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 Post subject: Re: Current sync system
PostPosted: Wed Mar 21, 2018 6:28 pm 
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Joined: Sun May 15, 2016 2:45 pm
Posts: 65
Another thing to note is that the problem is only exacerbated when the population average during peak play times is right at one of the tiers, which I believe is the case right now.

Looking at the chart again, it maybe useful to further breakout the level sync by day of the week, and then time of day. For the weekend you could potentially have the lowest sync range start earlier than 6pm EST. Or you could maybe add another time range to bring it up to 4 total, but I don't think I'd go with more than 4 time ranges (tiers) or it starts getting it back to the same issue we're seeing now.

If it's too difficult to set it up based on time and day, I think just basing it on the time of day would go a long way towards addressing the problem.

Of course there's always potential for "abuse" in that players can try to adjust their play-times to play during a more favorable sync range, but I still think this might be the best fit to address the main issue. Which is the struggle to put a level-synced party together based on the number of players online seeking at any given time.


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 Post subject: Re: Current sync system
PostPosted: Wed Mar 21, 2018 7:13 pm 
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Joined: Wed May 10, 2017 8:26 pm
Posts: 3780
Now that there has been some time for the new explosion of new players on the server to level up, the sync issues are slowly alleviating themselves.

It is still a problem that sync can stop an otherwise already working party not be able to sync anymore (either on formation or on re-sync due to other systems being broken), but the initial issue of forming a party within a small amount of levels decided by the population does seem to be a much easier to work around issue.

Before, we had almost the entire population sitting at low levels, forcing higher level players to have to search for players much closer in level even though there weren't more players closer in level at all. Now, a lot of the newbies are in their 30s 40s and 50s and those mid levels now get very few complaints, I've noticed.

Even though I think nas messed up by introducing a system that works this way, it looks like it's going to 'work' in the future. At least regarding finding the initial party members.

edit: Keep in mind my signature is live data, so it'll be changing constantly.

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 Post subject: Re: Current sync system
PostPosted: Sun Mar 25, 2018 9:53 pm 
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Joined: Tue Jan 02, 2018 10:17 pm
Posts: 104
Just get rid of the dynamic range and make it a flat 20 or 30, there's absolutely no reason for the sync range to change if the intent is to simply keep veteran players from abusing camps and hitting 75 in three days. The small range is especially bad when you get 65+, you only have a handful of viable camps you can use. It doesn't need to change because 200 more mules and alts logged in during primetime US hours for LS events, the number of players seeking a party doesn't necessarily go up just because the total number of characters logged in has gone up. In practice the dynamic range just makes it harder to build and maintain parties, its counter-productive.


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 Post subject: Re: Current sync system
PostPosted: Mon Mar 26, 2018 1:47 am 
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Joined: Tue May 17, 2016 12:05 pm
Posts: 44
It's not fun trying to get a party together during the weekends, since it's basically a permanent 10sync range, and that small sync range is further challenged by the lack of camps at higher levels.


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 Post subject: Re: Current sync system
PostPosted: Mon Mar 26, 2018 3:15 am 
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Joined: Tue Mar 01, 2016 9:37 pm
Posts: 104
Can keep it how it is just open up ToAu camps because this lvling higher lvl is getting ridiculously bad....


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 Post subject: Re: Current sync system
PostPosted: Mon Mar 26, 2018 4:18 am 
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Joined: Fri Jul 08, 2016 2:38 pm
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Today I afk'd all day logged in with my three characters. I had to keep my main and crafting mule logged in to check the AH every few hours and keep up with the important ls chat. And my bazaar mule had to sell his wares! Ain't no one gonna buy my sheetz when I is logged off! #dynamicsynclife

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 Post subject: Re: Current sync system
PostPosted: Mon Mar 26, 2018 5:31 am 
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Joined: Wed Nov 15, 2017 2:18 am
Posts: 61
...or we could get rid of level sync entirely and go back to leveling only with people who were in range.


Yeah, no. Level sync is useful, and I actually think it should be a static number. How about always 10 levels?


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 Post subject: Re: Current sync system
PostPosted: Mon Mar 26, 2018 10:35 am 
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Joined: Tue Mar 01, 2016 9:37 pm
Posts: 104
10 lvls is not enough for people 50+ due to lack of camps. 10-30 that is fine because there is an abundance of camps. The problem is getting higher lvls some camps to actually exp.....


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 Post subject: Re: Current sync system
PostPosted: Mon Mar 26, 2018 1:12 pm 
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Joined: Sat Dec 23, 2017 3:53 pm
Posts: 21
If a dynamic sync is really needed, why not base it on the player lvl?

It could be something like:

Player lvl / Sync lvl range
11-25 / 10
26-40 / 15
41-50 / 20
51-65 / 25
66-75 / 30

I have no idea if my lvl range is good, as I don't have any job higher than lvl 31 but this is just an overall idea I wanted to share. A lvl 33+ player could not party in the dunes, leaving the camps to low level players. Also, it would make it easier for high lvl players to form parties. Not sure if that would be doable too. But if it works, you could easily know what is the sync range for your party and make parties work. In case of a d/c or any other resync, you wouldn't be screwed unless someone changed bracket since you started exping.

What do you guys think?


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 Post subject: Re: Current sync system
PostPosted: Mon Mar 26, 2018 4:09 pm 
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Joined: Fri Mar 11, 2016 5:38 pm
Posts: 466
There are no shortage of camps 50+, i've personally had 5 xp pt's in 4 different camps in boyhota tree from 55 to 62. I've done KRT. Hell, at 72-75 I've done ulegleph range. What you actually mean is there's no camps 50+ where you can get to in under 5 minutes. I've formed parties and gotten responses of "what? that takes so long to get to, i think i'll wait for something closer" to a max 15min travel time. And when I check again in an hour their party flags are still up sitting in town. I'm 100% convinced that 90% of party forming problems 50+ are solely due to lack of effort. I get not everyone wants to make parties, but to actively turn down xp because it takes you some time to travel is completely ridiculous. And I've seen those responses time and time again, even when i'm not the party leader, leader says he already asked them, they declined as it's to far of a walk. If you want instant travel everywhere, this isn't the game for you.

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