Quote:
Originally Posted by rayeatts
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After reading though this entire thread and considering everybody's opinions, it seems to me that the best change to be made is to slightly reduce variance to see what the effect on raid mob competition would be.
The goal should be to keep some amount of variance to give leading guilds an edge, but reduce that variance to give casual guilds a chance.
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you bring up the crux of variance. This would really not be a problem if server repops synchronized the spawns periodically and variance was lowered to 2-3 hour window.
Lets remember that repops and 0 variance is classic. variance was implemented because there wasn't enough raid targets to keep people busy. So when one was about to spawn-EVERYONE showed up.
I would argue that with velious, there are enough targets to keep everyone busy enough so that variance can be reasonably lowered or eliminated all together.
for argument's sake:
lets assume guild A is keyed for ST and another guild B is getting keys, but cannot compete in ST.
without repops and with variance as high as it is:
the spawn times for necklace dropping mobs (and all others for that matter) tend to diverge and guild A can effectively take every single one they want since they are the largest with most play time and are the most available for tracking. guild A takes 90% of ST key holders and laughs on their way to ST. This is okay and normal since they are putting more effort into the game. The problem is that variance really tips the scales in their favor and perpetuates the state of end game.
With lower variance and simulated repops:
guild A will race to dragons that drop necklaces and ignore ST for as long as they want, since no one else can enter. but they can't possibly get them ALL since others will be competing. With as many necklace dropping targets as there are, no reason why guild B can't get ST keyed to compete within a period of 3-4 months. there would also be (1) higher degree of predictability (far from certain though) to spawn times which helps people plan their game time (2) the tendency for spawn timers to diverge is dampened significantly (3) repops would force more keys into guild B hands, but only if guild B can mobilize and kill things before guild A.
Once B is keyed, guild A needs to race to ST on a repop. Both guilds A and B are now competing for ST and leaving necklace targets alone for guilds C, D, E and F.
this ended up being alot longer than i meant for it to be...thanks for reading!
end variance!
simulated repops!
tldr;
0 variance and repops are classic.
large spawn windows with no repops perpetuates the shit show.