Thread: Raid Changes
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Old 09-19-2012, 02:58 PM
Slave Slave is offline
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Join Date: Mar 2011
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
I actually had to re-read Lostprophets's post to see if you and him were talking about the same thing. Not trying to sound rude, but you do realize that server repops currently happen every time there's a patch, and that smaller guilds historically have much more success than with varianced spawns? I refer you to the example of last night where there was a full repop and we got Inny and Maestro, which is probably 2 more mobs than we would have gotten if we were resorting to poopsocking and pressing the track button for 96 hours. Sure we still get less mobs than TMO, but we also have about 1/4 of the raid force, so I'll take 2 mobs over none any day. I can't think of any full repop on this server (out of at least a dozen that have happened) where we didn't either get mobs, or get attempts at mobs - one time we even got VS which is pretty much impossible for a casual guild to do when he's on variance. You can try to argue that variance benefits smaller guilds, but there's this thing called "empirical evidence" that would like to have a word with you.
Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
Confirmed sirken didn't read the post.

Current system is like 95% TMO. Repopping the whole server during primetime would be like 80% TMO maybe, and probably less depending on what targets people went after.
Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Giegue beat me to it. The top guild can poopsock their primary target every respawn, at least one other guild is going to get at least one other mob, which is above the average for most "normal" weeks.
Quote:
Originally Posted by Nlaar [You must be logged in to view images. Log in or Register.]
In regards to Lazortag's latest post...

He did a great job highlighting this fact but let us reinforce...

There is a STAGGERING amount of historical evidence on P99 to support his latest post.
Quote:
Originally Posted by Asher [You must be logged in to view images. Log in or Register.]
Variance is in the favour of guilds who are willing to track mobs for long periods of time and have the numbers willing to be on call to field a strong attempt.

I strongly agree with everything Lazortag said.

/beats the dead horse further

Asher
Quote:
Originally Posted by Rooj [You must be logged in to view images. Log in or Register.]
If anyone out there believes that the smaller guilds are out there claiming raid spawns even a little bit frequently, you are completely wrong. It's pretty obvious that there should be some changes.

Here's what I don't get, though. And you'll have to forgive me as I did not raid on Live back then, so I don't know what system was used there and how it relates/compares to what we have on P99. But 48+- hours window is absolutely insane, and ridiculous. Windows aren't meant to be like that. Windows are supposed to be small, a few hours at most. I think the highest a window should ever be is +- 3 hours, though 1.5 or even heck, -+ 30 minutes would be ideal. And then instead of having an even respawn time - 5 days, for example - you make it 5 days minus like 8 hours or so (112 hours in this scenario), to cause the mob to spawn at a different time of day each time. These are just my opinions, not really suggesting anything.
Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Giegue is 100% correct.
  • Variance caters to massive guild sizes to allow you to log on a sufficient size at any hour.
  • Variance allows one guild to control every mob because it is statistically improbable that multiple targets will spawn at the same time, therefore forcing multiple forces that wish to compete into the same zone to fight for the same mob, instead of spreading them out amongst multiple targets.
  • Variance increases the effort required to obtain kills/pixels beyond the point that most guilds are willing to work, and beyond a classic amount of effort.
  • Variance caters to guilds large enough to track everything in window at the same time to know when they all spawn.
  • The amount of boss kills guilds smaller than the #1 guild obtain is empirically higher on simultaneous repops than during "normal" weeks, and the sample size is large enough to invalidate any theoretical advantages variance provides to smaller guilds.
  • Simultaneous repops historically reduce GM intervention because guilds simply move on to the next target instead of getting embroiled in a dispute.
  • Simultaneous repops reduce GM intervention because all the content is killed within 2 hours instead of spread out over the week and at all hours of the day.
  • Simultaneous repops are more classic than variance, especially to the extreme level P99 has taken variance (+/-48hrs instead of ~1hr).
Quote:
Originally Posted by Ferok [You must be logged in to view images. Log in or Register.]
This is spot on. I'm not sure why the GM's are so insistent on Variance being helpful. Maybe in theory, but clearly that theory is wrong.
When this many normally argumentative personalities agree on something here, extreme note should be taken.

Can you hear us Sirken? Can you hear us, Rogean? Nilbog, where are the changes? Nobody has wanted this system for a year. Enough is enough with the variance now. I don't understand how this isn't first on the list of changes.

This cycle has happened so many times... eager new group starts play, grows up, starts raiding. Most soon quit in disgust except those who join TMO, perpetuating the problem. Variance is strangling the life out of the raid scene on this server.