Quote:
Originally Posted by Rogean
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Then it's not a simulated patch day... It would become a ... well not even simulated.. it would basically be every mob in the game randomly respawning at the exact same time... and is always unannounced ahead of time.
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Ok, thank you for the full response. I now see that you and I had very different concepts in mind when reading the phrase "simulated patch day respawns." So, let me discard that nomenclature and just tell you what I was thinking about.
Here is my ideal situation.
I am thinking about a script that can run in the background. It should have maybe a 3% chance of triggering each day at noon eastern, but not unless it has been at least 8 days since it last triggered. When the script triggers, it should do the following:
1. changes the server MOTD to some text similar to "Fake Patch Day Tomorrow - Not really a patch, we're just respawning the raid mobs, haha"
2. the following morning at 8am eastern, it will broadcast "Fake Patch starting, estimated raid mob repop is XXX" where XXX is a value between 2 hours and 12 hours and change the Server MOTD to "Fake Patch is underway, estimated raid mob respawn is YYY" where YYY is 8am eastern + XXX.
3. the script will decide when to do the respawn and that actual time will be XXX +/- 2 hours. 15 min before the script is going to respawn the raid mobs, it should broadcast a message in all planar zones and other zones that will have mobs respawned (sol b, permafrost, kedge, west freeport), that "Zone will be repopped by the Fake Patch in 15 minutes". Then, at the time dictated by the script, the planes will be fully respawned (including the 7 day spawn of the Noble Dojorn). Vox + ice giants, Nagafen + fire giants, Phinigel + swirlspine guardians, and Sir Lucan will respawn and thus reset their spawn timers, and a server broadcast will go out saying something like "Fake patch complete, enjoy your raid mobs."
Also, unrelated to the script, all those raid mobs whose spawn timers are a multiple of 24 hours will have variance removed and instead have a flat 6 hours added to their spawn time.
With a full repop it would be pretty dangerous in most places to keep your raid force in the plane through the respawn event, although the non-kos islands in sky would be an exception.
This proposal will result in about a 10% chance of having 2 or more patches in a month, never closer to each other than 7 days, ~ 60% chance of 1 or more patches a month, and an 84% chance to have at least 1 patch per 60 days.
Obviously, the specifics for the chance this can happen could be altered to the developers' taste or to try to match classic patches as closely as possible if someone wants to do more research on exactly how often they happened.
My SQL-fu is perhaps not up to the task, at least not without some reading and research which I admit, I do not have the time to do currently. Perhaps someone else in the community would volunteer to help the developers code this?
In closing, I believe this proposal will have no impact on the casual playerbase (besides a few lines of text in their chat window ever couple of weeks). This proposal will also mimic the classic patch day spawn races. It will allow for the simultaneous spawning of enough targets to make it much more difficult for a single guild to monopolize. It will reduce camping by making the next spawn time a known time for people and groups that do their scouting. It will also rotate the spawn times through the time zones so that they do not favor one group of players over another based on geography.