Mob Density Warning


Pathfinder Online

Goblin Squad Member

A general warning to all (especially new players). The EEv4 release has generated far more mob spawns than intended. It is extremely dangerous to walk around in many areas. You will die. A lot. Unless you are going out to hunt mobs, especially in groups, be extremely careful in your movements.

The developers are aware of the issue. No reported time frame for resolution as yet.

Goblin Squad Member

cool - Edam will have to log in and check this out

Goblin Squad Member

It's quite hilarious actually. I'm enjoying it. I'm getting a huge benefit from Stealth now :D

Lots of husks being left lying around too...

Goblin Squad Member

One downside is they may make those gobbo filled training hexes a bit to target rich.

Goblin Squad Member

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I logged in where a tower HAD been, but which is now where an ogre camp is, apparently. One filled with dozens upon dozens of ogres, just standing around rubbing shoulders against each other, waiting for someone to materialize. Which I did, and died waiting for the graphics to finish loading. And also where I res'd--repeatedly (because I'm body-surfing ogres). The hell, guys...

Goblin Squad Member

Indeed, I would recommend for folks that logged out in the Wilderness...don't log back in until this if fixed if you are carrying anything you mind losing.

Goblin Squad Member

Indeed, indeed. I died ten times before I could rez far enough from the nearest ogre to start running without being hit with stun.

Goblin Squad Member

That said, I am very happy with the "Active Auction" button.

Goblin Squad Member

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Repeat of what I said/reported in the GW forums:

One other thing that a group of us in the Ustalav Home Hex noticed is that when you clear an area, and are still there a few minutes later, you often get a spawn drop on you, seemingly appearing around you.

This is deadly when you are already in a tough fight, getting one, or sometimes two other spawn appear and aggro on you is usually deadly.

Another thing that was noticed was that if a PC hadn't been in the area, it was still fairly clear, but once a PC went through the area, the high spawn rate started and covered the area.

Scarab Sages Goblin Squad Member

Ryan Dancey on Goblinworks.com wrote:
Players the mob density is too high. We'll lower it. That will likely require new builds and that won't happen until Monday at the earliest. We agree - there's too many monsters. We're on it, we'll fix it.

Goblin Squad Member

We took a group of 12 out ogre hunting. A few deaths but awesome fun. We did indeed have groups of 4 or 5 ogres spawn right amongst us several times, something a group smaller than 12 may have struggled with.

Goblin Squad Member

We cleared the Bonedancers north of Talonguard. That's a fairly easy Yellow/White escalation. As soon as it completed, the hex filled with full-on red and purple Ogres. The portion of our escalation loot lost to escaping the newly "cleared" hex was not small.

Mob density aside, restocking a hex after clearing its escalation should be a gradual process.

Goblin Squad Member

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I think this is a preview of the great catastrophe!

Goblin Squad Member

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It sounds as though this type of spawning mechanic might be interesting to intentionally implement in portions of the world that are intended to be extremely dangerous.

Goblin Squad Member

Zoronarn wrote:
It sounds as though this type of spawning mechanic might be interesting to intentionally implement in portions of the world that are intended to be extremely dangerous.

Indeed. In some ways it was fun. In others, extremely frustrating for some members. We had to call off our hunt as it was completely unmanagable (too dangerous or impossible) for anyone in less than T2 metal armor.

If it were in areas that were possible to skirt, it would probably be a great draw for hunters (of All types). ;)

Goblin Squad Member

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I died 6 times trying to get to Keepers Pass when traveling in a group of two. And then went out with the group of 12 and died five more times on our way home in the same spot.

I lost quite a bit of resources (and equipped items due to durability), but it was sure a lot of fun going out hunting despite that loss.

Ogres as far as the eye can see is quite the sight!

Goblin Squad Member

I passed through a 100% strength Bonedancer escalation hex on my way from Sunholm to Ossian's Crosssing. The minimum distance between spawns was very obvious, as the packs were located a very uniform distance and direction from each other.

And with Agile Feet, Cure Wounds and Channel Energy, I only died in the crossing once! :o

Goblin Squad Member

Between work and tabletop, I couldn't log in before they reverted. I'm kind of sorry I missed it. Must've been quite a sight.

Liberty's Edge Goblin Squad Member

Bringslite wrote:


If it were in areas that were possible to skirt, it would probably be a great draw for hunters (of All types). ;)

Around Keeper Pass you had ogres almost to the door of the settlement. With a bit of planning it was possible to "harvest" the yellow and red ones even with a small group people equipped with T1 +2 gear.

Almost like farming starting goblins :P
Not a good thing.

One of my characters was in the 10 man group moving from Phaeros to Keeper Pass. It was interesting. We were able to keep a decent pace, but we were 10 combat ready characters.
Gathering would have been impossible.

I tried passing through with a gatherer with the travel domain, pioneer armor, agile feet and minor cure but only 2 in stealth.

As long as I was in the plains it was feasible, but when I started moving in the mountain hex with the restricted terrain it did become impossible. I died 4 times, all in the last hex. 2 times for respawning to close to NPC groups.

Interesting but frustrating.

Goblin Squad Member

Despite the deaths it was awesome fun in the ogre areas in a large group. I must admit to just abandoning my husk on one occasion becasue it was far too camped.

Aside from the big spawns two definite game issues came up.

1. The spawns often occurred very close to shrines, very close to husks and often the respawns occurred right in the middle of the party.

2. The party aggro is still broken. In one example my character (stealth 10) was standing seperated temporarily from our main group and in stealth. I was a fair distance from our main group as no-one was visible on my minimap. Someone off the minimap must have aggroed a group of ogres as suddenly 3 or 4 ogres appeared out of nowhere and charged straight at my stealthed character and killed him.


The devs don't seem to consider aggro broken and the majority of players seem to prefer the unpredictable party aggro.

I hate it, but mine was a minority opinion on the GW crowdforging.

Goblin Squad Member

Savage Grace wrote:

The devs don't seem to consider aggro broken and the majority of players seem to prefer the unpredictable party aggro.

I hate it, but mine was a minority opinion on the GW crowdforging.

Its more the aggro when stealthed and half a hex away that is a worry.

I am aware that having mobs not aggroing stealthed party members is open to exploit by stealthing the whole party except the person drawing aggro.

However I do not see that as any different to drawing aggro with someone out of party which you can already do.


The unpredictable aggro is an improvement over the previous version, but still needs tampering. In particular, mobs should only aggro on party members they can actually see.

I cleared a mini-goblin-escalation by myself yesterday. Mob density appeared normal, as long as the escalation was still above 0%. It took me a while to find the boss camp and in the process I had lowered the escalation to 0%. I was standing around with the boss in my sights waiting to get company members to party with me for an extra chance at an expendable. Suddenly, exactly on the hour, all hell broke lose. The escalation was still showing as active (if at 0%, as it had been for about 15 mins) and the boss was still there, but the spawn rate suddenly seemed to increase to the max as in the other hexes, with groups spawning all around and on top of me. Again, previously it had been normal, as in pre-4.1 . Fortunately, it was mostly low-level mobs, so I (barely) survived the sudden onslaught in my T2 armor. But my guess is, this has to do with mini escalations self-terminating, even though the boss encounter (and quest) was still there. I went to kill the boss afterwards and got a measly Lvl 1 rogue implement (string bolos) for it - didn't expect more from a mini, though :).

Goblin Squad Member

Yesterday it had been reverted back too EE3. Are you talking about the day before that when EE4 was active?


Ravenlute wrote:
Yesterday it had been reverted back too EE3. Are you talking about the day before that when EE4 was active?

If that question was directed at me, yes, while EE4.1 was active, before the rollback. I'm in Europe so my yesterday may be different from your's by a few hours. Or possibly I may have been mistaken by a day :).

Goblin Squad Member

There should be ways, like stealth, to get the mobs to turn their attention away from you, and there could also be ways to get them to turn their attention toward you, like some come-at-me-bro type attacks or utilities or maneuvers, but to have them just go after the first person to shoot at them is pretty ridiculous.

"Hey, he shot Fred! Let's get him!" "What about those other guys?" "Leave them alone! Just go after the one that shot Fred!" "But they're shooting me now." "FOR FREEEEEEED!"

Dark Archive Goblin Squad Member

Capitalocracy wrote:
"Hey, he shot Fred! Let's get him!" "What about those other guys?" "Leave them alone! Just go after the one that shot Fred!" "But they're shooting me now." "FOR FREEEEEEED!"

Sorry to hijack, but the only thing I could think of after reading this was:

LEEEEEERRROOOOOYYYY JENKIIINS!

Scarab Sages Goblin Squad Member

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All I could think of was Wizards.

"They've killed Fritz! Those lousy stinking yellow fairies!"

Liberty's Edge Goblin Squad Member

Capitalocracy wrote:

There should be ways, like stealth, to get the mobs to turn their attention away from you, and there could also be ways to get them to turn their attention toward you, like some come-at-me-bro type attacks or utilities or maneuvers, but to have them just go after the first person to shoot at them is pretty ridiculous.

"Hey, he shot Fred! Let's get him!" "What about those other guys?" "Leave them alone! Just go after the one that shot Fred!" "But they're shooting me now." "FOR FREEEEEEED!"

Players focus fire, I don't see why mobs shouldn't do it. Sure, it the can't do any damage or are running in circle after someone while shoot at, they should change targets, but they should try to focus fire.

In reality it is not done as one good hit will put a target out of a fight so it is better do target different enemies with each attack, but in a game with hit point, it is better to concentrate the attacks.

Goblin Squad Member

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As they say in the 6th World, Geek the Mage First. Even the AI follows this golden rule.

Goblin Squad Member

Always, always, always kill the mage first.
And then the cleric.

Goblin Squad Member

Healer Squishies>Damage Squishies> Others

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