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  #11  
Old 02-09-2011, 06:43 PM
Cars Cars is offline
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Yeah I think people that complain about variance either are not raiding, can't sympathize with the GM's workload or haven't been on the server long enough to really understand what it accomplishes.
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  #12  
Old 02-09-2011, 06:48 PM
maegi maegi is offline
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bah just remove the rule, make it all FFA whoever does the most damage the fastest fucking wins
  #13  
Old 02-09-2011, 06:51 PM
azeth azeth is offline
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Quote:
Originally Posted by maegi [You must be logged in to view images. Log in or Register.]
bah just remove the rule, make it all FFA whoever does the most damage the fastest fucking wins
to an extent i agree [You must be logged in to view images. Log in or Register.]
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  #14  
Old 02-09-2011, 07:17 PM
Lazortag Lazortag is offline
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I'm not sure why people act like removing the spawn variance would be the end of the world. No variance ever existed on live in classic and things turned out fine. Without the variance most raid mobs would respawn at roughly the same time, so it's kind of silly to say that people would just plant 200 people on a spawn point, because then someone would get all of the other raid bosses.

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yea lets remove variance so we can have 200+ person on every spawn point ready to killsteal. I'm sure the GMs will love this.
How is this more likely without the variance? People can do this now if they want to with whatever mobs have been in window the longest. The only difference is that there's marginally more uncertainty.

I think lots of people are tired of sitting at their computers for 20 hours hitting "track" over and over again.
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  #15  
Old 02-09-2011, 10:54 PM
Harrison Harrison is offline
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Live wasn't this top heavy.

You didn't level as fast in Live.

No one knew wtf they were doing in Live.
  #16  
Old 02-09-2011, 11:01 PM
Nuggie Nuggie is offline
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^^
  #17  
Old 02-09-2011, 11:08 PM
Nedala Nedala is offline
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That one noble spawn where like 150-200(?) players were sitting on noble spawn trying to get aggro first when he pops, was a good example what would happen if the variance was removed.
  #18  
Old 02-09-2011, 11:35 PM
Lazortag Lazortag is offline
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Quote:
Originally Posted by Nedala [You must be logged in to view images. Log in or Register.]
That one noble spawn where like 150-200(?) players were sitting on noble spawn trying to get aggro first when he pops, was a good example what would happen if the variance was removed.
No, that's what would happen if bosses were FTE. FTE is not the same as having no variance, I'm not sure why people seem to think that's what this thread is about. And it doesn't happen that often with noble even though he's the only boss without variance (edit: and it never happens now since he's poopsockable, not that that's a good thing). If no bosses had variance, a lot of the time multiple bosses would spawn at once (which is impossible without the variance), which would probably mitigate the harms you're talking about. I just don't think it would be as bad as people say it would be. If we got rid of the variance for a few weeks just to see what would happen, it wouldn't be the end of the world, we could always reverse it if everything that was said in this thread was true.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
Last edited by Lazortag; 02-09-2011 at 11:37 PM..
  #19  
Old 02-10-2011, 12:13 AM
Droxx Droxx is offline
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Since nobody else did it:
*Variance
  #20  
Old 02-10-2011, 12:17 AM
baub baub is offline
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Quote:
Originally Posted by maegi [You must be logged in to view images. Log in or Register.]
bah just remove the rule, make it all FFA whoever does the most damage the fastest fucking wins
Haha yes, I remember vividly on TP each guild making KS groups. We eventually "grew up" and started letting /duels settle the dispute. GMs were nowhere to be seen on that server.
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