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Anyway to disable the respawns in the 1.7 community patch?
Anyway to disable the respawns in the 1.7 community patch?
June 2nd, 2009, 23:45
Past Gothics only had scripted respawns at major story milestones, and I preferred Gothic 3 before the 1.7 patch where respawns were very rare and didn't give xp.
Is there a command to disable respawning in Gothic 3? I believe respawns in an XP based RPG is basically an in built cheat mode for xp.
Is there a command to disable respawning in Gothic 3? I believe respawns in an XP based RPG is basically an in built cheat mode for xp.
Traveler
June 3rd, 2009, 00:29
Which respawning are you talking about? All I see is a spawned group of animals here and there. Nothing worth mentioning.
June 3rd, 2009, 01:37
Yes, it's not a big deal. the patch team said it would be very limited and, in fact, I haven't noticed it at all.
June 3rd, 2009, 09:24
There's one major advantage to the (minor) respawning in 1.7: crafting uses body parts, and some quests need them too. In my original attempt at G3, I got pretty badly stuck at one point because I had depopulated Myrtana of wolves and used the skins for crafting, but needed a big ol' stack of them for a quest.
RPGCodex' Little BRO
June 5th, 2009, 14:06
"I believe respawns in an XP based RPG is basically an in built cheat mode for xp."
Hmmm? What I have seen for respawns is that in a place where you killed a dozen goblins, for example, if you return there a week later, you may find one goblin running around. Not exactly what you are complaining about, is it?
Hmmm? What I have seen for respawns is that in a place where you killed a dozen goblins, for example, if you return there a week later, you may find one goblin running around. Not exactly what you are complaining about, is it?
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I know the Amplitude of Time.
Whitman
I know the Amplitude of Time.
Whitman
June 5th, 2009, 15:55
previously when i was playing G3 (without CP), i noticed that killing re-spawned monsters doesn't give you any XP. just curious whether it's still the same with latest CP..
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• Intel C2D E4500 @2.20GHz • Kingston 2GB RAM (DDR2 667) • MSI NX 9800GT (512MB DDR3)
• Intel C2D E4500 @2.20GHz • Kingston 2GB RAM (DDR2 667) • MSI NX 9800GT (512MB DDR3)
Sentinel
June 6th, 2009, 03:05
thanks for the info, JDR13. i didn't know it was a bug.
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• Intel C2D E4500 @2.20GHz • Kingston 2GB RAM (DDR2 667) • MSI NX 9800GT (512MB DDR3)
• Intel C2D E4500 @2.20GHz • Kingston 2GB RAM (DDR2 667) • MSI NX 9800GT (512MB DDR3)
Sentinel
June 6th, 2009, 05:38
I'm not sure if it was an actual bug, or just buggy implementation, but it used to really annoy me when I played with 1.6. Sometimes monsters would respawn in the wrong places as well. For example: Lurkers respawning in the forest.
June 6th, 2009, 15:58
Originally Posted by migwellI mean, even with the CP it isn't like wandering around in Dungeon Lords, where the constant encounters feels like a jRPG …
"I believe respawns in an XP based RPG is basically an in built cheat mode for xp."
Hmmm? What I have seen for respawns is that in a place where you killed a dozen goblins, for example, if you return there a week later, you may find one goblin running around. Not exactly what you are complaining about, is it?
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-- Mike
-- Mike
SasqWatch
Nothing to see here.
June 6th, 2009, 19:49
Originally Posted by bkruegerOrb & Oracle just disappeared off of the DreamCatcher 'coming soon' list without any notice or explanation … so it is fresh in my mind …
Was it really necessary to mention D*** L***? When I think of the respawns in that game I get nightmares.
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-- Mike
-- Mike
SasqWatch
June 9th, 2009, 13:23
I believe that respawning of boars, wolves, scavengers are pretty frequent but it makes sense since you just can't kill them off in the woods ( in reality, I mean ). But for some people who like free roaming, it may not be preferable. I quite understand that, haha.
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Anyway to disable the respawns in the 1.7 community patch?
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