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View Poll Results: Is variance still needed? | |||
Yes, it promotes "competition" |
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75 | 29.18% |
No, its an unneccesary non-classic time sink |
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182 | 70.82% |
Voters: 257. You may not vote on this poll |
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#771
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![]() - Lower Variance significantly
- Simulate patch day - Have buff timers count down even well logged out or cancel entirely upon logging out. - FTE shouts Raid scene saved...
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Carsomyr - 55 Pally - Retired Thalon - 49 Rogue - Temporarily Benched Contagious - Necro - 30's and climbing Lights - 55 Wiz - Occasional Murderer | ||
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#772
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You remove the need for trackers and all of a sudden everyone knows when things are popping within a short window and others have a chance to compete the regular way with TMO, instead of their version of compete, which IMO is non classic, where we get trackers to deal with crazy huge variances, grow the guild to zerg numbers to always have been available to log in when bat phoned. I look forward to regular classic competition as opposed to TMOs competition. Asher | |||
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#773
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Can you hear us Sirken? Can you hear us, Rogean? Nilbog, where are the changes? Nobody has wanted this system for a year. Enough is enough with the variance now. I don't understand how this isn't first on the list of changes. This cycle has happened so many times... eager new group starts play, grows up, starts raiding. Most soon quit in disgust except those who join TMO, perpetuating the problem. Variance is strangling the life out of the raid scene on this server. | ||||||||||
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#774
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Yes, if repops happened so often as to prevent "spawn timer drift" then clearly smaller guilds would benefit because we would be backlogged and inundated with too many spawns. However, once drift begins to occur, we have enough members to effectively kill three (maybe more) targets simultaneously. Keep in mind, if we know when mobs will pop we can plan around that VERY effectively. I am further assuming that it is better to open a larger variety of mobs to smaller guilds than the same mobs over and over. (Vox/Gore would never be touched if we ONLY had simultaneous repops/no variance). Granted, under either case VS and Trak will be on lockdown. However, I freely concede that some mobs are better than no mobs flat out. And, with NO spawn drift and NO variance, some mobs will invariably be killed by smaller guilds. However, I don't think that is likely to occur, thus my hesitation to eliminate the variance. I simply think that with the repop methodology I proposed, under my above assumptions, a variance would be better than no variance.
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Xasten <The Mystical Order>
Frieza <Stasis> 1999-2003 Prexus "I am the way, the truth, and the life: no man cometh unto the Father, but by me." JOHN 14:6 | |||
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#775
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#776
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![]() Implement some of these fixes and then go back to Ambrotos'/Nilbog's rule set of there being NO trains allowed in zones such as Hate/Fear and the raid seen will be vastly improved by far. It will improve the state of those zones while increasing the competition within them rather than the petition. Should also force communication between guilds going for those targets simultaneously as it will require more time to down the targets in those zones allowing for other targets to remain up (if a simultaneous repop).
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Last edited by Writ3r; 09-19-2012 at 03:11 PM..
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#777
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![]() Also, as a follow up:
I think the biggest thing that could be done, BY FAR, is simultaneous repops that are announced at least 24 hours in advance. I will acknowledge that with only ONE uber-guild no variance might yield better results. Assuming spawn timers do NOT drift (for whatever reason), no variance might be superior. However, with two (or more) uber guilds a variance will yield better results. The variance was initially implemented because of the socking issues and it did solve them fairly well. It is obviously not without problems, but the question is where do we emphasize efficiency? Do we promote a stable environment should two big guilds exist? (Variance) Or do we promote a stable environment where many smaller guilds can flourish despite the presence of an uber guild? (no variance AND controlling for spawn timer drift) P.S. Non-authoritative FTE shouts for informational purposes only would be extremely convenient.
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Xasten <The Mystical Order>
Frieza <Stasis> 1999-2003 Prexus "I am the way, the truth, and the life: no man cometh unto the Father, but by me." JOHN 14:6 | ||
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#778
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![]() I'm glad so many people agree with what I said, it makes me feel all warm inside.
As for this: Quote:
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#779
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![]() There can still be 2 bigs guilds with no variance. Many servers on live were like that. Of course one will always be bigger and better but with no variance if TMO gets too greedy and BDA or another guild choses to rise up and poopsock trak in full force while TMO cuts themselves into chunks to snag more targets they would then risk losing one of their highest priority targets. Furthermore, if poopsocking became a huge issue again and the GMs just left it to the players to resolve, it might finally make guilds work together to smooth the endgame out for all.
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BLUE
Sweetbaby Jesus - 60 Halfling Cleric Rustytaco - 60 Human Monk Rustymule - EC trader RED Node Red - [ANONYMOUS] Chun Li - [ANONYMOUS] | ||
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#780
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![]() Just to beat a dead horse I also think Sirken is dead wrong, for two huge reasons:
#1. Casual guilds do not want to track shit for 96 hours. I know all the TMO guys like to brag about their great family/social lives, but the reality is in total that guild probably put in 500 hours of mindnumblingly boring 'wait-for-raid-mob-to-pop-while-watching-dvd' per week. I don't want to do that, and the majority of P1999 does not want to do that, because it is a huge waste of time. #2. Because of #1, Casual guilds have very little experience at mobilization. Sure, TMO has a huge advantage there because they have practice and tons of spare accounts that they have purchased with all the pp they get from farming the raid mobs. I guarantee that if linked respawns are limited, the casual guilds will start putting a lot more time into resist gear, WC caps, OT hammers, and all around getting faster and mobilizing. Plus, TMO can't camp out everywhere. Overall I find it hilarious that you are talking about how variance is there for the smaller guilds when under normal circumstances TMO gets 90% of raid targets, BDA gets 10%, and everyone else gets 0. In other words, linked respawns can hardly be worse than the current system. TL;DR: How about instead of worrying about the freaking compass you guys fix the non-classic raid scene that literally no one on the server likes? | ||
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