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Old 11-23-2012, 05:23 PM
Autotune Autotune is offline
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Join Date: Jun 2010
Location: Auburn, AL
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
The major issue that nobody in this thread has mentioned (and you will never see TMO debate this honestly for obvious reasons) is that TMO is where they are because of a non-Classic raidmob mechanic that was forced on the server by the developers. This major variance on spawn time has proven to always favor the largest guilds with the most amount of people who spend countless hours tracking for those bosses, leading to an uneven distribution of loot as compared to Classic mechanics.
The system was in place long before TMO showed up and started progressing.
Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
People tend to resent TMO because they never own this fact, instead preferring to troll and/or focus attention on their organized ground game which is in fact better than anyone else's on the server. So the reality is that TMO did not earn their spot at the top, they were the beneficiary of an arbitrary nonClassic jury-rig to win more loot than would normally be awarded to such tactics.
TMO has earned their spot by "taking out" the guild that was winning the system before them. TMO hasn't been #1 since variance was implemented. Your version of reality is vastly skewed. Also, TMO has spoken up repeatedly in an attempt to reduce the variance (They haven't tried to get it removed since Rogean stated it would never be removed).

Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
Rogean, the lead developer, has proposed halving the current raidmob variance, and adding simulated patch days during which most raidmobs will respawn (along with FTE shout, an unmitigated positive). The problem with this is that the solution does not seriously address the root of the problem, the variance itself. The variance is what causes the largest, most active guild to obtain a dramatically increased percentage of loot, dwarfing even their (server-largest) efforts. And the greatly increased amount of drops could easily have unforeseen negative consequences.
Rogean, again, has stated that variance will never be removed from p99. This means variance can no longer be looked at as a problem, however the length of the variance can be seen as a problem. Every raiding guild wants variance reduced and they want simulated patches because it decreases time spent and increases chances to engage raid mobs for everyone.

Every step towards a more classic everquest project is a step in the right direction, regardless of what guild gets what loot.

Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
So basically we're left waiting on that patch right now, which as per these calculations will likely not have a major impact on the loot distribution of the server but may cause other chaos. Another 6 months down the road and there is another clamor for change, and the variance may be removed. But the development team has showed marked decrease in activity over the last year, a trend that may prove disastrous if continued.
Your calculations are very similar to your version of reality.
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