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View Poll Results: Is variance still needed?
Yes, it promotes "competition" 75 29.18%
No, its an unneccesary non-classic time sink 182 70.82%
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  #1  
Old 02-01-2013, 03:57 PM
Frieza_Prexus Frieza_Prexus is offline
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Originally Posted by SupaflyIRL [You must be logged in to view images. Log in or Register.]
Wouldn't this just cause more socking with less pops? Once the initial window is expired everyone just comes back the next day and does the same thing, unless I'm missing something.
Once the initial window has expired, the mob may spawn at ANY time in the new window. For example, say Trak reaches 75% completion meaning that he has 7.5 hours left of his 36 hour window. At 75% the system will roll a two sided die, if successful, the window is extended another 24 hours. This means that Trak could now spawn at ANY point within the next 31.5 hours. (7.5 + 24).

He could spawn in 6 seconds after the check, or he could spawn over 30 hours later. This would severely discourage socking as there is no definable point or bracket on his "spawn timeline" where the probability of a pop is so large as to justify a multi-hour socking.
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  #2  
Old 02-01-2013, 03:58 PM
Splorf22 Splorf22 is offline
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BTW a more serious raid proposal: make all raid bosses spawn every day at 7:30PM EST (well a few spawns at different times for our aussie/euro folks). Each mob drops 1/7 of its normal loot table. Everyone has a blast.

Your idea is not terrible IMO but it reminds me of our government trying to fix our excess of debt by going into more debt. Variance is the problem, not the solution.
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  #3  
Old 02-01-2013, 04:08 PM
Alarti0001 Alarti0001 is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
BTW a more serious raid proposal: make all raid bosses spawn every day at 7:30PM EST (well a few spawns at different times for our aussie/euro folks). Each mob drops 1/7 of its normal loot table. Everyone has a blast.

Your idea is not terrible IMO but it reminds me of our government trying to fix our excess of debt by going into more debt. Variance is the problem, not the solution.
730 is too early for PST players ! 9pmest at the earliest!.
Either way Velious is the solution. If you hate socking go test those quests.
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  #4  
Old 02-01-2013, 04:03 PM
SupaflyIRL SupaflyIRL is offline
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Mob has spawn time of 90 hours with 10 hour variance. At 100 hours everyone will leave and come back for the (second) late window spawn (which was your initial concern).

You're just putting your initial problem off another 24 (48, 72, etc) hours and hoping people get tired of coming back for the repeated late windows. So now instead of only having one opportunity for a late window sock you're allowing for multiple ones, which I'm sure won't make the already uncooperative guilds more antsy and inclined to ensure they are the ones that get the mob after waiting at the altar a couple times.
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  #5  
Old 02-01-2013, 04:16 PM
Ele Ele is offline
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Originally Posted by SupaflyIRL [You must be logged in to view images. Log in or Register.]
Mob has spawn time of 90 hours with 10 hour variance. At 100 hours everyone will leave and come back for the (second) late window spawn (which was your initial concern).

You're just putting your initial problem off another 24 (48, 72, etc) hours and hoping people get tired of coming back for the repeated late windows. So now instead of only having one opportunity for a late window sock you're allowing for multiple ones, which I'm sure won't make the already uncooperative guilds more antsy and inclined to ensure they are the ones that get the mob after waiting at the altar a couple times.
No boss here has a 10 hour variance, they range from 18, 24, and 48 hour variances.

The chances that a mob goes to the last 10% of its window is already low, on top of that it would be highly discouraging to those wanting to sock something out that last 2-5 hours to have a coin flip that it could be another 24 hours, and yet another coin flip to extend again.

The reason socking is prevalent at this point (keeping in mind the variance as implemented is not classic) is because you know that the boss will spawn for sure within that rapidly closing window. The addition of FTE rules also further encourages sitting on spawn points for the FTE lottery win.
  #6  
Old 02-01-2013, 04:16 PM
Frieza_Prexus Frieza_Prexus is offline
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Quote:
Originally Posted by SupaflyIRL [You must be logged in to view images. Log in or Register.]
Mob has spawn time of 90 hours with 10 hour variance. At 100 hours everyone will leave and come back for the (second) late window spawn (which was your initial concern).

You're just putting your initial problem off another 24 (48, 72, etc) hours and hoping people get tired of coming back for the repeated late windows. So now instead of only having one opportunity for a late window sock you're allowing for multiple ones, which I'm sure won't make the already uncooperative guilds more antsy and inclined to ensure they are the ones that get the mob after waiting at the altar a couple times.
Not exactly. The mob would have an equal chance at spawning at ANY point during each independent window extension. IE: during window one it could spawn at 1 second in or at the last second.

Yes, there are "blocks" where a staggered sock is, in theory, possible. However, the idea is that the % chance at an extension is conducted at some point when the timer is between 75% and 85% completion, AND the first timer extension has a 50% chance of occurring (or tweaked to some reasonable % so as to make socking unprofitable). These combined raised the level of uncertainty to a point so that socking becomes immensely unprofitable.

Also:
Quote:
Originally Posted by Frieza_Prexus
Should this new window reach between 75% and 85% completion, the check is repeated with a 25% chance at a 12 to 14 hour extension to the current window randomly placing the mob's spawning within the new window of 25% to 15% of current time left +12 hours. This 2nd 12 hour check may repeat indefinitely.
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  #7  
Old 02-01-2013, 04:18 PM
SupaflyIRL SupaflyIRL is offline
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Quote:
Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
Not exactly. The mob would have an equal chance at spawning at ANY point during each independent window extension. IE: during window one it could spawn at 1 second in or at the last second.

Yes, there are "blocks" where a staggered sock is, in theory, possible. However, the idea is that the % chance at an extension is conducted at some point when the timer is between 75% and 85% completion, AND the first timer extension has a 50% chance of occurring (or tweaked to some reasonable % so as to make socking unprofitable). These combined raised the level of uncertainty to a point so that socking becomes immensely unprofitable.

Also:
You're not understanding what I'm saying, every single extension's endpoint would be a known time which makes your solution "more of the same".

Quote:
Originally Posted by Ele [You must be logged in to view images. Log in or Register.]
No boss here has a 10 hour variance, they range from 18, 24, and 48 hour variances.

The chances that a mob goes to the last 10% of its window is already low, on top of that it would be highly discouraging to those wanting to sock something out that last 2-5 hours to have a coin flip that it could be another 24 hours, and yet another coin flip to extend again.

The reason socking is prevalent at this point (keeping in mind the variance as implemented is not classic) is because you know that the boss will spawn for sure within that rapidly closing window. The addition of FTE rules also further encourages sitting on spawn points for the FTE lottery win.
Made up numbers for simplicity. Also, the odds that a mob will spawn in the last 10% of its variance are the same as the first 10% or at any other time, so a late window spawn is just as statistically probable as any other spawn time.
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  #8  
Old 02-01-2013, 04:25 PM
Ele Ele is offline
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Quote:
Originally Posted by SupaflyIRL [You must be logged in to view images. Log in or Register.]
You're not understanding what I'm saying, every single extension's endpoint would be a known time which makes your solution "more of the same".



Made up numbers for simplicity. Also, the odds that a mob will spawn in the last 10% of its variance are the same as the first 10% or at any other time, so a late window spawn is just as statistically probable as any other spawn time.
I don't disagree with any of those points. I do disagree with you that people would keep coming back at each new close of window. In my opinion, the prospect of keeping people and bringing them back for sock after sock on the same single mob would be highly discouraging.
  #9  
Old 02-01-2013, 04:11 PM
Elements Elements is offline
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Id rather see some variation of raid mobs DT the entire zone upon spawning and banish anyone who enters their zone who hasnt been logged into that toon for at least 25 minutes. Fix socking and camping out toons at the same time and bring us back to classic raid mobilization.
  #10  
Old 02-01-2013, 04:14 PM
Alarti0001 Alarti0001 is offline
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Quote:
Originally Posted by Elements [You must be logged in to view images. Log in or Register.]
Id rather see some variation of raid mobs DT the entire zone upon spawning and banish anyone who enters their zone who hasnt been logged into that toon for at least 25 minutes. Fix socking and camping out toons at the same time and bring us back to classic raid mobilization.
Hard part is, people EXP in KC, SEB, EJ, SF, TD, DL etc etc.
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