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  #151  
Old 07-23-2013, 06:08 PM
happyhappy happyhappy is offline
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Good question.
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Fixed, pending update.
  #152  
Old 07-23-2013, 10:19 PM
Dentalplan Dentalplan is offline
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Why is variance needed at all with fte shouts in?
  #153  
Old 07-23-2013, 10:36 PM
fullmetalcoxman fullmetalcoxman is offline
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Apparently 20 people sitting on a spawn is bad, but 2 people sitting on a spawn is good.
  #154  
Old 07-23-2013, 11:30 PM
Shinko Shinko is offline
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Respawn timers that fall within the last 15% of a window will now be extended by a random amount up to 24 additional hours, repeating accumlatively until the window is under 85% for total potential spawn time


yo, explain this please...
Trakanon
Respawn Time: 3 Days (+/- 18 hours)

so that means....
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  #155  
Old 07-24-2013, 01:40 AM
Alarti0001 Alarti0001 is offline
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Quote:
Originally Posted by Shinko [You must be logged in to view images. Log in or Register.]
Respawn timers that fall within the last 15% of a window will now be extended by a random amount up to 24 additional hours, repeating accumlatively until the window is under 85% for total potential spawn time


yo, explain this please...
Trakanon
Respawn Time: 3 Days (+/- 18 hours)

so that means....
must know exact poopsock values
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It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
  #156  
Old 07-24-2013, 02:37 AM
Shinko Shinko is offline
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sure expain
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  #157  
Old 07-26-2013, 08:59 PM
NizmerThafen NizmerThafen is offline
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I think these changes on variance will do *some* to mitigate the ridiculous poop-socking on the part of the have-no-life obsessive guilds, however it will *hurt even more* the I-have-a-life-but-also-enjoy-EQ-on-the-weekends guilds.

If there was no variance and all the mobs spawned at known times, that would actually allow for better competition among a lot more guilds and dare I say they might be forced to cooperate and be more civil if variance was nixed? With the raid targets now calling out the name of the first person to agro, which is an awesome idea to implement, that would kill any controversy over "who got the mob first".
  #158  
Old 07-26-2013, 09:01 PM
NizmerThafen NizmerThafen is offline
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Quote:
Originally Posted by Dentalplan [You must be logged in to view images. Log in or Register.]
Why is variance needed at all with fte shouts in?
...Exactly.
  #159  
Old 07-28-2013, 11:18 AM
pharmakos pharmakos is offline
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Quote:
Originally Posted by NizmerThafen [You must be logged in to view images. Log in or Register.]
If there was no variance and all the mobs spawned at known times, that would actually allow for better competition among a lot more guilds and dare I say they might be forced to cooperate and be more civil if variance was nixed?
one of the problems with static spawn timers is guilds locking the timer down on off-peak times, and trying to keep the exact spawn times a secret.

i wonder (if there were no variance) if it would be possible for the P99 staff to set up a script for a website that shows the exact time that raid mobs will spawn?
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  #160  
Old 07-28-2013, 12:31 PM
Vega Vega is offline
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Quote:
Originally Posted by pharmakos [You must be logged in to view images. Log in or Register.]
one of the problems with static spawn timers is guilds locking the timer down on off-peak times, and trying to keep the exact spawn times a secret.

i wonder (if there were no variance) if it would be possible for the P99 staff to set up a script for a website that shows the exact time that raid mobs will spawn?
Simulated patch days with re-pops and reset timers would help this. Plus locking a timer down to when you want requires the raid mob stays up long enough for you to shift the repop time. This won't happen on blue.
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