Respawning Creatures in BG:EE - What's your preference?
Dee
Member Posts: 10,447
(Note well: This poll is not official, nor a promise to change any of the game's current behavior.)
In Baldur's Gate's original release in 1998, creatures in most wilderness and dungeon areas would respawn almost immediately after being slain. You walk into a room, kill the kobold in there, walk out of the room, and then a minute later that same kobold is back again shooting your party from behind.
In Baldur's Gate: Enhanced Edition, most - if not all- of these spawn points were changed to only fire once when encountered; so that once you clear an area of the dungeon, that area is cleared for good. No more painful backtracking on your way back to town to buy more arrows or revive dead companions, but also no more resident creatures once you've completed Firewine Ruins.
Some people preferred the original, more aggressive method, while others enjoy the less punishing style in the Enhanced Edition. Obviously, the people who prefer the current method are less likely to complain, since the current behavior works best for them. For those who prefer the old ways, it may seem like a bug.
I should note right now that the results of this poll will not change what we do in the Enhanced Edition - or I should say, will not necessarily change what we do. I just want to get a broader perspective.
The third option in the poll is to make it so that creatures respawn after an hour of game-time, rather than immediately. This would allow players to backtrack through a cleared area if need be, but would also allow areas to repopulate when the player rests or travels (or simply spends too long in one spot). There's a small sampling of what this would look like here: http://forum.baldursgate.com/discussion/comment/543193/#Comment_543193
Tell us what you think.
In Baldur's Gate's original release in 1998, creatures in most wilderness and dungeon areas would respawn almost immediately after being slain. You walk into a room, kill the kobold in there, walk out of the room, and then a minute later that same kobold is back again shooting your party from behind.
In Baldur's Gate: Enhanced Edition, most - if not all- of these spawn points were changed to only fire once when encountered; so that once you clear an area of the dungeon, that area is cleared for good. No more painful backtracking on your way back to town to buy more arrows or revive dead companions, but also no more resident creatures once you've completed Firewine Ruins.
Some people preferred the original, more aggressive method, while others enjoy the less punishing style in the Enhanced Edition. Obviously, the people who prefer the current method are less likely to complain, since the current behavior works best for them. For those who prefer the old ways, it may seem like a bug.
I should note right now that the results of this poll will not change what we do in the Enhanced Edition - or I should say, will not necessarily change what we do. I just want to get a broader perspective.
The third option in the poll is to make it so that creatures respawn after an hour of game-time, rather than immediately. This would allow players to backtrack through a cleared area if need be, but would also allow areas to repopulate when the player rests or travels (or simply spends too long in one spot). There's a small sampling of what this would look like here: http://forum.baldursgate.com/discussion/comment/543193/#Comment_543193
Tell us what you think.
- Respawning Creatures in BG:EE - What's your preference?74 votes
- I prefer immediate respawns, as seen in the game's original 1998 release.  8.11%
- I prefer no respawns, as seen in the game's Enhanced Edition.27.03%
- I prefer respawns once every hour, as sampled in the thread linked above.64.86%
9
Comments
Bookmarked.
Anyway: that is interesting and personally I like both the first and the second options depending on the moment I'm playing.
Said that and considering that I'm sure that all the guys and girls here have different tastes regarding this peculiar topic I would suggest a slider in game options to choose one of the three above options so people can balance their own run depending on what they want, considering that they could want random spawns to behave differently each time they play.
Of course if all of this is possible.
EDIT: damn smartphone keyboard: typo
I wouldn't mind a new difficulty slider in options for the spawn rates and allow everyone to play their own way. It would be a very nice feature.
The way that the game currently has it is fine IMO (though I should note that I haven't downloaded the latest patch - I don't know if it has changed anything since the prior one).
What Is Dead May Never Die
shortly said: i would support respawns, but only if they took min. 8 hours and the respawns are weaker than the original spawns (and non-named creatures)
Firstly an hour of game-time seems pretty punishing. For example in my multiplayer roleplaying game, we quite often spend significant amounts of time to roleplay right after a battle, and don't always remember to pause, it'd be a bit annoying if that Tanar'ri we put down respawned only a few minutes later. I haven't fully thought this through, but respawns after 8 hrs (rest) seems like a good solution in most cases. It would punish what I'd consider to be "unrealistic rest" practises. We're breaking into this heavily guarded compound, the alarm has been sounded, we've taken out the perimeter guards... but I'm out of spells, so let's have a nap for 8 hours here in the lobby....
Also I don't know if this might be too impractical to implement, but it'd be nice if respawn rates were dependent on location. For example in the above situation I described, like the Iron Throne HQ, Cloakwood Mines or Sendai's Enclave, where there is an "active defense" and presumably organised response to an incursion, fast respawns (such that it makes rest very difficult) is realistic and sensible. For passive dungeons, where monsters reside, but not necessarily in an organised way to respond to an incursion, like Watcher's Keep or Durlag's Tower, then slower respawns would make more sense. Obviously named monsters/enemies should never respawn.