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Spawning problem

jetsina

Active Member
It seems various mobs are not respawning properly or at all after the vu.
Not that that is new for MA in recent times...
To screw up one planet's mob spawning may be considered unfortunate - to screw up two looks like carelessness!
 

jetsina

Active Member
Update: I'm still having problems at Merkofen head, but the reduced spawn speeds may be intentional. In other mission places like Craggs point for bots, the bots have moved a bit further away from the tp.There were enough mobs for the mission without needing respawns.

So let me change the above from a bug report to a status report and a few questions :).

If you cross over (invisible) mission borders for activating psycidon or halbird, the mission deactivates again. However, the spawn rate is so slow you can't find new merkofen to kill. Maybe you now have to kill the stronger ones and clear the whole area before a new spawn comes - I don't know. I didn't try it as I accidentally reset the mission by crossing the border (of both missions), but got my 20 kills for the 1 reward anyway. I shall try again tomorrow and see if there is no clarification here by then.

This leads me to another question: if psycidon or halbird appear and someone else kills it, does it still count for the person who activated it, or has it effectively been taken by someone who didn't get a waypoint?

Thanks for any clarification :)
 

Agis

Well-Known Member
This leads me to another question: if psycidon or halbird appear and someone else kills it, does it still count for the person who activated it, or has it effectively been taken by someone who didn't get a waypoint?

Thanks for any clarification :)

No it doesnt - you have to abandon and repeat im afraid
 

Lykke TheNun

Well-Known Member
Update: I'm still having problems at Merkofen head, but the reduced spawn speeds may be intentional. In other mission places like Craggs point for bots, the bots have moved a bit further away from the tp.There were enough mobs for the mission without needing respawns.

So let me change the above from a bug report to a status report and a few questions :).

If you cross over (invisible) mission borders for activating psycidon or halbird, the mission deactivates again. However, the spawn rate is so slow you can't find new merkofen to kill. Maybe you now have to kill the stronger ones and clear the whole area before a new spawn comes - I don't know. I didn't try it as I accidentally reset the mission by crossing the border (of both missions), but got my 20 kills for the 1 reward anyway. I shall try again tomorrow and see if there is no clarification here by then.

This leads me to another question: if psycidon or halbird appear and someone else kills it, does it still count for the person who activated it, or has it effectively been taken by someone who didn't get a waypoint?

Thanks for any clarification :)

Hi Jetsina :) thanks for your status report.

The spawn is set to be better at the next patch.

Your mission restarts because of the lack of spawns, because if you leave the area, the mission will auto-restarts. This should be fixed too at the next patch with the increase of spawn.

Agis answered your last question :)

Thank you.
 

Agis

Well-Known Member
Thanks Lykke for that response.

I spent 20 mins trying to get lord psychion to spawn and bang not enough mobs then they are all over halberds territory and you have to abort once you cross the river, or you accidently get a claim from mining on the beach and its just outside lord pychion's territory so the mission aborts and when you restarts there all in the other territory once again, I gave up just completed the 20 merefolken and that was it.

Nice to see the Elite Merefolken in the area now though so the seasoned players can do the same mission as the low skilled without sacrificing there ped burn ..thank you.

FYI Lykke : Constant Crashes with the sound activiated at the Duster Settlement and at the new Wiles and MudJaw spawn (you know where it is) I dont recommend people hunting there with your sound on cause its constant crashes, I'll reveal the location soon after the bug patch is fixed.

Agis
 

Lykke TheNun

Well-Known Member
FYI Lykke : Constant Crashes with the sound activiated at the Duster Settlement and at the new Wiles and MudJaw spawn (you know where it is) I dont recommend people hunting there with your sound on cause its constant crashes, I'll reveal the location soon after the bug patch is fixed.

Agis

Thank you Agis, for the update!

Unfortunately we are aware of the crashes-issues when the sound is activated. We suggest people, who crashes a lot with it (it's not everyone who does) to de-activate the sound until the problem is solved.

Again, thanks! It's a big help.
 

MindStar 9

Hoping for the Best
With regard to the sound being de-activated to avoid crashes ... I joined Fang and Moonie on a deep underwater adventure with the new Wiles off the coast of Volcano Beach to get photos and video footage, but I crashed twice (I have a brand new system), and I've had my sound off since before there was an issue.

However, people had been saying that they would crash while in a different lake with the Skreels only, and I noticed that in the water where the Wiles are, there are also Skreels. My two crashes happened only when Fang engaged with Skreels, but my sound had already been off, so not sure whether the sound is the full fix for now or not.

I'm sure they'll get it sorted though. :D
 

Agis

Well-Known Member
I dont crash with my sound disabled via the client loader but crashes all the time with sound on, but mysteriously it rarely crashes with the skreels in the pond with the sound on. Hope it gets sorted.

Anyway you revealed the location so ill post the full location details on the camping thread. Hope you like my photos. :)
 

jetsina

Active Member
Back to merkofen, the eastern side of the river (Psyci) had enough to do the 20 yesterday, and I ran around a bit and new ones had spawned too, but Hal's side remained way too low. I know you are on the case :), ty!
 
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