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Old 12-27-2013, 07:33 PM
radditsu radditsu is offline
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Originally Posted by Yinikren [You must be logged in to view images. Log in or Register.]
Wouldn't have to worry about that if mobs cost points, guilds got 100 points a week, and couldn't go over their limit. Point costs get scaled back in velious to account for more targets. Problem solved.

Also prevents monopolies of things like ST key mobs in the future.
You stil need real numbers if you want people to use points effectively. If they get 100 points and all the mobs are a total of 90 points that isnt forcing any guild to do anything differently.

According to TMO front page news Trak has spawned 254 times over 28 months. (As of nov 5th) That is 9ish traks a month. Which Means 9/4 traks a week. The math will be easier with monthly points. If done right could add up to big gains by other guilds at the end of the month. Then in this case TMO get their govt check at the start of the month and spend spend spend.

Combine this with an agreement to not poopsock and camp over x amount of toons at spawn points. I think would be effective.

You need to make the points work in regards to having 2 guilds not possibly dominate all spawns. I need spawn numbers before I could make a determination.
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  #2  
Old 12-27-2013, 07:49 PM
YendorLootmonkey YendorLootmonkey is offline
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Originally Posted by radditsu [You must be logged in to view images. Log in or Register.]
You stil need real numbers if you want people to use points effectively. If they get 100 points and all the mobs are a total of 90 points that isnt forcing any guild to do anything differently.

According to TMO front page news Trak has spawned 254 times over 28 months. (As of nov 5th) That is 9ish traks a month. Which Means 9/4 traks a week. The math will be easier with monthly points. If done right could add up to big gains by other guilds at the end of the month. Then in this case TMO get their govt check at the start of the month and spend spend spend.

Combine this with an agreement to not poopsock and camp over x amount of toons at spawn points. I think would be effective.

You need to make the points work in regards to having 2 guilds not possibly dominate all spawns. I need spawn numbers before I could make a determination.
You could even have server repops as freebies, not counting towards the "bag limit", since it would throw off whatever points balance would be calculated.

Another point to consider is the "extended overtime" variance would skew the ability to calculate a feasible points limit... would the staff consider at least removing that extended variance?
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Old 12-27-2013, 07:53 PM
radditsu radditsu is offline
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Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
You could even have server repops as freebies, not counting towards the "bag limit", since it would throw off whatever points balance would be calculated.

Another point to consider is the "extended overtime" variance would skew the ability to calculate a feasible points limit... would the staff consider at least removing that extended variance?

All of my points are on the basis of zero changes by the staff. Which I think they would prefer
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Old 12-27-2013, 07:53 PM
quido quido is offline
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Given you know the average spawn times (3 and 7 days if you discount extended windows) it shouldn't be hard to figure out how many mobs you'll see a month on average. The only other thing that can mess with this figure is a full repop, and there seems to be a consensus that the normal distribution won't apply to such an event.
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Old 12-27-2013, 08:01 PM
radditsu radditsu is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
Given you know the average spawn times (3 and 7 days if you discount extended windows) it shouldn't be hard to figure out how many mobs you'll see a month on average. The only other thing that can mess with this figure is a full repop, and there seems to be a consensus that the normal distribution won't apply to such an event.
I honestly don't know how much variance has messed with the average spawn over time. Especially extended windows.

You would think almost none but I bet there is at least a nudge toward less spawns per month
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Old 12-27-2013, 08:24 PM
quido quido is offline
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Originally Posted by radditsu [You must be logged in to view images. Log in or Register.]
I honestly don't know how much variance has messed with the average spawn over time. Especially extended windows.

You would think almost none but I bet there is at least a nudge toward less spawns per month
Before the extended windows, average spawn times were 3 and 7 days. Since that time, they've been slightly more. There's nothing really complicated about it unless it's bugged.
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  #7  
Old 12-27-2013, 08:26 PM
radditsu radditsu is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
Before the extended windows, average spawn times were 3 and 7 days. Since that time, they've been slightly more. There's nothing really complicated about it unless it's bugged.
If there is no significant amount of change (id say less than 1% increase in spawn times. I will just go off avg spawns then.
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  #8  
Old 12-27-2013, 07:56 PM
Jarnauga Jarnauga is offline
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Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
Another point to consider is the "extended overtime" variance would skew the ability to calculate a feasible points limit... would the staff consider at least removing that extended variance?
Please please please remove the extended variance. It has failed removing the poopsocking (see VS), which was the whole point. It also bring less raid targets in the end, and we're actually talking about getting more targets to more people.
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