Variance Changes
I'd like to clarify some misinformation that was provided with the latest patch, starting with the lack of a patch note and then an error in confirmation on my part.
Back when we were discussing changes about extending the window of a mob's spawn when it fell within the last 15%, I wrote some code to show as an example. Turns out that code ended up staying in and I had forgotten about it, and it went live with the latest compile. So... Patch Note: Respawn timers that fall within the last 15% of a window will now be extended by a random amount up to 24 additional hours, repeating accumlatively until the window is under 85% for total potential spawn time. This currently applies to all mobs who have any variance at all, but will be adjusted next patch to only include mobs that have a minimum base spawn of 2 days or more. |
Why was this solution favored over this one:
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Yeah this code is good but it needs the windows cut Down or mobs with 92 hours just is to much when a mobs in window for 5 days (116 or so hours)
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Wait someone do the math what the maximum time a mob could spawn ...
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Hiyyyoooo |
I wonder if someone's going to take a hit out on me now.
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the idea (and i could be wrong, Rogean please correct me if i am) is that if the variance is shortened it will increase the # of players poopsocking.
whereas, with the variance having a chance to reset, players are less likely to poopsock knowing it could be 6 hrs up to 30hrs until pop. ultimately it's up to the players to decide how they wish to spend their time, you will always have guilds using trackers, but i expect to see a lot less of 100 people on VS or on trak or on any other raid mob spawn spot, because it adds a higher sense of randomness to when the pop will happen <3 |
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