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#21
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Quote:
I don't quite understand what you mean by "getting 2 or 3 of something every 7 days that statistically you'd normally only have one drop on the server otherwise". Please be more clear. However, I think I understand what you're hinting at. Because not every raid mob is on the same timer length (3day, 7day, 10day, etc) then it's unlikely we could pick a simulated reset timer that wouldn't increase the frequency of spawns. (seeing a 10 day spawn every 7 days, for instance) Since spawn variance is already not classic, there are several tweaks/ideas we could think about to remedy this problem. 1) Introduce spawn probability into the simulated reset. In this case, there is a single time that all raid targets could or could not spawn. This will make it so guilds that bank on single targets may walk away empty handed, effectively encouraging strategies of mobilization rather than poop-socking for optimization of loot acquisition. If a mob does not spawn at the simulated reset, then it will spawn on it's normal timer. In this case, making the reset a non-raid-target interval makes sense to create the most randomness (also to constantly rotate the day of the week which the event occurs to include the most people - 6 days is nice). 2) Make multiple resets for each raid-target family which share the same spawn timer. This will make it so every 3-day raid target will spawn at the same time, every 7-day raid target will spawn at the same time, and so forth. This way we don't increase the frequency of spawns for any one mob while also accomplishing the goal of having multiple targets up at once for guilds to compete over which one(s) to go for. | |||
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