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The Achilles Heel of Multiclient Farming

Discussion in 'Suggestions' started by Kirisame, Jan 15, 2025.

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  1. Kirisame
    Online

    Kirisame Capt. Latanica

    390
    133
    278
    Jul 5, 2018
    12:29 PM
    Marisa Kirisame
    Magician
    200
    Disclaimer
    I just found a weak point in multiclient farming, though it might be too fundamental to change.
    I'm posting it here in "Suggestions" just to share my thoughts*, not expecting it to be implemented**.
    *I just want to ask: do you think it would "solve" the multi-farming meta if it was there from the beginning?
    **I'm not saying we should change it now because of the 10-year legacy, similar to the HP washing issue.


    Basic idea
    The idea is to tweak how monster spawns work. Instead of all monsters respawning every 10 seconds*, we could adjust it to respawn monsters more frequently, but only a portion of them each time, with potentially randomized timers.
    *While there are some exceptions (like 30s), they still follow a multiple of 10, so it doesn't change the concept.

    vanilla.png
    current.png

    Example 1
    Respawn 50% of the monsters every 5 seconds.
    example1.1.png
    example1.2.png

    Example 2
    Respawn 40% of the monsters every 8 seconds,
    and respawn the other 60% every 12 seconds.

    example2.1.png
    example2.2.png

    Potential impact
    • For multiclient farming: This change would require players to pay more attention to either casting skills or repositioning their characters.
    • For single-client grinding: The impact would likely be smaller, and could even have a positive effect by increasing spawn rates in small areas.
    Acknowledgements
    Special thanks to jojo000jojo000 for bringing up this topic again* on the one-year anniversary of my "nerf ulu1 spawn rate" post.
    *He asked how I feel about it now since I’m doing multi-maging myself.
     
    Last edited: Jan 15, 2025
    • Agree Agree x 5
    • Disagree Disagree x 5
    • Like Like x 1
    • Informative Informative x 1
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