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Dynamic Mob Level Camps

Kittik

Well-Known Member
So with:
  • Experience awarded for 1x Chevron and 2x Chevron mobs is now diminished for groups exceeding the recommended size (1 player for 1x, and 3 for 2x).
Is there a way to have 3x Chevron mobs more populous in an area if we've been there for a while an cleared the 1's and 2's?

If my full group is in an area looking for 3's I'm sure no one is going to be wanted 1's and 2 chevrons to pop.

Is there a way to make it so 3 chev will start replacing the pop's of 1's and 2's? And maybe after enough time a 4 would pop out to wipe us out and reset the area?
 
So with:
  • Experience awarded for 1x Chevron and 2x Chevron mobs is now diminished for groups exceeding the recommended size (1 player for 1x, and 3 for 2x).
Is there a way to have 3x Chevron mobs more populous in an area if we've been there for a while an cleared the 1's and 2's?

If my full group is in an area looking for 3's I'm sure no one is going to be wanted 1's and 2 chevrons to pop.

Is there a way to make it so 3 chev will start replacing the pop's of 1's and 2's? And maybe after enough time a 4 would pop out to wipe us out and reset the area?

Hopefully simply adding more content will resolve this.

I would prefer that there are areas with exclusively 3^ that the full groups are crawling through rather than dynamic changes.
Perhaps the new changes will encourage pushing in to areas like that.
It's mostly because I want that throwback camp feeling from older games as apposed to "instance catered to your level".

Also it sort of binds you to the world to memorize over time the level and mob makeup of areas. You end up knowing the identity of areas which is immersive.
 
It's not like 1x or 2x chevrons stop giving out XP or loot....they should be pretty easy to kill with a full group....just....kill them? :O
 
My warden has a nice set of red gloves from that mob.

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