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Old 12-30-2013, 04:57 PM
falkun falkun is offline
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If there's no variance, then everyone will be at every spawn, the dragon will either wipe the raids (lol @ 4 guild Trak, lag FTW) or one guild will roll the lucky dice. Then guilds will slowly stop showing up as the week progresses and their bag limit is reached. I can't believe I'm saying this, but you'd still need at least a little bit of variance to prevent all the guilds keeping raid forces on spawn at the time of the spawn. This is mostly applicable to highly contested spawns like Inny, Trak, and VS (CT's mechanics make this a bit more difficult).
  #2  
Old 12-30-2013, 05:00 PM
radditsu radditsu is offline
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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
If there's no variance, then everyone will be at every spawn, the dragon will either wipe the raids (lol @ 4 guild Trak, lag FTW) or one guild will roll the lucky dice. Then guilds will slowly stop showing up as the week progresses and their bag limit is reached. I can't believe I'm saying this, but you'd still need at least a little bit of variance to prevent all the guilds keeping raid forces on spawn at all times. This is mostly applicable to highly contested spawns like Inny, Trak, and VS (CT's mechanics make this a bit more difficult).
The whole point system is predicated on still having variance. No variance = no racing. It is the only solution i have seen that says " WE GOTTA HAVE REPOPS" or "LETS DO A ROTATION THAT NOBODY WILL AGREE TOO"

It's the only solution that can be used with the server "as it is" and requires nothing but a n excel document
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  #3  
Old 12-30-2013, 05:04 PM
falkun falkun is offline
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I think the point system will work with smaller variance (+/- 4-12 hours instead of 48), but zero variance will not benefit this system. But then I don't see variance ever being completely removed, as it also benefits P99's worldwide population to have pops at all times of day.
  #4  
Old 12-30-2013, 05:16 PM
falkun falkun is offline
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Winga, that's the point of the system: if you are doing more rewarding content, you are leaving less rewarding content for others. But if people wanted to address your comment, a simple rule stating "no bag points are spent if the mob is killed after X hours" would cover that base.
  #5  
Old 12-30-2013, 06:50 PM
DrKvothe DrKvothe is offline
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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Winga, that's the point of the system: if you are doing more rewarding content, you are leaving less rewarding content for others. But if people wanted to address your comment, a simple rule stating "no bag points are spent if the mob is killed after X hours" would cover that base.
Probably require a lot of policing and enforcement by the GMs. Another option is to just adjust the point values for the most difficult content. Rather than chewing through, say, half of a guild's points for content nobody else can complete, it could just cost them a quarter of their points or whatever. And that brings me back to the point of my previous post, which is that the point system is remarkably simple to manipulate to rebalance any issues seen as unfair by the community.
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  #6  
Old 12-30-2013, 05:24 PM
Yinikren Yinikren is offline
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I agree with the variance issues - there needs to be some, but a 4 day window is probably unnecessary and would fuck up a weekly schedule. Removing extended windows would help, and give all the 7 day mobs a 5-7 day spawn time for people to watch for. This way nothing can extend past a week and fuck up the system. If anything, the occasional week where VS or another highly contested spawn would end up popping twice a week would help out the guilds who haven't capped their points by tuesday by killing mobs as they spawn.

I like Falkun's idea of remodelling the points. I am thinking each guild gets something like 5 points a week. If PD, Trak, and Nodrop epic mobs are 2 points each, and everything else is 1, then that gives a guild the ability to kill 5 loot mobs, 3 loot mobs and a key/epic, or two keys/epics and a loot mob each week.

I am glad for all of the positive discussion towards this idea. If there is a disadvantage to it, I don't see it.
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Look, I really want to make this better for the nonhardcores here. But if a small faction of people is going to cockblock progress because they're not getting exactly what they want.....
Abomination Snowman - 60 Grave Lord
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Last edited by Yinikren; 12-30-2013 at 05:35 PM..
  #7  
Old 12-30-2013, 06:12 PM
Scoresby Scoresby is offline
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I like the idea and think it does settle a lot of the concern from the staff, however in the interest of keeping it simple why not make all kills worth the same. So each guild gets 5 kills a week, does it matter that easy targets are equal to Trak/VS/PD? I think not. This simply means the top tier guild on the server gets the lion's share of loot (i.e. prime targets) and you can bet your 4th through 6th guilds won't fill out their limit and might be lucky to get a kill or two from the least significant targets.

This change at least keeps the system very simple so you don't need to debate what should be worth specific points and let the desirability of the target dictate whether a guild spends their points on it or not. The only thing left open is how many kills you get a week (4-6 seem like arguable values for the current content) to create a spread amongst raiding guilds.

All-in-all, the main concept here is a big step in the right direction in my opinion.

-Stinkie
Last edited by Scoresby; 12-30-2013 at 06:19 PM..
  #8  
Old 12-30-2013, 06:18 PM
Garguren Garguren is offline
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I don't think the variance is a absolute terrible thing, i would just like to see it something more manageable. Say a 1 day +/-. This still makes it a bit random so you cant just be sitting in place when you know its gonna spawn (say exactly 96 hours after last death).
  #9  
Old 12-30-2013, 06:29 PM
Utmost Utmost is offline
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Through all this I just don't understand that if another guild wants to kill a mob that some guild has on lock down, why don't they, if need be, level alts, camp them at the mobs, buffed, have a tracker watch for the spawn, text guildies when it spawns, log on and kill it? I'm pretty sure that sentence is grammatically correct.
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  #10  
Old 12-30-2013, 06:39 PM
Yinikren Yinikren is offline
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The entire point of the scoring system being weighted is so that guilds have to pick what targets are most useful to them that week. Making all mobs one point each not only ensures that the 10 most valuable mobs are on TMO/IBFE rotation, but only allows 3 1/2 guilds to raid (19 targets).

Having some mobs cost more than others makes the cost a factor in deciding what mobs each guild is going to contest.
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Quote:
Originally Posted by quido View Post
Look, I really want to make this better for the nonhardcores here. But if a small faction of people is going to cockblock progress because they're not getting exactly what they want.....
Abomination Snowman - 60 Grave Lord
Proud owner of Innoruuk's Curse that did NOT come from TMO's bank or RMT.
Niluvien Forestwalker - 52 Ranger
Russled Jimmies - 54 Wizard
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