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Navagon: I think that in open world games, if an area repopulates after a suitable length of time then that's fine. But what you're describing sounds like it doesn't meet the 'suitable length of time' qualifier.
Were you referring to me, and Far Cry 2?

The respawn is triggered when you finish a mission, I think. Or could be actually that they don't respawn right after a successful mission either, but only after you accept a new mission.

And at the same time, the goodies (ammo, health, possible extra vehicles) seem to respawn too. Also, it is usually quite simple to avoid fighting the same checkpoint enemies, if you don't need the goodies they are "guarding". I was first annoyed by the reappearing enemies, but after awhile it started to make sense (from the gameplay point of view at least).

I think in GTA games it was even "worse". If you started shooting enemy gang members on the street, I think they just kept coming and coming. Same for the policemen also of course, if you pissed them off. And that damn boat mission in GTA Vice City.

Far Cry 2 didn't have that kind of continous "on the spot"-respawning at all, as far as I remember. If you cleared an enemy base of all enemy soldiers, it would remain empty, until you revisited the area on a later mission.
Post edited August 24, 2013 by timppu
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timppu: I think in GTA games it was even "worse".
It always drove me crazy when you fought a gang war over a region and a girlfriend called you that if you don't have a date with her immediately, she'd dump you. That meant to drop the minutes of gameplay, having a date and fighting for the region all over again >_>.
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timppu: I think in GTA games it was even "worse".
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Mivas: It always drove me crazy when you fought a gang war over a region and a girlfriend called you that if you don't have a date with her immediately, she'd dump you. That meant to drop the minutes of gameplay, having a date and fighting for the region all over again >_>.
Now I'm confused if you are talking an in-game girlfriend in GTA games, or a real one? Or does it even matter, from the gameplay point of view? :)

(So far I don't recall any GTA in-game girlfriends at least in GTA3 or GTA Vice City, unless they come later in GTA: San Andreas or GTA4 (yet to play GTA4)).
Post edited August 24, 2013 by timppu
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timppu: Were you referring to me, and Far Cry 2?
No. I always leave at least a bit of the replied to post in my own to be clear about that, given GOG's lack of nested posting.

That said, Far Cry 2 was ABSOLUTELY TERRIBLE for respawning. So you've got some serious rose tinted glasses on there about that. It was actually a very good game apart from the checkpoints and respawning.

I remember encountering one enemy vehicle on the road, getting into a shoot out with them, then before I knew it I had three of the buggers on me. I was already very bored of the constant interruptions by then. It was a very tiring game to play.

Also, the worst thing about the checkpoints was the fact that they shot you on sight, even if you were working for their faction. There was no AI at work there at all.
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timppu: As for the more linear level based shooters... If some level has respawning enemies, the least I expect is that the level also offers you limitless supply of ammo and health, to encounter the never-ending supply of enemies. Otherwise it is total rageage for me.
^ This.
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Daedalus1138: Oh, yes. Respawning enemies is almost always horrible. I didn't mind it much in System Shock 2, but I do mind it in other games. Septerra Core suffers from respawning enemies because the combat is really slow. I remember the Ryder White DLC (or whatever it was called) for Dead Island also suffered badly from this, but in the worst possible way. Not only did enemies respawn, but they constantly charged to your location to murder you. So basically, if you stayed still for more than five seconds (sometimes, not even that long), you had better be ready to fight. It was so bad I gave up on the DLC, despite being somewhat interested in the story and liking the base game quite a bit.

Also, Dark Souls. Okay, I know it's part of the game, and, to be honest, I probably wouldn't have gotten through the game if I hadn't been able to farm the respawning Silver Knights in Anor Londo. But the respawning enemies can get extremely annoying when you have to go through them every time you get wasted by a boss.

Far Cry 2 suffers from this, too, though I personally don't think it as bad as some people make it out to be.

So yeah, most of the time, respawning enemies = horribleness.
Ryder white wasn't all that bad, especially when you went through buildings, no zombies would bother you in "safe" rooms.
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Dzsono: My first reaction to the thread title was "Far Cry 2"; easily the worst offender.
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timppu: LOL, I just mentioned it as an example of respawning making sense from the gameplay point of view. :)

If the checkpoint enemies wouldn't respawn after you finish a Far Cry 2 mission (or start a new mission), the gaming area would be barren and empty in no time. Also, as most checkpoints also provided you (respawning) ammo and health, it kinda made sense from the gameplay point of view that also the baddies "protecting" those goodies would respawn. If you didn't care for the goodies, you could usually simply drive through the checkpoints, or avoid them altogether.
I totally agree that the outposts needed to respawn eventually. I just wish they didn't respawn while you can still see the base in your rear view mirror! :D How about a 5 or 10 min timer?
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Navagon: I think that in open world games, if an area repopulates after a suitable length of time then that's fine. But what you're describing sounds like it doesn't meet the 'suitable length of time' qualifier.
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timppu: Were you referring to me, and Far Cry 2?

The respawn is triggered when you finish a mission, I think. Or could be actually that they don't respawn right after a successful mission either, but only after you accept a new mission.

And at the same time, the goodies (ammo, health, possible extra vehicles) seem to respawn too. Also, it is usually quite simple to avoid fighting the same checkpoint enemies, if you don't need the goodies they are "guarding". I was first annoyed by the reappearing enemies, but after awhile it started to make sense (from the gameplay point of view at least).

I think in GTA games it was even "worse". If you started shooting enemy gang members on the street, I think they just kept coming and coming. Same for the policemen also of course, if you pissed them off. And that damn boat mission in GTA Vice City.

Far Cry 2 didn't have that kind of continous "on the spot"-respawning at all, as far as I remember. If you cleared an enemy base of all enemy soldiers, it would remain empty, until you revisited the area on a later mission.
I loved FC2 and I dont get the hate for respawning checkpoints, firstly its not like they were hard and secondly it's like complaining theres too much shooting in a FPS, they would even make sense in the storywise, that the enemies would send reinforcements to a wiped out checkpoint.
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StingingVelvet: Am I wrong or is this the WOOOOORST?

I love Dishonored, and the DLC is amazing, but the last level of the last DLC has infinitely respawning enemies everywhere. It's so annoying. First off I like clearing rooms, secondly if I need to backtrack I don't want to kill everyone all over again and lastly it just doesn't make much sense, logically.

The "Shock" games: same thing.

Can respawning enemies every work for you?
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TheCycoONE: Agreed, terrible. Random spawns or encounters in an open world (ala Ultima 1-5) is fine, but repeat encounters and worse, repeat encounters in enclosed structures are awful.
Final Fantasy 1-10 where you cannot see where they are coming, along with Wizardry and Bard's Tale and Dragon Quest.
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StingingVelvet: Can respawning enemies ever work for you?
Sure, often. There's cases where it doesn't work well but personally I think that many gamers just are wusses when it comes to this (like people who refused to play games without quicksaving/loading). Of course the respawning has to be designed accordingly to the genre and the most important thing is not to make it feel like you're killing the exact same guys standing in the exact same spot over and over but if used well it will help to maintain all kinds of emotions and illusions.
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Dzsono: I totally agree that the outposts needed to respawn eventually. I just wish they didn't respawn while you can still see the base in your rear view mirror! :D How about a 5 or 10 min timer?
Whaaat? That's not the Far Cry 2 I recall playing. I think they respawned only when you completed a mission, or was it when you accepted a new mission. If you were still on the same mission, the same outpost or base would stay wiped out, no matter how many times you revisited it.

I don't ever recall new soldiers reappearing from thin air in my vicinity like that in FC2. If I made sure all enemies near the checkpoint were killed, they stayed that way. Could it be that you had not just noticed some soldier(s) earlier which were a bit further away from you, which arrived there a bit later?

Or, not sure if this was changed in some patch then? I played the GOG version (Fortune's Edition).

Then again, there were those car and boat patrols as well which seemed to sometimes come bug you. I am unsure how they appear, e.g. do they have real in-game routes they'd go over and over, and would they respawn only for a new mission as well. I think so, at least I never got an impression that there would have been an endless supply of the vehicle patrols either inside any given mission.

So overall, to me FC2 always seemed like that if I combed the area and killed any enemy I saw, they would stay dead, and no more enemies would appear there. Until the next mission, that is.

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F1ach: I loved FC2 and I dont get the hate for respawning checkpoints, firstly its not like they were hard and secondly it's like complaining theres too much shooting in a FPS, they would even make sense in the storywise, that the enemies would send reinforcements to a wiped out checkpoint.
The only complaint from me was that it wasn't very realistic or believable that you knew what exactly would trigger the outposts and bases to be repopulated (basically resetted, as also the extra ammos and health would also appear to them at those points), ie. that you successfully finished a mission. But purely from the gameplay point of view, it worked fine IMHO.
Post edited August 24, 2013 by timppu
As with nearly everything, it depends on the situation.
In my opinion in a game like Dishonored, respawning enemies are terrible.
You should be able to spend an hour clearing the level of enemies if you so desire and enemies should only be able to be revived by other enemies or spawned if an alarm is sounded.
In a frantic shooter or Doom-like or roguelike, it's not that bad assuming of course they also spawn new ammo.
It should be done intelligently as well, I hated the way Doom 3 would spawn them behind you all the time in such a predictable lame way.
And I also think random encounters are way worse, nothing is as annoying as those seizure inducing flashes that draw you into battle with giant enemies that should've been visible.
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timppu: Whaaat? That's not the Far Cry 2 I recall playing. I think they respawned only when you completed a mission, or was it when you accepted a new mission. If you were still on the same mission, the same checkpoint or base would stay wiped out, no matter how many times you revisited it.

I don't ever recall new soldiers reappearing from thin air in my vicinity like that in FC2. If I made sure all enemies near the checkpoint were killed, they stayed that way. Could it be that you had not just noticed some soldier(s) earlier which were a bit further away from you, which arrived there a bit later?

Or, not sure if this was changed in some patch then? I played the GOG version (Fortune's Edition).

Then again, there were those car and boat patrols as well which seemed to sometimes come bug you. I am unsure how they appear, e.g. do they have real in-game routes they'd go over and over, and would they respawn only for a new mission as well. I think so, at least I never got an impression that there would have been an endless supply of them inside any given mission.

So overall, to me FC2 always seemed like that if I combed the area and killed any enemy I saw, they would stay dead, and no more would appear there. Until the next mission, that is.
Spawning in my rear view mirror is a slight exaggeration, very slight. If I started driving away, but then back tracked after 200 metres, I had to fight the outpost all over again! I don't remember my mission status when it happened, just that it happened all the time, consistently. This was 6-9 months after the game was released. Maybe it was a bug? Honestly, it just seemed like a crappy game mechanic...
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Dzsono: Spawning in my rear view mirror is a slight exaggeration, very slight. If I started driving away, but then back tracked after 200 metres, I had to fight the outpost all over again! I don't remember my mission status when it happened, just that it happened all the time, consistently. This was 6-9 months after the game was released. Maybe it was a bug? Honestly, it just seemed like a crappy game mechanic...
If it really was like that, then I think the respawning mechanism was changed at some point with a patch. I think I played the game through late last year (the GOG version), which I presume has gotten many updates since the original release, plus the Fortune's pack.

But as said, in many cases there seemed to be (foot) patrols and such a bit farther away from outposts, which would arrive to the outpost a bit later while you were fighting with the other enemies, regardless of whether you drove away or stayed at the outpost. Unless you really mean the whole outpost was resetted whenever you drove away a bit, ie. all the vehicles and houses that you may have had destroyed were back in the original condition, the same number of soldiers had respawned back, and any collectibles (ammo or health) would have reappeared to the outpost.
Post edited August 24, 2013 by timppu
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F4LL0UT: Sure, often. There's cases where it doesn't work well but personally I think that many gamers just are wusses when it comes to this (like people who refused to play games without quicksaving/loading). Of course the respawning has to be designed accordingly to the genre and the most important thing is not to make it feel like you're killing the exact same guys standing in the exact same spot over and over but if used well it will help to maintain all kinds of emotions and illusions.
People have different taste, I think you just want people to like what you want a little too much. :P

Anyway, give a few examples where you think it's justified to have severe respawning and lay out reasons why other than "because I've the skill to survive" or anything like that.