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Old 01-06-2014, 09:09 AM
falkun falkun is offline
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There are two ways repops can be implemented, which is it?
1) Repops will NOT affect timers of their raid mobs.
2) Repops WILL affect timers of their raid mobs.

If they do not affect them, then it is a net increase in raid mobs. If they do affect them, then the increase is minimalized and we essentially trade individual variance for all-raid-mobs variance.
  #2  
Old 01-06-2014, 10:14 AM
Elderan Elderan is offline
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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
There are two ways repops can be implemented, which is it?
1) Repops will NOT affect timers of their raid mobs.
2) Repops WILL affect timers of their raid mobs.

If they do not affect them, then it is a net increase in raid mobs. If they do affect them, then the increase is minimalized and we essentially trade individual variance for all-raid-mobs variance.
I am almost positive they will effect the timers. They would have to code a custom timer for the other to happen and I have not heard them mention this before.

Some weeks you might have a net gain. Like the simulated repop happens 9 days after the last one. That would result in more mobs but it is less than 7 then only the 3 day mobs would be a net gain and even then it depends.
  #3  
Old 01-06-2014, 10:26 AM
finalgrunt finalgrunt is offline
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2 full server repops for the casual / tier2 / <insert proper term> a month to compete against each other, that's quite nice actually! (more than I tried to bargain for with the 1 week every 10 back then).

Add a seemingly will to play hard ball with guilds using bad behavior, that's a good start in my opinion! And the "no camp at the target's feet" is just the cherry on top! Classic races and mobilization. How can't that be fun?

And people should look on the long term really. Top guilds could maintain their domination by having a rather unhealthy roster. But the domination ensured recruitment flow. Now, there is a choice at least for people who would like to stay in their casual guilds, and still have a chance at their epic.

If the top guilds want to keep on lockdown the targets, they'll have to do so, but it might become much more difficult to keep enough people motivated to share the burden associated with.

In short: be happy, see how it goes, and come back to the GMs IF the new system is still deeply flawed [You must be logged in to view images. Log in or Register.]
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  #4  
Old 01-06-2014, 01:15 PM
skipdog skipdog is offline
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Great work by the staff!
  #5  
Old 01-06-2014, 09:12 AM
radditsu radditsu is offline
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Wee separating people by tiers. Good job everyone.
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  #6  
Old 01-06-2014, 09:24 AM
weh8you weh8you is offline
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Penis in your ear TMO, IB, FE, BDA!
  #7  
Old 01-06-2014, 10:27 AM
MaksimMazor MaksimMazor is offline
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Long Live TMO
  #8  
Old 01-06-2014, 10:47 AM
Hinshi Budou Hinshi Budou is offline
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  #9  
Old 01-06-2014, 11:01 AM
ravensloss ravensloss is offline
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I had an idea about the extra spawns per month that might add some excitement, and confusion as to when a target like trakanon spawns. currently its 7days-downtimex2 as a window. so forgive me if the numbers arent exactly right. 3 days---100%--------, what i was thinking was, what if the timer didnt reset when trakanon spawned, what it if continues the window sometimes. 0%---100%----Spawn 20%---
This way its down 3days, full chance of spawn over entire window, untill it spawns, then 20% chance that it locks in a second spawn, during that existing window, or resets the downtime/window and starts over. would make it hard to track next spawn, or even next window.... just an idea
  #10  
Old 01-06-2014, 11:15 AM
Aaron Aaron is offline
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