Before this thread devolves more than it has, I just want to give my perspective on the new changes. Like all other threads about variance, people will use this to (a) promote whatever agenda they have (rotations, removing variance entirely, tokens, whatever), (b) trashtalk big guilds for having no lives/being unemployed/etc., (c) ridicule smaller guilds for being unskilled/unprepared/socialist, just to give a few examples. Because of this, it's easy to dismiss people on either side as repeating the same tired arguments, and of being biased because of whichever type of guild they belong to. So here's my no-nonsense post about why the new changes are bad. Realistically, this will change very little - there's only a small chance of the windows being increased for a given raid mob, and when they are, the increase isn't by that much. I think the problem is that several months ago there was a very productive discussion about how to go forward with the raid scene, and most people were very supportive of the proposed changes (which you can read here: )
Quote:
Originally Posted by Rogean
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Here is what nilbog and I are currently planning/designing/brainstorming:
We will be cutting the variance in half on the existing raid spawns.
We will be implementing an FTE notice of some sort, whether this is an emote or some type of message.
We will be implementing a simulated patch day respawn. Here is how it will work.
The server will pick one day of each week (Random 1 to 7, Sunday through Saturday). It will then pick a random time. I will not disclose the range of the possible times, but it will only include afternoon and evening hours, so as to give the best chance for the most people to benefit from it.
A serverwide message will go off indicating that the simulated patch day respawn has or will be taking effect shortly. All raid mobs will (either immediately, delayed, or spanned, tbd) respawn.
These respawns will NOT affect the normal respawn times of the mob. For example. If Talendor was killed on Monday, and on death the server determined he would spawn again on Sunday. A simulated patch day occurs on Thursday, his death on Thursday will not reset his scheduled respawn time on Sunday.
Exception: If the mob's spawn time is scheduled to occur within (To be determined, probably either 6 or 12 hours) of the simulated patch day respawn, it will calculate a new spawn time for the mob as it would had he been killed normally, when he dies from the simulated respawn.
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The main change to the raid scene would be simulated repops - I think most of us can agree that even if the windows were a billion years long, it wouldn't matter because what casual guilds (and pretty much all guilds) want most is regular repops. But halving the windows was also a big change, and this new change is mutually exclusive with that. It's as if everything that was said about the variance creating barriers to competition and the raid scene being unfair was completely ignored. We were left in the dark about when the new raid changes would happen, and now several months later, we get a change that's the opposite of one of the most desired changes.
It's not like this change is going to ruin the server. It's very low impact (both in that it won't discourage poopsocking, and it won't hurt casuals that much), but it's still a step in the wrong direction and like many others, I'm wondering why the staff changed their minds from months ago when they agreed that the windows were too long.