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Daldaen
03-12-2015, 08:58 AM
For Velious Raid mobs and Kunark Raid mobs, has there been consideration to removing variance entirely?

When we go from 12 dragons with 32k, which all can die 5 min within their spawn, to 30~ raid targets across Velious, all with over 100k HP, many of which are fights lasting 5-10-20min, not to mention some amount of CotHing or clearing to them...

I'd tend to say let's remove Variance entirely, and get real classic with it.

Can a dev weigh in on this?

PS - Red doesn't need to deal with variance (there I saved you having to make a post)

RIP The Jacka
03-12-2015, 10:30 AM
PS - Red doesn't need to deal with variance (there I saved you having to make a post)

thank you sir, noted.

Ele
03-12-2015, 11:07 AM
Don't some of the Velious bosses have slight variance and some take 1-3 days to spawn after a server reset?

Daldaen
03-12-2015, 11:21 AM
Don't some of the Velious bosses have slight variance and some take 1-3 days to spawn after a server reset?

Tormax, Dain, Tunare, and Yelinak - 7 day exactly
Dozekar was like... 5.5 days with +/- 12 hr variance (5-6 day spawn)
Statue of Rallos Zek - 5 days exactly
Velketor, Wuoshi, Kelorek'Dar, Zlandicar, Klandicar, Sontalak(?) - 3 days exactly
Derakor the Vindicator, Lodizal - 12 hours

Unsure on WToV and NToV stuff. Some comments about after reset mobs being 0-12 or 0-24 spawns.

Ella`Ella
03-12-2015, 11:25 AM
But variance is the only absolute way to stop poopsocking! Right guys?!

Daldaen
03-12-2015, 11:42 AM
But variance is the only absolute way to stop poopsocking! Right guys?!

There are people who sit at the entrance of VP and KC ready to FTE mobs that aren't even in window. They Poopsock sim repops...

I know you're trolling, but that has to be stated.

More content will fix a lot of the top heavy issues. No variance (or atleast Classic amounts, where applicable) will actually allow more guilds to participate in raiding. Variance is one of the biggest, if not the biggest, deterrent of casual guilds trying to kill mobs.

Fanguru
03-12-2015, 12:34 PM
Tormax, Dain, Tunare, and Yelinak - 7 day exactly
Dozekar was like... 5.5 days with +/- 12 hr variance (5-6 day spawn)
Statue of Rallos Zek - 5 days exactly
Velketor, Wuoshi, Kelorek'Dar, Zlandicar, Klandicar, Sontalak(?) - 3 days exactly
Derakor the Vindicator, Lodizal - 12 hours

Unsure on WToV and NToV stuff. Some comments about after reset mobs being 0-12 or 0-24 spawns.

Where did you get those numbers? I thought Derakor was 8 hours, not 12.
This source has different values :

http://eqdiary.tripod.com/quests/spawns.htm

Not sure about the rest, but I remember Sontalak being a huge pain with a fast repop.

Daldaen
03-12-2015, 12:49 PM
From various posts on Allakhazam, their Respawns on Mac server (although PoP), and memory.

The Wuoshi, Kelorek, and Sontalak ones are off as compared to that guide. Same with Derakor.

Derakor I could've sworn was 12, but 1 comment says 8-12 and another says 8 exactly. 8 seems legit
Sontalak I was assuming was same line as Zlandicar and Klandicar both who have posts of 3 day respawns. If he was shorter, put him at that. I put a ? On him cause I had no idea.
Kelorek Dar and Wuoshi both have posts saying 3 days, there is some mention of short variance. Unsure on this.

wycca
03-12-2015, 07:50 PM
From - http://www.monkly-business.net/forums/archive/index.php/t-8845.html

Not the first post, but further down by Milambus dated 10-12-01


Velious:

Yelinak, level 70, instant, 7 day respawn, Skyshrine

King Tormax, level 70, instant, 7 day respawn, Kael Drakkel

Dain Frosthammer, level 70, 1-3 day spawn, 7 day respawn, Icewall Keep

Velketor, level 65?, instant, 3 day respawn, Velketor's Labyrinth

Lord Doljonijiarnimorinar, level 63?, instant, 3 day respawn, Velketor's Labyrinth

Zlandicar, level 60, 1-3 day spawn, 7 day respawn, Dragon Necropolis

Klandicar, level 63+, 1-3 day spawn, 7 day respawn, Western Wastes

Sontatalak, level 63+, 1-3 day spawn, 7 day respawnWestern Wastes

Kelorek Dar, level 60, 1-3 day spawn, 7 day respawn, Cobalt Scar

Woushi, level 63, 1-3? day spawn, 7? day respawn, Wakening Lands

Darakor the Vindicator, level 63+, instant, 8 hour respawn, Kael Drakkel

Statue of Rallos Zek, level 59, instant, 7 day respawn, Kael Drakkel

Lodizal**, level 60, 18-54 spawn time, 18-54 hour respawn, Iceclad Ocean

Planes:

Tunare, level 63+, instant, 7 days?, Plane of Growth

Wandering Plane of Growth Mobs: 12 hrs


As of now, there is no delay in spawning from beta server up.

Daldaen
03-12-2015, 08:12 PM
That Lodizal timer is so wrong. Its 12 hours on the dot.

Statue I am pretty sure was less than 7 also.

wycca
03-12-2015, 08:21 PM
Statue - Yea he's listed as 5 days elsewhere, ie that Luclin-era site linked above.

Edit - same link as I posted above, post by Haxx7 just above the one I quoted -

Vind is 8 hours, Statue is 5-7 days... cause the last 3 statues for us were at the 5/6 day mark.

Dain is 7-10 days, Velk/Djo are both 3 days.

Tal/Gor/Sev from kunark are 1-3 on server up, 3-7 after death.

Kland/Zland are 1-3 on server up, 3-7 after death also.

Of course there is always those few hours of randomness thrown in, but I can guarantee the above spawn times, as I'm usually the one that times them + looks for when they spawn, for my guild to kill them.



I've also seen discussion of Sontalak being a faster spawn.

Same thread, from Analia -

Sontalak's respawn is not 7 days. I have seen him spawn as soon as 24hours after death too 3 days. Usualy Like kland/zland Sontalak spawns 1-1.5 days after server up.

Some more -

Haxx again -

Firstly... Dain/Tormax are 7-10 days for sure... dain is like never 7, so the randomness doesn't apply, I've seen him spawn once at 11 days even.

Zland/Kland are *def* not 7 days after kill... maybe possibly 7 (though I've never seen it) but usually 3-5.

Sont is like 28 hours.

Statue like 4-7 (NEVER 7 though ;p)


Ceribius on lodi -

18 hours

only spawns at night.

so if 18 hours go by, and ends during daytime, he will skip a cycle.

wycca
03-12-2015, 08:43 PM
Also, some info from -

July 16, 2001
https://web.archive.org/web/20010716150139/http://mmo.gameznet.com/eq/new/ultra.shtml

KD - 3 days
Tormax - 3 days
Lord bob - 1 week
Yelinak - 7 days with a ?
Statue - 7 days
Tunare - unknown
Velk - 7 days
Zland - 7 days

Aug 15, 2001 -

Dain - 3 days (new entry)
All others unchanged

Feb 2, 2002 -

Final Arbiter - 5 days (new entry)
Hraashna the Warder - 5 days (new entry)
Master of the Guard - 5 days (new entry)
Nanzata the Warder - 5 days (new entry)
The Progenitor - 5 days (new entry)
Tukaarak the Warder - 5 days (new entry)
Ventani the Warder - 5 days (new entry)
All others unchanged

Interestingly enough, both EQLizer and the MB thread show Dracoliche with a respawn of 7 days.

Ele
03-13-2015, 10:33 AM
May 30th, 2001
http://www.tski.co.jp/baldio/patch/20010530.html
King Tormax's spawn rate has been adjusted to be more in line with that of his counterparts in Velious. This is not the sort of thing that we will usually announce, as spawn times and things of that nature are part of the dynamic content of EverQuest. We're announcing this, however, to help avoid some confusion.

Zlandicar and Klandicar were 3 day spawns for about 3 months, then increased their timers.

http://www.eqclerics.org/forums/showthread.php?t=10806

Daldaen
03-13-2015, 10:49 AM
I feel like Respawn timers all could use verifying at this point.

Pint
03-13-2015, 02:33 PM
All these posts making variance sound p classic =x

Daldaen
03-13-2015, 02:39 PM
All these posts making variance sound p classic =x

Depends on the mob. Some did have Variance. But not all. Tormax for example was 7 exactly. Pretty sure most of the 7 day Respawns were exact. The 3 day ones were those with variance.

Kunark had 0 variance however. Which is something Id also be curious to hear the devs address. Are we going to keep with unclassic Variance for Kunark mobs, or go to classic 0 variance.

Pint
03-13-2015, 02:49 PM
Removing variance from kunark once in velious would just give top end players exact timers encouraging them to farm the targets. I feel like they would be less likely to worry about kunark if it involved tracking time that they could be spending on the ice. I'm sure I haven't thought through every angle of the kunark variance argument though and i realize tho thread is just about hammering out velious spawn timers which apparently need a little work.

Daldaen
03-13-2015, 03:05 PM
Without Classes, there won't be a way to determine exact kill times. (Raid page will be gone so you can't just parse the changes... Atleast that's what it sounded would happen when Velious launched) So the guilds who go after Kunark targets on server pops, will have the best chance to get them on a respawn.

Top End players will have hours of content to work on during a server pop before they even consider doing Kunark mobs. Between ToV, Kael, Zlandicar, Klandicar, Velketor, Dain, Tunare, etc.

Atleast that's how I expect it to pan out. That aside... Kunark Variance not classic.

wycca
03-13-2015, 03:44 PM
Kunark outdoor dragons definitely have variance at some point.

Daldaen
03-13-2015, 03:47 PM
Kunark outdoor dragons definitely have variance at some point.

Also become a 3 day spawn. Was like Luclin or PoP though.

Raev
03-29-2015, 01:53 PM
Klandicar seems to respawn very quickly on beta

Ele
03-29-2015, 02:09 PM
Kland should be a 3 day to start out.

koros
03-31-2015, 11:43 AM
That Lodizal timer is so wrong. Its 12 hours on the dot.

Statue I am pretty sure was less than 7 also.

Post about lodi from 2006. Could take it with a grain of salt because of the era, but it's very thorough.

http://everquest.allakhazam.com/db/npc.html?id=5419/

So I went on a farming spree and held the Lodizal spawn for weeks, every spawn, every day. The timer is not firm on the dot respawn as suggested in lower posts. Here are the numbers, do with them as you'd like:

First kill:
1. 10:27 PM Thursday
2. Respawned 10:37AM Friday - 12 hours 10 minutes
3. Respawned 10:47PM Friday - 12 hours 10 minutes
4. **Server down***Re killed on server up 2:23 PM Saturday***
5. Respawned 2:32AM Sunday - 12 Hours 9 minutes
--killed 2:35AM Sunday
6. Respawned 2:12PM Sunday - 11 hours 37 minutes
---killed 2:16PM Sunday
7. Respawned 2:24AM Monday - 12 hours 8 minutes
---killed 2:31AM Monday
8. Respawned 1:51PM Monday - 11 hours 20 minutes
---killed 1:57PM Monday
9. Respawned 1:02AM Tuesday - 11 hours 5 minutes
---killed 1:12AM Tuesday
10. Respawned 1:01PM Tuesday - 11 hours 59 minutes
---killed 1:08PM Tuesday
11. Respawned 11:41PM Tuesday - 10 hours 40 minutes
---killed 11:48PM Tuesday
12. Respawned 10:13AM Wednesday - 10 hours 25 minutes
---killed 10:16AM Wednesday
13. Respawned 9:45PM Wednesday - 10 hours 29 minutes
---killed 9:49PM Wednesday
14. Respawned 8:08AM Thursday - 10 hours 19 minutes
---killed 8:54AM Thursday
15. Respawned 7:14PM Thursday - 10 hours 30 minutes
---killed 7:17PM Thursday
16. Respawned 5:38AM Friday - 10 hours 21 minutes
---killed 5:21AM Friday
17. Respawned 4:11PM Friday - 10 hours 10 minutes
---killed 4:19PM Friday
18. Respawned 3:23AM Saturday - 11 hours 4 minutes
---killed 3:27AM Saturday
19. Respawned 2:51PM Saturday - 11 hours 24 minutes
---killed 2:55PM Saturday
20. Respawned 2:55AM Sunday - 12 hours exactly (*Note: 1st belt dropped)
---killed 3:01AM Sunday
21. Respawned 2:11PM Sunday - 11 hours 10 minutes (*Note: 2 belts)
---killed 2:15PM Sunday
22. Respawned 12:30AM Monday - 10 hours 15 minutes
---killed 12:34AM Monday
23. Respawned 11:01PM Monday - 10 hours 31 minutes
---despawned 12:01PM
---respawned 12:06PM
---despawned 1:06PM
---respawned 1:11PM
---killed 1:28PM Monday
(*Note: This implies 1 hour despawn and 5 minute repop thereafter until killed)
24. Respawned 2:29AM Tuesday - 13 hours 18 minutes
---killed 2:36AM Tuesday
25. Respawned 4:48PM Tuesday - 14 hours 12 minutes
---killed 4:56PM Tuesday
26. Respawned 6:02AM Wednesday - 13 hours 6 minutes
---killed 6:10AM Wednesday
27. Respawned 5:12PM Wednesday - 11 hours 2 minutes
---killed 5:20PM Wednesday
28. Respawned 3:37AM Thursday - 10 hours 17 minutes
---killed 3:46AM Thursday
29. Respawned 2:46PM Thursday - 11 hours exactly
---killed 3:04PM Thursday
30. Respawned 1:12AM Friday - 10 hours 8 minutes
---killed 1:19AM Friday
31. Respawned 10:47AM Friday - 9 hours 35 minutes
---killed 10:52AM Friday
32. Respawned 10:52PM Friday - 12 hours exactly
---killed 11:02PM Friday
33. Respawned 9:52AM Saturday - 10 hours 50 minutes

Daldaen
03-31-2015, 11:50 AM
On the Mac server, with a 2002 code base, Lodizal spawned exactly 12 hours after death.

I will pull up logs when I can for this.

koros
03-31-2015, 02:08 PM
Was likely changed in Luclin.

http://thedruidsgrove.org/archive/eq/t-2361.html

06-03-2001, 04:36 PM
Remember that the 18.5 hour timer is on the spawn itself, not on Lodizal. Heīs a rarepop on that spawn. I donīt know of any actual placeholders, but the chance of him spawning is maybe 1/3. Some people say he "skips" a spawn, but it works just like all other rarespawns.

I agree that the best place to camp him would be by the gnoll camp.

02-19-2003, 06:20 AM
I keep hearing there's a new spawn timer for Lodizal.. something like 11 hours and 44 minutes IIRC.
Kulothar
02-19-2003, 11:55 AM
Hummm, I had also hear 12 hr plus or minus 15 mins. But then I have never seen him spawn on time.



http://www.monkly-business.net/forums/archive/index.php/t-8845.html

10-24-2001, 11:27 AM
Read this on our server boards about Lodizal:



18 hours

only spawns at night.

so if 18 hours go by, and ends during daytime, he will skip a cycle.




Markin 59 Templar

Thumpya 53 Disciple

Cerbius 52 Heretic

Hiddon 35 Rogue

Rodcet Nife


Serlissss
03-25-2003, 03:33 AM
Lodizal is like 11 hours 30 minutes. and does NOT skip anymore. They changed it a while back

http://www.eqclerics.org/forums/showthread.php?t=12968

Old 10-31-2002, 04:37 PM
atarom


Lodizal strife
Dont know if anyone has posted this yet but Lodizals once 18 hour + or minus 2 hours and skips spawns , timer has been remade. Change has been made in the past few weeks. The new Timer is 11 hours and 40 min to the dot. sometimes it's a bit off but never more than like 20 min. Plus he never skips spawns anymore. Already on one server, lots of people have figured this out. now there is 20+ people sitting on that stupid island waiting for him to spawn so they can all try and KS eachother. For monks and other people after the Lodizal map piece, this is a horrid change.

Taking out all randomness in this incounter is stupid. what was once a headache to camp is now a headache because people treat it like ragefire and try to KS eachother. VI always says it wants to promote player interaction as that is what makes the game fun. well i for one say making people hate eachother because of KS'ing is not a good way to promote player interaction.

Making him spawn more so other people can have a chance at him is a great idea but makeing it a set timer like that just leads to farming and fights because everyone and thier sister is there.

and just to make things worse it seems Stormfeather is still on his 18 hour and skips timer . meaning 2 lodi map peices come to the game everyday yet only one Stormfeather peice 18-54 hours . leads to more people KS'ing stormfeather also because so meny people now need the SF map. this is just a bad move in VI's part all around . Not sure what thier intent was but all it did was make people be mean to eachother and ruin alot of peoples days.

I myself have written to sony at eqmail@soe.sony.com And i strongly encourage that others do the same. This is a huge slap in the face for the little guy. Lodizal will forever be dominated by large guilds with zerg forces as opposed to the person who spends hours and hours camping it. It's not going to add anything to the game but more strife.

Daldaen
03-31-2015, 02:15 PM
That Lodizal spawn mechanic sounds exactly like Stormfeather. I'm curious if they mixed up the mobs?

It's also possible they coded both to be retarded like that and later fixed Lodizal I suppose.

koros
03-31-2015, 02:22 PM
That Lodizal spawn mechanic sounds exactly like Stormfeather. I'm curious if they mixed up the mobs?

It's also possible they coded both to be retarded like that and later fixed Lodizal I suppose.

I'd argue not, if only because it was so consistently mentioned as 18ish hours in 2001 w/ skippable spawns, and then everyone mentions 12 hours after a change was made.

I did Stormfeather in summer/fall 2001. That was a very evil camp, and probably not something you'd mix up.