Do enemies respawn?
Thaudal
Member Posts: 37
I haven't played the game yet, waiting for my preordered box to arrive (and bugs to get sorted out), but I've been reading some reviews on Steam. I'm not too worried about all the supposed SJW stuff (although I surely hope it's not as bad as it sounds), but there is one thing I read that got me worried;
That monsters respawn.
PLEASE tell me that isn't correct. One thing I loved about the original BG was to clear out an entire map and then having it stay that way. If this IS a thing, can we turn it off?
If it is a thing and we CAN'T turn it off, can someone please explain to me why in the 9 hells someone thought this to be a good idea?
One last bonus question; are there any other silly shit like enemy scaling or something like that? Anything fundamentally changing I should be aware of (such as enemy respawning, enemy level scaling etc.)?
That monsters respawn.
PLEASE tell me that isn't correct. One thing I loved about the original BG was to clear out an entire map and then having it stay that way. If this IS a thing, can we turn it off?
If it is a thing and we CAN'T turn it off, can someone please explain to me why in the 9 hells someone thought this to be a good idea?
One last bonus question; are there any other silly shit like enemy scaling or something like that? Anything fundamentally changing I should be aware of (such as enemy respawning, enemy level scaling etc.)?
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Comments
Enemy respawn: I don't believe there is any re-spawning of enemies. There MAY (I do not know to be honest...I can't say as I've ever run across it in my testing, but we tend to test linearly, so I don't know how often I end up re-visiting a zone I've already cleared) be random encounter respawn (like generic wolves respawning after a period of time in a zone) but no, there is no "farmable" content in BG:SoD Just as there is no "farmable" content in the other games. We've not changed anything of that nature so fundamentally.
Is there something specific that would trigger you to ask that question?
Enemy Scaling: No, enemies do not scale to your level. Our name is not Bethesda, we do not set up our open game world game to have enemies that auto-repopulate at different levels based upon when you encounter them.
Any other questions?
In the new SoD content however, I haven't noticed any monster respawning at all, although I may be wrong.
There is no enemy level scaling. Enemies are of a fixed level, so if you are under/overlevelled then that's on you.
I just read somewhere about someone who kept wasting time by running into the same low-level group of mobs (gibberlings, wolves, kobolds etc.) again and again, even in areas they'd already previously cleared. That scared me quite a bit, because I never ever had any such experiences in the original release.
Fixed enemies:
- always appear (though in some cases only after a trigger event, e.g. Nimbul only appears in Nashkel after you've visited the mines)
- never reappear after being killed (or dismissed through a conversation dialogue).
Random enemies:
- may or may not appear on specific encounter spots on the maps
- the type of enemies spawning may vary
- never appear other than on those encounter spots
- the same encounter spot can respawn enemies at a later time after each group is killed. If you want to avoid any chance of respawning from a particular encounter spot you can just leave one of the earlier spawned monsters alive.
She literally sates that she doesn't care if people don't like her SJW stuff and hopes to go on to do much more of it, and that original IP was considered, but was too much effort. WOW. What. The. Actual. F...
Is it just support@beamdog.com to cancel my CE or who do I talk to about that?
Did you mean to post this in another topic? What does Amber Scott have to do with what you talked about earlier?
Fundamental gameplay cahnges such as the one discussed specifically in this topic, though, are so fundamental that they should clearly be stated, being that this is a game with such a rooted and old fanbase. Every other significant change and "modernisation" seems to be something we can toggle, so this is clearly something that matters. Why they have done this, and even not made any mention of it anywhere, is beyond me.
Anyway, this is getting besides the point. I'm just getting to a point where, the more I read about it, the more I want to know who I contact in order to cancel my preorder for a refund. If someone knows, please let me know.
Compared to BG1, in SoD enemies only start to re-appear after you've completely cleared the location, and only in large wilderness areas that don't have much of interest to begin with.
Wilderness maps with your army camp should not have that. Creatures will run away from such big groups of people making so much noise and lighting fires.
When a game is as old and rooted as Baldur's Gate, there's a certain expectation that no fundamental gameplay changes will be made (unless they are optional) - why do you think they have all around taken fairly good care to do this? All the new "modernisations" are optional, because this isn't just a new release, this is a pretty unique situation where care must be taken when messsing around with something that's been around for nearly two decades.
If we were discussing this gameplay behaviour in a new title, then that would be fine. This is about a fairly fundamental gameplay change in something that isn't really as such a new release anymore, and about why it was made, wasn't announced anywhere, and wasn't made optional.
But by all means, feel free to completely disregard my point if you will, I have explained as best as I can.
I know even of people that they just dont care because they use the system of summon monsters or squeletons and send them in random directions of the map in a tiny version of "von Neumann's probes".
In any case believe me.. it is NOT a new thing and if it bothers you a lot.. you can do like me.. do a pattern of map exploration to avoid many extra encounters.
Personally I would not want the game to be changed to exclude respawning, although I would welcome a required time elapsed factor to be introduced (particularly with SCS installed the amount of respawning that occurs within seconds of you having gone over a random encounter trigger point is too much for my taste).