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Monster Respawns? I really and passionately hope not


CaptainChaos

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People are still talking about "killing everything off". Again, have you played a TES game??? If you kill everything off in the outside and clear every dungeon than I sincerely hope you go out in the real world and find something new to do because you likely spent 1500+ hours doing so.
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Anyone against respawning should consider: recycling the cells at some point makes sure your save size doesn't blow up and is generally one of the ways to maintain a more stable game with less crashes.

 

In addition, enemies level with you, so the enemies that respawn are going to be different tougher enemies with higher quality loot as you progress through the game. This adds diversity to your play experience while maintaining game balance.

Edited by xaliqen
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Anyone against respawning should consider: recycling the cells at some point makes sure your save size doesn't blow up and is generally one of the ways to maintain a more stable game with less crashes.

 

In addition, enemies level with you, so the enemies that respawn are going to be different tougher enemies with higher quality loot as you progress through the game. This adds diversity to your play experience while maintaining game balance.

 

This. And i'd be really disappointed if there were only like 20 dragons, and not only because there are so few, but because i'd be tearing my hair out trying to find the last one.

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I agree with the no-respawn idea. I have felt that way since Oblivion. I actually think there should be SOME re-spawn in the wilderness but not nearly as much as there is. It really does seem pointless to clear an area out when the very next time you travel through the area there are even more deadly beasts than the first time. There are so many places to go and dungeons to enter I have never had to even think about entering the same place twice. Edited by csgators
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Respawns are adjustable options for each creature & area via mods. You can alter spawn & respawn list or create new dynamic spawn lists freely as much as you want. You can also set the respawn delay time for personal taste. If you don’t like it at all, it’s easy to turn off major respawn spots so such no big deal after all.
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Killing everything off is one extreme; having zero respawn is the other extreme--a nice balance is just that, a nice balance

 

Keep in mind, TES games are designed to have the potential of being never ending, if you so choose (otherwise, just play the main quest and be done)--in order for a game to be never ending, there needs to be never-ending content

 

Plus, returning to a particular dungeon or fort later on often yields different, improved loot, weapons, armors for the loot-aholics--if you're a completionist, you'll want to re-explore these areas at some point

Edited by SansSword
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Respawns are adjustable options for each creature & area via mods. You can alter spawn & respawn list or create new dynamic spawn lists freely as much as you want. You can also set the respawn delay time for personal taste. If you don’t like it at all, it’s easy to turn off major respawn spots so such no big deal after all.

 

Yep, I used mods in Oblivion to tone them down but if you make them take to long the game becomes unstable. 3 days with the default time scale was way to short IMO. I know some people increased the spawn rate and that's one of the things that make these games great, to each there own.

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