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-   -   Velious Variance Discussion: (/forums/showthread.php?t=114669)

Alarti0001 07-11-2013 06:21 PM

Quote:

Originally Posted by SamwiseRed (Post 1024014)
isnt that the same thing?

not even close

pharmakos 07-11-2013 06:21 PM

Quote:

Originally Posted by Joroz (Post 1023953)
Do away with "classic" windows and go completely random on all raid targets. If there is a guessable window, there is always going to be a guild trying to monopolize everything they can keep track of. This has been proven many times by the community.

idk, currently 7-day-respawn targets have a 4day+ window size. guilds are already spending over half the week tracking raid targets. if you made it 100% random then they would just have trackers at spawn points 24/7 instead of 24/4

Alarti0001 07-11-2013 06:22 PM

Quote:

Originally Posted by pasi (Post 1024017)
In Kunark, yes. For most Velious targets, also yes.

In Velious, it will make locking down NToV much more difficult. However, I do think it's still very doable especially when we see 400-500 more players online for Velious.

With that said, I'd like to see variance removed.

NToV with variance will be a nightmare... having to clear through it to kill each dragon.. plus it kinda removes the theme of the zone... (Kill all dragons then kill Vulak) etc.

Kender 07-11-2013 06:23 PM

part of the issue is on live, servers came down unexpectedly and reset all the raid timers. mobs also had different spawn times than normal on the resets before getting back into their regular variance

that meant the off peak guilds sometimes had first running at the bigger targets due to a server reset. it also made it alot harder to control all the targets.

if randomised simulated patch and server resets are off the table, then perhaps making the variance broader could be an option rather than just extending it's end chance.

for example. if in classic the spawn was a 5-7 day chance. this could be altered to 3-9 days making it much harder to predict.
A 3-5 day spawn could be 1-7 days etc.
A static spawn of over 3 days might spawn in any hour of the day it's due.

This means on average over time the same amount of spawns would be about the same but far more unpredictable.

Kender 07-11-2013 06:31 PM

Quote:

Originally Posted by Alarti0001 (Post 1024023)
NToV with variance will be a nightmare... having to clear through it to kill each dragon.. plus it kinda removes the theme of the zone... (Kill all dragons then kill Vulak) etc.


not sure how it was done on other servers, but on the ones i played on the dragon Aaryonar was concidered as the gate keeper. If a guild killed him, they were given a full day priority to the rest of ntov. any dragons they didnt manage to kill after this time was fair game to the rest of the server. variance in it's current form would screw with that quite a bit

Similar to statue. The guild that killed statue was given 6 hours to kill idol and aow after which time they were fair game

Kender 07-11-2013 06:39 PM

just to clarify a bit on what i was refering to

variance it'self is not necessarily a bad thing. but from what i understand, the way it is currently implemented it's only being extended at the end of the window. the respawn time needs to be determined at time of death and not changed so there is also a chance of a short spawn. this would help to simulate the server resets and patch days which were quite commonplace at times

some zones like NToV might need to have a smaller variance to fit the feel of the zone

xarzzardorn 07-11-2013 06:48 PM

problem with this is all targets were not created equal. do you really want to have to fte ffa mobs like pd, zland, lodizal (lol), tormax etc?

Joroz 07-11-2013 06:50 PM

Quote:

Originally Posted by pharmakos (Post 1024022)
idk, currently 7-day-respawn targets have a 4day+ window size. guilds are already spending over half the week tracking raid targets. if you made it 100% random then they would just have trackers at spawn points 24/7 instead of 24/4

24/7 tracking is brutal for something you have no clue when it will spawn. Random method would favor the pop in tracker or xp groups in the area discovering something is up potentially making raid mobs more accessible to guilds in the right spot at the right time. It would make it extremely hard for guilds to camp out at the next biggest target "due up" when they have no clue which it will be. The so called competition would shift from logging in hoping for FTE to a race on who could mobilize fastest and engage.

pasi 07-11-2013 06:52 PM

Quote:

Originally Posted by Kender (Post 1024032)
not sure how it was done on other servers, but on the ones i played on the dragon Aaryonar was concidered as the gate keeper. If a guild killed him, they were given a full day priority to the rest of ntov. any dragons they didnt manage to kill after this time was fair game to the rest of the server. variance in it's current form would screw with that quite a bit

Similar to statue. The guild that killed statue was given 6 hours to kill idol and aow after which time they were fair game

This is how my server handled it as well. However, the Asia-guild did not always honor this as their lust for Feshlak was too high.

Statue is an odd case since Vindicator is not tied to the cycle, but many would consider him "in the way."

Alarti0001 07-11-2013 06:56 PM

Quote:

Originally Posted by pasi (Post 1024070)
This is how my server handled it as well. However, the Asia-guild did not always honor this as their lust for Feshlak was too high.

Statue is an odd case since Vindicator is not tied to the cycle, but many would consider him "in the way."

Also... Idol will not be in Velious and AoW will depop quickly once statue drops.


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