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 Post subject: Re: Current sync system
PostPosted: Sun Mar 04, 2018 12:39 am 
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Joined: Wed Feb 15, 2017 10:12 am
Posts: 1465
Scaggles wrote:
This dynamic sync range is supposed to make leveling/finding camps better/easier by not allowing 75s to mass-pull whole zones and prevent camp clumping, right? Well, it doesn't really solve either of those problems and in turn makes it harder for everyone else to build and maintain normal exp parties. If there's a party in KRT or wherever with 2-3 75s pulling every mob, THEY are the problem, not the players trying to play normally around them.



Vik has said it many times. Sync range was introduced to stop people from getting 1-75 in 4-5 days manaburning whole zones. Dynamic sync was added later as a measure to help people that play late night/are from EU. I honestly have never seen someone "mass pull" a zone besides in the first camp in Valkurm Dunes(and the person responsible for claiming all the mobs when he did it has been talked to). Any KRT PT I've made, with 0 PLs or 6, we've pulled it as a merit PT.

There is nothing in the rules against using PLs and they actually encourage you to level 2 characters so you can have one.

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 Post subject: Re: Current sync system
PostPosted: Sun Mar 04, 2018 1:20 am 
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Joined: Sun Dec 11, 2016 2:58 am
Posts: 249
I played in retail and made it work. Something that helped was say /sea all rdm 36-40 and ask people that arent lfp just bug everyone even bug yr linkshells hey anyone have a healer level 35 to 40 help us out plz


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 Post subject: Re: Current sync system
PostPosted: Sun Mar 04, 2018 9:26 pm 
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Joined: Tue Jan 02, 2018 10:17 pm
Posts: 104
Kazen wrote:
Vik has said it many times. Sync range was introduced to stop people from getting 1-75 in 4-5 days manaburning whole zones. Dynamic sync was added later as a measure to help people that play late night/are from EU. I honestly have never seen someone "mass pull" a zone besides in the first camp in Valkurm Dunes(and the person responsible for claiming all the mobs when he did it has been talked to). Any KRT PT I've made, with 0 PLs or 6, we've pulled it as a merit PT.

There is nothing in the rules against using PLs and they actually encourage you to level 2 characters so you can have one.

And as I said to Vik, players can still get to 75 in well under a week, the sync system does not change that. You just can't do it at one camp. And it wasn't one single person monopolizing camps, there were multiple people doing it consistently over a period of time. The sync range didn't prevent that same disruptive behavior either. They may not have been pulling whole zones but monopolizing entire camps by aggressively claiming and holding multiple mobs is just as disruptive for other players.

And that's another point, "Its not against the rules" so people will do whatever it is in question. That's the mindset that got us the sync restrictions in the first place. It wasn't against the rules to mass-pull the whole zone, so they did it. It wasn't against the rules to hold 6+ mobs in the dunes, so they did it. It wasn't against the rules to plant multiple characters in KRT to pull every mob, so they did it. The problem is the behavior and the players who choose to behave that way.

Tororu wrote:
I played in retail and made it work. Something that helped was say /sea all rdm 36-40 and ask people that arent lfp just bug everyone even bug yr linkshells hey anyone have a healer level 35 to 40 help us out plz

We all know how to build parties, that's not the point here. If you're level 69 and /sea all players in your current sync rage, and there aren't enough players seeking or even on at all within 10 levels of one another, there's nothing you can do. That's the point, that the pool of players is simply too small when the range is 10-15. You can /sea all and if there aren't any players on the jobs you need, then too bad, you can't make a party.

Retail had populations in the thousands, not a few hundred. It worked on retail because it had the population to make it work. The population here is not big enough to make this work. Again, just because there are 600+ characters online doesn't mean the number of people seeking a party has gone up proportionately. Alts, dual-boxers, afk players, mules/bazaars, the dynamic range takes none of these factors into account. I just don't think making parties should get harder the more characters that are online, it should be the other way around. The dynamic range was implemented in-part because of exactly what I'm describing, an inability to build parties due to a lack of players during EU hours. It shouldn't go below 20, 10-15 is simply too narrow.


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 Post subject: Re: Current sync system
PostPosted: Mon Mar 05, 2018 4:35 am 
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Joined: Fri Jul 08, 2016 2:38 pm
Posts: 517
Location: Port Windurst
For what my opinion is not worth, I think a good middle ground would be a constant lvl30 sync limit.

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 Post subject: Re: Current sync system
PostPosted: Mon Mar 05, 2018 11:23 am 
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Posts: 18
Scaggles wrote:
The problem is the behavior and the players who choose to behave that way.


That is the whole problem which no change in level sync range, being it lower or higher, is going solve.


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 Post subject: Re: Current sync system
PostPosted: Mon Mar 05, 2018 11:03 pm 
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Joined: Tue Jan 02, 2018 10:17 pm
Posts: 104
Marique wrote:
Scaggles wrote:
The problem is the behavior and the players who choose to behave that way.


That is the whole problem which no change in level sync range, being it lower or higher, is going solve.

And those certain players behave in such a way because they know they will get away with it, they know they will not be jailed, deleveled or otherwise punished for their disruptive behavior. When directly addressed, be it in-game, on IRC, etc., they just laugh and say what they're doing isn't against the rules. The solution is to actively punish disruptive players in such a way that they will be deterred from behaving that way in the future, and the current level sync restriction is not an effective deterrent. The behavior persists, even after the players in question have been "talked to" about their behavior.

Cilarnen wrote:
For what my opinion is not worth, I think a good middle ground would be a constant lvl30 sync limit.

Absolutely agree, this would be more than manageable and would keep players from hitting 75 in four days in a single zone. We had a comparable static range before the dynamic range was implemented and it was tolerable.


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 Post subject: Re: Current sync system
PostPosted: Sun Mar 11, 2018 1:42 am 
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Joined: Wed Oct 12, 2016 3:24 am
Posts: 13
I would like to see the sync system be changed to a flat 20 or 30 levels. I'm having more and more parties where we're hurrying to get a party together before the player population reaches a certain threshold. I've also had parties that were ruined when we had to de-sync and the population increased and couldn't re-sync because someone was 5 levels too high.

I don't know whether or not there should be a cap. That's more of a pick-your-poison debate. However, a cap that fluctuates with the player population introduces too many problems, and should be dumped in favor of a flat cap or no cap.


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 Post subject: Re: Current sync system
PostPosted: Tue Mar 20, 2018 3:14 pm 
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Joined: Fri Mar 16, 2018 9:37 pm
Posts: 16
I just believe if we had an issue with over-camping in a limited camp area... why are there really only lizzie camps now? Why take crabs away from the oasis? Why relocate flies where the fly camp was? We're being forced to stick with lizzies and now there's concern when we're overcamped at lizzies... :oops:


system should identify unique IPs at least, why should full parties disband because people play with one char while having up to two other characters just sitting in a city doing nothing

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 Post subject: Re: Current sync system
PostPosted: Wed Mar 21, 2018 1:47 pm 
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Joined: Sun May 15, 2016 2:45 pm
Posts: 65
So I've read through most of this thread and I don't think this option was discussed much.

Why not just have the sync range change based on the time of day?

Nabutso's current signature has a chart showing the server population for the last week:

Image

We obviously have the data, and the pattern is fairly well defined. I would propose something along these lines:

12:00-18:00 EST: 25 (or 20)
18:00-02:00 EST: 15 (or 10)
02:00-12:00 EST: 30 (or 25)


This results in a lot less fluctuation in the sync range due to the population hovering around a "tier" number of players. The only real point of contention would be the 6pm EST switchover time of the sync from 25 to 15, but at least it's clear cut when it's going to happen.

Disclaimer: These numbers are just my best guess looking at the chart and not the actual data. It's also based on the assumption that the chart is EST (I have no clue). Obviously these time ranges and sync range values can be tweaked to something the Nasomi feels would be valid, hopefully with constructive input from the community.


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 Post subject: Re: Current sync system
PostPosted: Wed Mar 21, 2018 2:43 pm 
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Joined: Wed Feb 21, 2018 1:04 am
Posts: 19
Drexl wrote:
So I've read through most of this thread and I don't think this option was discussed much.

Why not just have the sync range change based on the time of day?

Nabutso's current signature has a chart showing the server population for the last week:

Image

We obviously have the data, and the pattern is fairly well defined. I would propose something along these lines:

12:00-18:00 EST: 25 (or 20)
18:00-02:00 EST: 15 (or 10)
02:00-12:00 EST: 30 (or 25)


This results in a lot less fluctuation in the sync range due to the population hovering around a "tier" number of players. The only real point of contention would be the 6pm EST switchover time of the sync from 25 to 15, but at least it's clear cut when it's going to happen.

Disclaimer: These numbers are just my best guess looking at the chart and not the actual data. It's also based on the assumption that the chart is EST (I have no clue). Obviously these time ranges and sync range values can be tweaked to something the Nasomi feels would be valid, hopefully with constructive input from the community.


This. It is so frustrating when you spend an hour putting together a party only for the sync range to shrink when you reach the camp. At least with clearly defined parameters like this you can plan accordingly and not get screwed over by the whims of he population count.


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