I’ve been having a discussion about the respawn timer mechanics and I was just wondering if someone involved in the design process could tell me if I’m framing this right or if the timer is serving a completely different purpose.
"Here’s my understanding of the reasoning behind the timer as it is now. The very short initial respawn timer is meant as an initial buffer for the hunters. You have a stage one fight, you mess up and one of you goes down. He’ll be back very quickly and you have another chance to go at it the right way, mindful of what went wrong before the dome goes down and the monster escapes.
As more people go down, the game is less forgiving since you’ve already had a couple second chances and apparently the monster is just better than you.
And that’s great! That exactly how the game should be balanced and it works very well and feels good in that situation. But we run into trouble in the type of situation described above in the initial post. That fight was the first time our party really fought together, so there were bound to be some mixups. Regardless of that, we performed very well, managing to drive the monster away before taking losses we couldn’t recover from. Or at least that’s how it would have worked, if we hadn’t been slapped with a big respawn timer since it was stage three.
The situation was still a “first fight”, but even more difficult since it’s against a stage three. We performed well given the circumstances, but we didn’t have that recovery mechanic that’s supposed to make up for it being our first time working together against that monster.
Instead, the game just kinda says, “Sorry but you guys aren’t supposed to have a chance at this stage,” and the monster goes off to armor up (note that his recovery mechanic is very much intact and actually better since stage three has more armor) and comes back after thirty seconds to finish off what he had started, with no chance for us to do any better."
"I guess what feels bad is that there’s no second chance. I know we shouldn’t have let it get to stage three, but we did really well in the fight, and the monster just wins since game mechanics gave it a recovery mechanic and not us.
That’s what it comes down to. We messed up while tracking it, it messed up while fighting us, but it had a recovery mechanic still in place and we didn’t, meaning we lose just because.
Especially because there’s an easy way to make the system work, which I outlined in the last paragraph of my initial rant. I wish there was some way to flag down one of the developers for this one, since I’m no game designer (and I love hearing from actual ones.) I’d like to know if they were thinking about it as a recovery mechanic like I was, or whether it was serving a completely different purpose and I’m way off base."
And here’s a link to the original discussion if you are for some reason interested in a bunch of unqualified people hash their way to a level of understanding.