of item respawning or together, I certainly wouldn't want to see that. Surely there must be a more practical way of 're-laying the table' without it being so predictable and artificial.... hmmmmm.

No respawning, very limited level scaling, multiple hundred hours gameplay.
Pick two of tree.
you will probably get 30 dungeons level 40-50, if we are real lucky we get around 50 high level ones.
No respawning and you have cleared them out you are done, yes you probably use some time fooling around doing level 20-30 dungeons getting more and more bored.
With no respawning you run out of stuff, Fallout 3 was pretty stupid here, outdoor enemies respawned but not their containers and not the base the guard was guarding. Worse you ended up farming hard to get stuff like gateling lasers as some outdoor locations had them but they was rare in random encounters.

Now the main problem in Oblivion was the strict three days away rule. For plants it should be a fixed time say a week, then if you are away some hours it regrows., yes it takes a year between harvests, however if you are gathering some places are earlier than others. A week sounds good.
In oblivion owning a farm was totally pointless you had to stay away to get new harvests.

For dungeons say 10-14 days away, yes if you take over a bandit lair and make it your home the bandits might come back if you are away for weeks.
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Tue Jul 19, 2011 6:40 pm

No respawning, very limited level scaling, multiple hundred hours gameplay.
Pick two of tree.
you will probably get 30 dungeons level 40-50, if we are real lucky we get around 50 high level ones.
No respawning and you have cleared them out you are done, yes you probably use some time fooling around doing level 20-30 dungeons getting more and more bored.
With no respawning you run out of stuff, Fallout 3 was pretty stupid here, outdoor enemies respawned but not their containers and not the base the guard was guarding. Worse you ended up farming hard to get stuff like gateling lasers as some outdoor locations had them but they was rare in random encounters.

Now the main problem in Oblivion was the strict three days away rule. For plants it should be a fixed time say a week, then if you are away some hours it regrows., yes it takes a year between harvests, however if you are gathering some places are earlier than others. A week sounds good.
In oblivion owning a farm was totally pointless you had to stay away to get new harvests.

For dungeons say 10-14 days away, yes if you take over a bandit lair and make it your home the bandits might come back if you are away for weeks.


You mis-understand. I don't want the item respawn got rid of. Just a different respawn mechanism/system.

The 'staggered' respawn idea sounds good. Anything that would stop the the predictability of it.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Tue Jul 19, 2011 12:50 pm

Maybe make some of it random instead of a regular timer? Plants would probably grow back on a regular basis, but dungeon loot would rely on new people moving in, which might happen in 3 days or 3 weeks.

That was a brilliant idea:

Loot should be reassigned by "Radiant Story", so whenever it filled an area with new population and events, it should the containers according to the population that moved in the area.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm


Return to V - Skyrim