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 Post subject: Re: Current sync system
PostPosted: Wed Feb 21, 2018 8:30 pm 
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Joined: Tue Jan 02, 2018 10:17 pm
Posts: 104
Drink Pepsi wrote:
Jahron wrote:
Viktoriya wrote:
This is a no win situation, regardless of what he does, someone will hate it.

This argument could be said about literally anything. That doesn't change the point that something should still be changed

That's purely a matter of opinion. You're the person who happens to dislike it. I personally like it, as do a lot of people I talk to and have partied with. It's exactly as Vik says, you can't please everyone all of the time. If your suggestion is taken, someone else will dislike it. Who's to say you're right and they're wrong, or they're right and you're wrong?

It's not about opinions or being right or wrong.

Its about the simple fact that it makes building parties harder, and that it DOES NOT stop veteran players from monopolizing camps. It does not solve the problem(s) it is allegedly there to solve, we still get 70 people in dunes with all the camps filled and you still have 75 PLs pulling multiple mobs, they can and do still easily monopolize camps.

Sorry, I'm just not buying the "We don't want people leveling to 75 in the dunes!" and "This stops 75s from mass-pulling!" or "SOMEONE will be unhappy, so why do anything?" arguments, because even if it does combat those things (it really doesn't) the trade-off is that building parties is harder for everyone that isn't trying to do that stuff. If you're going to make someone unhappy, start with the people that made these restrictions necessary in the first place, EG shells that go pull entire zones, not those who are simply trying to play normally around them.

Its not a good solution. I had parties two days in a row have to either disband or dump people to find new members because the population went up 50 people in the time the party took to build and gather, and several over the course of the last week that disbanded because we had to resync but couldn't because, again, the population went up while we were partying. The dynamic sync range is counter productive, does not prevent camp clumping and is in general just frustrating to have to play around. The number of players seeking a party does not necessarily go up proportionately with the number of characters online, it doesn't take dual-boxers, mules, bazaars, etc. into account either. 600 characters online =/= 600 actual, individual people playing at that moment. The fact that its being suggested that you should build parties around the idea that you'll get screwed by the population later just proves the point that its a problem in need of addressing.

Again, sorry, but I just can't fathom how one can make the argument that nothing should change because "Someone will be unhappy, so why do anything?" If its a "no win" situation, then it is so because it was made to be that way with these restrictions in the first place. Jail/punish characters who pull whole exp camps if that's the primary reason this was done, don't make building parties harder for the entire server when there's only a few hundred people on at any given time. If there HAS to be a limit, 20-25 is the absolute lowest it should ever go, anything lower just makes it more difficult to build a party, it does not encourage players to find new 8k/hr camps.


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 Post subject: Re: Current sync system
PostPosted: Wed Feb 21, 2018 9:17 pm 
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Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
I do ultimately agree that we should make a rule, and enforce it, that someone outside of your party shouldn't be pulling your party's mobs for you.

I don't, however, think that enforcing that does away with the dynamic level sync. In general, he's saying.. We want there to be a level sync cap, but we recognize that when less people are online... that gap should be higher to allow for a party to be feasibly made. No matter what gap you pick, at what population, or if that population is determined by unique IP's or actual users... It's still going to result in someone making a party, it changing, and them being mad that they have to adjust.

Setting a static cap doesn't take care of what Nas wants, which is that when the population is high... people should be partying with people closer together, and then the population is low.. People should be able to make a party with a bit less restriction.

If all Nas REALLY wants to do is to stop the situation of EG LS's pulling a zone to their party, then make the rule I said and ban the first dude that does it. It'll stop quick. BUT IF Nas cares about the second issue, then I can't think of a much better solution.

Me personally? I'd make the rule I proposed, ban people that break it, and set a static cap of 25 levels to sync with.

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...TopShelf told Nas to roll back all your ZNM gear, do the gilpocalypse and nerf Fishing/RNG into the ground.


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 Post subject: Re: Current sync system
PostPosted: Wed Feb 21, 2018 9:57 pm 
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Joined: Tue Jan 02, 2018 10:17 pm
Posts: 104
Wolffhardt wrote:
Setting a static cap doesn't take care of what Nas wants, which is that when the population is high... people should be partying with people closer together, and then the population is low.. People should be able to make a party with a bit less restriction.

But that's the problem, this isn't actually the reality, even if it should be. Just because there's 500+ characters on doesn't mean the number of people seeking a party has also gone up proportionately. In-practice, when there are 500+ characters online, it just gets harder to build a party because the range narrows and you're not getting a significantly higher number of players seeking in all ranges to make up for it. It doesn't get significantly easier to party more closely to your actual level just because some more alts and mules logged on, it gets harder because you have fewer players to choose from and fewer camps you can use.

A static range of 25-30, or at least a cap at 25-30, would be an acceptable compromise, it would at least not allow players to rotate low-level syncs and get to 75 at a single camp and would still allow a flexible enough range of players to build a party at most levels. Exp at 65-70 is especially bad now, because when the sync range is only 10 or 15, you're basically stuck in the same two or three camps and your pool of seeking players is small, if you can build a decent party at all. I agree the easy solution is to just come down hard on people who pull whole camps with 75 PLs, but I'm not holding my breath on that one.


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 Post subject: Re: Current sync system
PostPosted: Wed Feb 21, 2018 11:08 pm 
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Joined: Sat Aug 26, 2017 5:10 pm
Posts: 147
Nabutso wrote:
I would like to re-suggest a system that has the minimum level you can sync to be half your level, rounded down.


I fully agree with this.

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 Post subject: Re: Current sync system
PostPosted: Thu Feb 22, 2018 12:01 am 
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Joined: Tue Jan 24, 2017 8:45 pm
Posts: 28
Sodaru wrote:
Nabutso wrote:
I would like to re-suggest a system that has the minimum level you can sync to be half your level, rounded down.


I fully agree with this.


As long as you don't include the exp nurf part of that idea. I understand why Nabutso feels it's necessary aspect to keep people from syncing all the way down to 37 from 75... But if nobody will do it whats the point? Who is willing to cut their exp in half. why even have that wide of a sync if nobody will use it. Sure it's easy to understand and doesn't change; but nobody would want to take a hit like that.

Just to be clear... The whole idea is as follows.

Nabutso wrote:
My suggestion is to limit the minimum level that someone can sync to to be equal to their max sub job level. The absolute minimum for sync of course still being 10, a lv 22 player would only be able to sync down to 11 minimum. A lv 37 could sync down to 18 minimum. A 75 can sync all the way to 37.

And...
Nabutso wrote:
This is why the sync-to-half-your-level thing comes with the suggestion of cutting EXP by the same percentage you sync down. This encourages finding the highest sync target possible.


I personally think the second part of the idea kills it... Who would stay in a party with a cor intentionally busting on exp roll and that is only -6% exp... imagine -50% (37 sync) or even -33%(50 sync) and for reference -6% would be 71 sync!


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 Post subject: Re: Current sync system
PostPosted: Thu Feb 22, 2018 1:12 am 
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Joined: Wed Jul 13, 2016 5:43 am
Posts: 338
There are some good alternative camps most of the way to level 75 available, though their viability does vary based on party composition, access progress, and whether or not you have a PL. Note this is not a complete list either, just some of my past experiences coupled with recent experiences in leveling LOLdrg (currently 73).

58-63 ~ Labyrinth of Onzozo - Toramas - Can be rough at 58 without a PL and/or a BRD or COR; fine for a standard party at 60.
61-65 ~ Ru'aun Gardens - Flamingos - Basically the same as Bibiki Bay, but without the TP spam. Challenge here is getting 6 people with sky access.
63-68 ~ Boyahda Tree - Peapuk flies and green crawlers that look like Caterpie pokemon. Having a PL will make this camp much more efficient.
64-69 ~ Ru'aun Gardens - Pots to the left and right of the entrance area (forget the name), best as a trio. Ideally, you want two melee DD and a healer, or one good melee DD, a BRD or COR, and a healer. MNK excels here. Pots only cast Burst, so will spend much of each fight wasting time casting. Ninja sub is a must for the DD to absorb burst.
70-75 ~ Gustav Tunnel - Pygmytoise. Fine for a full sync group 70-73, best as a duo or trio at 74-75.
71-75 ~ Pots inside Ru'avitau - The ones around Olla. Again, a trio is ideal. Ninja sub still helpful, though these do cast Thundaga 3, so Shell/Barthundra are a must.
??-75 ~ Birds in Misareaux Coast as a leech. A great merit party can exp with 3-5 people here; if you happen to have friends doing so, you might be able to leech. There are 3 camps of birds, the standard two most people use and the third, unused one on the cliff by the Qufim access portal, which actually has the greatest number of birds and shortest pulls out of the three.

Remember, this is by no means a complete post-55 camp list, just some standouts that I personally enjoy. Hopefully some will find this useful.


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 Post subject: Re: Current sync system
PostPosted: Thu Feb 22, 2018 3:03 am 
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Joined: Tue Jan 24, 2017 8:45 pm
Posts: 28
Epyon wrote:
There are some good alternative camps most of the way to level 75 available, though their viability does vary based on party composition, access progress, and whether or not you have a PL.


This has nothing to do with camps, this is about forming parties. This is a good list. But it has nothing to do with the topic at hand. Doesn't matter where a good camp is if you can't start a party the first place.


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 Post subject: Re: Current sync system
PostPosted: Thu Feb 22, 2018 4:07 am 
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Joined: Wed Jul 13, 2016 5:43 am
Posts: 338
sakuro wrote:
Epyon wrote:
There are some good alternative camps most of the way to level 75 available, though their viability does vary based on party composition, access progress, and whether or not you have a PL.


This has nothing to do with camps, this is about forming parties. This is a good list. But it has nothing to do with the topic at hand. Doesn't matter where a good camp is if you can't start a party the first place.


It was more targeted at some of the earlier posts regarding a lack of anything good after KRT. I was bored at work, so I read through the entire thread. :lol:


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 Post subject: Re: Current sync system
PostPosted: Fri Feb 23, 2018 4:31 pm 
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Joined: Sat May 14, 2016 8:42 am
Posts: 8
I understand that some of you reason to have the Sync restrictions on; however, I myself have difficulty getting parties. I used to play in the server even before the implementation of the Sync restrictions but sadly I wasn't playing much as a result I couldn't get one job at least to 75. I'm in mid 40's and I have difficulties getting a party due to my time (EU player) + work + family matters .. I love the server yet I stopped playing due to the implementation, I hope that Mr. Nasomi reconsider it and remove the restrictions making it regular Sync like retail ...


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 Post subject: Re: Current sync system
PostPosted: Sat Feb 24, 2018 12:20 am 
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Joined: Wed Aug 31, 2016 9:30 pm
Posts: 15
Wolffhardt wrote:

Something doesn't have to change, like you said. Not everyone's gonna be happy with a solution, and you're currently the person that isn't happy with the solution.

Life goes on.

? What are you even saying? Again, what you just said could apply both ways. So why even say it lol. It helps in no way in a thread that is now 8 pages long, meaning a group of people dislike what is currently being done

Scaggles wrote:
It's not about opinions or being right or wrong.

Its about the simple fact that it makes building parties harder, and that it DOES NOT stop veteran players from monopolizing camps. It does not solve the problem(s) it is allegedly there to solve, we still get 70 people in dunes with all the camps filled and you still have 75 PLs pulling multiple mobs, they can and do still easily monopolize camps.

Sorry, I'm just not buying the "We don't want people leveling to 75 in the dunes!" and "This stops 75s from mass-pulling!" or "SOMEONE will be unhappy, so why do anything?" arguments, because even if it does combat those things (it really doesn't) the trade-off is that building parties is harder for everyone that isn't trying to do that stuff. If you're going to make someone unhappy, start with the people that made these restrictions necessary in the first place, EG shells that go pull entire zones, not those who are simply trying to play normally around them.

Its not a good solution. I had parties two days in a row have to either disband or dump people to find new members because the population went up 50 people in the time the party took to build and gather, and several over the course of the last week that disbanded because we had to resync but couldn't because, again, the population went up while we were partying. The dynamic sync range is counter productive, does not prevent camp clumping and is in general just frustrating to have to play around. The number of players seeking a party does not necessarily go up proportionately with the number of characters online, it doesn't take dual-boxers, mules, bazaars, etc. into account either. 600 characters online =/= 600 actual, individual people playing at that moment. The fact that its being suggested that you should build parties around the idea that you'll get screwed by the population later just proves the point that its a problem in need of addressing.

Again, sorry, but I just can't fathom how one can make the argument that nothing should change because "Someone will be unhappy, so why do anything?" If its a "no win" situation, then it is so because it was made to be that way with these restrictions in the first place. Jail/punish characters who pull whole exp camps if that's the primary reason this was done, don't make building parties harder for the entire server when there's only a few hundred people on at any given time. If there HAS to be a limit, 20-25 is the absolute lowest it should ever go, anything lower just makes it more difficult to build a party, it does not encourage players to find new 8k/hr camps.
Could not have said it better myself

The ideal thing which has already been stated is making rules against and punishing those with bad manners that affect other players. These level sync restrictions have done a lot less good than bad. This isn't the first time the entire playerbase has been punished for the actions of a few individuals either.


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