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Old 09-12-2011, 11:17 AM
Dr4z3r Dr4z3r is offline
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Join Date: Oct 2010
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Quote:
Originally Posted by anthony210 [You must be logged in to view images. Log in or Register.]
One of them being to remove variance and camping rules. Make it 100% FTE with no variance. This is how it was in classic.
If the variance were cut down to 12 hours or less (and especially if it were completely gone), you'd definitely see a lot worse going on than what we have now.

Current scene: All guilds logged out ready to engage trak. Any given guild has 3 or 4 roles that are filled in shifts (tracker, buffer, cother) for the 48 hour window. When the mob spawns, 45 (+ or - 15) people log in to kill, spending 30 minutes at most killing the mob.* Man-hours spent = 2(4x48 + 45x0.5) = 429

6-Hour variance scene: Every capable member of all guilds is online, in Trak's lair, with auto-attack on, mashing F8 for the entire window, and hoping that the coin-flip of initial aggro will go their way. Man-hours spent = 60x2x6 = 720**

0-Hour variance scene: Every remotely interested guild/solo player is on the spawn-point when the mob spawns, all hoping the FTE-dice are on their side. 200 people engage as the mob spawns, causing the entire zone to lag out, at least 30 petitions to be sent, and endless whining to ensue.

And people are saying the variance didn't accomplish its job?

*make it 10 minutes, counting time spent walking to the computer & logging in, if the first guild to engage doesn't wipe

**This is assuming only 2 guilds bother, and that they average 60 members online each
Last edited by Dr4z3r; 09-12-2011 at 11:19 AM.. Reason: formatting/math
 


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