Thread: Variance
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Old 02-17-2015, 07:01 PM
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Quote:
Originally Posted by Swyft [You must be logged in to view images. Log in or Register.]
You're missing the point about variance, because like a true blue all you care about is pixels.
That's your response to any logic a player who has ever touched blue suggests. You also muddle your own point up by saying both: it will promote pvp and it will lead to more loot being spread across the board - a pvp and a pve factor - then saying that pvp is the only thing that matters. There are clearly pixel related implications, so a blue player's opinion on the matter is equal. That said, it won't lead to more pvp and you're wrong.

Quote:
Originally Posted by Swyft [You must be logged in to view images. Log in or Register.]
The point of variance is not knowing exactly when the mob will spawn. This forces players to be active on the server and not just log in their mains one day a week. The leaders of holocaust only log on their mains one day to avoid deaths, sorry but that goes against the very spirit of what a pvp server should be about.
Variance began on the blue servers when guilds were literally showing up 2-3 days before a boss mob's spawn time and sitting at the spawn with 16 for 48-72 hours in order to be 'first in force'. No guilds were willing to negotiate (we... IB wasn't... and they were pretty much it...) and there was no way for blue guilds to compete without extensive GM handholding.

Variance did not lead to players becoming more active. In fact, IB and TMO players are quite sparing when a boss is not up. That's because they're camped out at a raid target in order to guarantee they're there first.

I have nothing against sniping, and I love PVP even if I'm awful at it on my main. That said, I don't think this system would lead to either of these things, even with a short (i.e. +/- 4-8 hours) variance, given that mobs would still have to be tracked for 8-16 hours. No one is going to sit in a zone in force for 8-16 hours waiting for a boss to spawn. That's ridiculous. Especially when they can get the same or better chance to down the target by simply camping out in force and answering batphone when it goes out.

I'd argue that there's even more online/mobile players under the current system. Right now, we know when bosses spawn so we don't have a reason to camp our characters out anywhere specific/out of the way except for a few specific days of the week.

If we're doing VP on a Thursday at 8pm, then people will do whatever they want until 7:30 then start moving to the raid. If PD is in window from 6am until 10pm that day, everyone will be camped out at a pull spot rather than running around doing what they want.

Since it will be ideal for spawn windows to be spread out through the week, rather than all occurring at once, mob windows will be pushed to overlap as little as possible and then pretty well every day there will be a place you need to be camped out and buffed.

Therefore, since people are logged out at targets for 8-16 hour windows instead of just a few hours, they won't be in other world zones or even online on their mains nearly as often. Less PVP.

Quote:
Originally Posted by Swyft [You must be logged in to view images. Log in or Register.]
It's sad that we have to think of reasons to force people into pvp, on a pvp server but that is literally what it has become here. Truth is most of the players in zergs dont even want to play on this server they just don't want to wait in line on blue and would rather easy roll pixels with zergs.
This isn't an FPS or MOBA, it's a social MMO. Of course there needs to be incentivization for PVP. That's what brad gave us dragons for, b.
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