It's not entirely player generated, I view it as partly an unintentional side effect of the level 7 maps being introduced. While it has been a bit of an issue at times, lately it's been far more pronounced (creating a tmap library and running into 14 monsters at a single point, several times, plus constant blocked runes due to mobs, ouch). By moving the tmap spawner to the guardians it doesn't change the ability for those that don't care about the chance of a level 7 to keep their speeds where they are. Otherwise, as El Horno said, we are literally talking about a couple of mongbats and zombies, how hard is it to dispatch them in a reasonable amount of time?
So dispatch them. There is a player solution, kill the mongbats. Don't patch things that have such simple player solutions.
It's your chest, you dispatch them. Don't want to and are now flooding the server with mobs that don't get killed and are now blocking other people from doing this? Let's incentivise killing them. Oh it adds precious seconds to your cycle? Then leave the incentive for others that will be happy to follow you around on a dexxer cleaning them out for that incentive. While it's not as painful as leaving a chest behind, it's still damned annoying for other players, especially the more casual ones. You have 1000 maps and can just recall to a different one and not be affected by a blocked rune. The casual player has what, 20? 5? 1? If it's blocked, well tough luck keep trying and hope the spawn moves or recall in somewhere else and walk. Ultimately, no this is likely not something worthy of a patch. But it is worth calling attention to even if most powergamers are A) completely deaf/blind to the casual gamers' issues they cause and B) going to be against any kind of change to the way they operate (recall mining changes anyone?) even if it makes the game more interesting overall.
Hello, I'm Crazy. Nice to meet you. Here is a CRAZY idea for a solution. How about you find a new player in Ocllo and take them along with you? Put the multi back in online gaming. Show them the great outdoors and have adventure! Heaven forbid you might even form a new online friendship. I know, nuckin futs right? Well, I am Crazy after all.
Yeah, call me a jerk, but I'm going to continue leaving the spawn behind. It inconveniences the power gamer just as much as the casual player. If spawn or a chest are blocking your spot then recall to the next nearest spot and clear it out, problem solved. I have to come back to maps at a later time that are blocked for one reason or another, that's just the name of the game with lvl 1's. I've also had balrons waiting for me that people left behind from the lvl 6's, nothing like an instant death when recalling in to dig up a lvl 1. This is just how it is, I will damn the unknown person to hell for a good 5 minutes while searching for a rez but I won't lose sleep over it. If the spawn HAD to be cleared before the chest could be opened then that would be the easiest fix. You don't need to really incentivize killing the spawn, you just need to make it mandatory. You can't open the chests in AMIBs without killing/stealing the keys..etc.
I do them with my Mare. Dig up the chest -> restock agent for gold/gems/reagents/plat -> ID the wand -> chop. By that time the Mare kills pretty much all the mobs, maybe ill have to add 1-2 ebolts -> recall out
If you're recalling ... r e c a l l i n g into a Tmap location... edit: actually, never mind. Carry on. lockpicking
So, I think about this thread everytime I go dig up a map now.. and I can picture Westra yelling at me everytime I leave the spawn behind. Then I went fishing... I found the 300 kraken left behind by trawlers and I no longer feel bad about leaving lvl 1 spawn behind anymore. I would support player generated monster spawn eventually decaying instead of wandering Sosaria until the end of time.
I'm pretty sure some of that fishing spawn is just computer generated and not pulled up by fishermen. I run into big batches of serps and etc and it seems like you can find them lumped together in spots. Anyhow, stop justifying laziness! If you don't want to take 10 seconds and clean up a few skeles and ratmen, then own up to it!
Them being lumped together in spots leads me to believe they are from nets. A lot of trawlers just throw nets from a slow moving boat and will only stop when a ships spawns, thus, groups of serps/kraken. I already owned up to refusing to kill the lvl 1 spawns a few times in this thread, although, it's not for being lazy.
Oh I didn't think about nets, I noticed they didn't have good loot, but figured it was just a couple of spawn points getting gummed up. I'm with you on hating crap spawn in the ocean though. Worthless chattel !
I clean up my mobs and still come in well under a minute per lvl 1 (of course, I'm a tamer, so that might be unfair)
This seems like a lot of discussion for a few skeletons and ratmen but I'll join! just bring a summons with you and let it wipe em out.
Tames/Summons take time to gate/summon in. That's time wasted IMO. I keep a TMAP library right in my CY. I recall right to the spot, dig/pick/loot/chop/recall. Go right back to my CY, hit the organizer agent, restock another map, repeat. I literally have to hit a handful of buttons that call a few macros and I can mow down maps. The only problem is that I get bored rapidly with mapping, thus, I'm not #1 on the charts for digging them up. I'm up there, though.
Seems like there's more to this than I'm considering. I've done a few maps and didn't know you could chop a chest up.. Does that make the spot instantly available for another dig?
You have a point. However, if they took me any longer to do they would then lose their luster in profit for me. So it's either sell all my maps (which I am debating on doing) or do them rapidly until the point that I get bored.