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  #1  
Old 03-05-2013, 09:27 AM
Stalahoy Stalahoy is offline
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No trolling here. The majority of the player base hates this change. It means less loot for the entire server which will increase demand AND poopsocking. How you guys thought this would decrease poopsocking.... i dont know.
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  #2  
Old 03-05-2013, 09:36 AM
Autotune Autotune is offline
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Quote:
Originally Posted by Stalahoy [You must be logged in to view images. Log in or Register.]
No trolling here. The majority of the player base hates this change. It means less loot for the entire server which will increase demand AND poopsocking. How you guys thought this would decrease poopsocking.... i dont know.
This game has gone from EQ raiding to P99 raiding.

It's all about massive zerg guild with an insane amount of trackers and calling poopsocks when the chance for a spawn is at its best odds. With these changes, you will never see a normal size guild enter into the raid scene.
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  #3  
Old 03-05-2013, 01:48 PM
rahmani rahmani is offline
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I say increase variance as much as possible; from one hour to one month.
  #4  
Old 03-05-2013, 03:03 PM
Tecmos Deception Tecmos Deception is offline
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I really don't even know how you got on this "Tecmos is greedy" kick based on my comment that this thread exists because Rogean said "this is an accident and here is the change that happened" instead of "this is an accident and it will be undone as soon as possible."
  #5  
Old 03-05-2013, 04:03 PM
Pend Pend is offline
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Back in my day, Xev was relatively decent at the top/mid guilds coordinating amongst each other to reserve raid spawns in advance (on the "server" forums), so they'd all stand a better chance of rallying their guilds for a reason. It was Nash's equilibrium kind of thing, where the best possible outcome was if everyone worked toward their own goals as well as the goals of others. There'd be outliers that screwed it up, of course, but they'd be snowballed by every other guild that participated until they got with the program. That scheme only works if the spawns are relatively predictable. In my mind, less predictability is more role play, more predictability is more practical.

For Rogean's sake, I think the fire wouldn't have started if he'd been clear that this was not just a mistake, but a temporary one right at the start. ;-) Case in point, it still hasn't been said explicitly that this change is temporary.

Last point is it seems there's a lot of people who assume the server design is a democratic process (community rules). I've seen no such statement, however, and would hope that isn't the case. While nilbog and Rogean are obviously trying to make it the best possible play experience, design by committee produces crap. I'd rather they do what they feel is best. (BTW, keep up the awesome huge work you put into it, guys! I'm impressed, even when I find a few minor "not quite right" things in my adventures.)

My 2c.
  #6  
Old 03-05-2013, 05:02 PM
rahmani rahmani is offline
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Quote:
Originally Posted by Pend [You must be logged in to view images. Log in or Register.]
In my mind, less predictability is more role play, more predictability is more practical.
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Question is - "Do we want to play like EQ is our job?"
  #7  
Old 03-05-2013, 05:10 PM
Pend Pend is offline
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Quote:
Originally Posted by rahmani [You must be logged in to view images. Log in or Register.]
Question is - "Do we want to play like EQ is our job?"
I can't quite tell which of the two ends of the predictability spectrum that question advocates for. ;-) For the record, I was advocating for more predictability because my feeling is that getting more "role play" here with less predictable spawns leads to more "work/job" feel in actually finding them available.
  #8  
Old 03-05-2013, 06:43 PM
Handull Handull is offline
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Do these changes apply to VP dragons? Cause I think we can agree this isn't needed in VP.
  #9  
Old 03-06-2013, 09:59 PM
Kexon Kexon is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
I'd like to clarify some misinformation that was provided with the latest patch, starting with the lack of a patch note and then an error in confirmation on my part.

Back when we were discussing changes about extending the window of a mob's spawn when it fell within the last 15%, I wrote some code to show as an example. Turns out that code ended up staying in and I had forgotten about it, and it went live with the latest compile.

So...

Patch Note: Respawn timers that fall within the last 15% of a window will now be extended by a random amount up to 24 additional hours, repeating accumlatively until the window is under 85% for total potential spawn time. This currently applies to all mobs who have any variance at all, but will be adjusted next patch to only include mobs that have a minimum base spawn of 2 days or more.
Gotcha , we'll deal with it thanks
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  #10  
Old 03-10-2013, 11:37 AM
heartbrand heartbrand is offline
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You guys got sev to 97% with 20+ you have bigger issues [You must be logged in to view images. Log in or Register.]
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