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#111
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server pop
server pop server pop 3 reasons | ||
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#112
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With quality arguments like those is it any wonder the staff has shit on the variance idea for months?
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#113
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you ask for 3 reasons when there is only 1 reason for variance, it will drastically increase the server pop... dont need 3 reasons
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#114
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Variance actually will make it rain blood and disrupt the space time continuum.
See, I can make shit up and present it as a fact too. | ||
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#115
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The increase in effort required, in man hours, is a static number.
If you create an +/-8 hour variance, resulting in 16 hour windows, the minimum amount of effort required to guarantee a spawn is increased by 16 hours across the board, as you would need a number of players to take shifts tracking the mob throughout its window. The current amount of effort without variance is based, basically, on the number of people that the largest guild represented for the spawn camps out at or near the spawn. If nihilum camps out 60 people - and 40 people end up logging in - and it takes an hour to take care of any PVP contest and then the mob - then the total number of man hours required is 40 + 16 for any other guild to reasonably contest the spawn. You can also next to guarantee that the number of people who will be available for an off hours spawn will be a similar ratio on each side. If 40 of Nilly's 60 show up, then it's likely that if Az camps 30, 20 will show up. There's a bit of variance afforded to extreme examples of player skill over numbers, but it doesn't change much. Skill still can't change a 20 vs 40 battle that much (there have been examples where it's happened in the past, absolutely, but not as many as the examples in which numbers have trumped any amount of player skill). 56 man hours divided by 60 people versus 56 hours divided by 30 people leaves the guild with 60 people camped out in a better position to contest the spawn by a longshot. They will have to put in less hours per person and, with the same ratio of camped out players logging in, they will have a larger raid force. The increase of effort must be echoed by every involved raiding party, and since the 16 hours of extra tracking man hours can be divided over any number of different players, the larger raiding party actually has to put in less additional effort than each smaller raiding party. Variance would therefore require considerably more effort from smaller guilds than it would for larger guilds. It would GREATLY increase the amount of effort required by each individual member of the smaller guild while SLIGHTLY increasing the amount of effort required by members of the larger "dominant" guild. Each party would be inconvenienced to the same degree in terms of the schedule, but more inconvenienced unless they have an even or larger number of players available to track and camp out. Referencing the 6am dragon spawn era (as you did in your initial post on the subject which I read out of courtesy to you, Hivemind) only further proves how much effort nihilum is willing to put in to win. If you think that variance forcing these 6am spawns is going to change anything, that's just flawed logic, dog. They CHOSE to wake up off hours to kill the dragon if it meant winning, why wouldn't they continue showing up at 6am? You can present some perfect-world argument that azrael would login more people despite a smaller population because they want it more, or that player skill would allow them to overcome the current numbers game in a pvp contest, but if either of those were true then they'd be doing just fine under the current system. A change in 16 man hours just makes it harder for guilds that are already having a tough time. This is not at all indicative of the issues with variance on blue, where I come from, and none of it is biased by my position as a nilly app, since I'm completely willing to put in a few tracking hours where I can and wake up at 4am to slay the dragon - regardless of what guild that may be for.
__________________
Gradner Goodtimes - 60 Bard | ||
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Last edited by GradnerLives; 06-09-2014 at 05:52 PM..
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#116
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its common sense
vote for variance | ||
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#117
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I think we should make all raid mobs triggered, only when 50 cloth tunics are turned in to an NPC by different unique player avatars within a 60 second time period. Also, raid target will despawn if anything less than 40 players are on it's agro list after first engage.
Thoughts? | ||
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#118
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variance a better idea
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#119
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naw
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#120
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yep
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