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 Post subject: Re: Raise Level Sync cap
PostPosted: Mon Aug 13, 2018 2:36 pm 
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Nabutso wrote:
There is always approx the same amount of people lfg because parties are formed when a critical mass is reached to allow for one. I tracked this data before, but don't anymore.


I think that's the point people are trying to make. With all the mules, afks, and what have you, neither number is being satisfied. Level sync with never be triggered as there are too many online, though not playing, and critical mass won't be reached as the bulk of "players"...well, aren't.


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 Post subject: Re: Raise Level Sync cap
PostPosted: Mon Aug 13, 2018 2:56 pm 
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sabinfigaro wrote:
Nabutso wrote:
There is always approx the same amount of people lfg because parties are formed when a critical mass is reached to allow for one. I tracked this data before, but don't anymore.


I think that's the point people are trying to make. With all the mules, afks, and what have you, neither number is being satisfied. Level sync with never be triggered as there are too many online, though not playing, and critical mass won't be reached as the bulk of "players"...well, aren't.



No he's saying that there's basically a pretty constant # of people seeking party whether 1300 people are online or 700 are online, because once you reach a certain number of people seeking.. parties generally start to be formed.

As Nabutso has said, I'm also one of the folks that actually likes the sync as it is now.

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 Post subject: Re: Raise Level Sync cap
PostPosted: Mon Aug 13, 2018 2:58 pm 
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Quote:
I think that's the point people are trying to make. With all the mules, afks, and what have you, neither number is being satisfied. Level sync with never be triggered as there are too many online, though not playing, and critical mass won't be reached as the bulk of "players"...well, aren't.


I think what Nabutso means is that the amount of people LFG is continuously being satisfied, that is, as soon as there are 7-10 people in the same level range, 5 of them are nabbed by someone to form a group and they go back to 3-5 people LFG in the same level range.

Your best bet when there aren't a lot of people is to form your own group and nab people as they appear on the LFG page. Don't just wait for an invite, especially if you're from certain classes (WHM, RDM, BLM) it can take 1-2 hours even with 1200 pop.

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 Post subject: Re: Raise Level Sync cap
PostPosted: Tue Aug 14, 2018 1:14 am 
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Wolffhardt wrote:
No he's saying that there's basically a pretty constant # of people seeking party whether 1300 people are online or 700 are online, because once you reach a certain number of people seeking.. parties generally start to be formed.

As Nabutso has said, I'm also one of the folks that actually likes the sync as it is now.


.....
ah.

Well, that's fair enough. Totally didn't get that from the reading but I can see it. The number ranges for sync look okay, still wonder if differentiating afks/mules would be doable or beneficial though. Doesn't really help to say have sync stuck at 10 if out of the 1000 unique IPs that log every week if 600 of them at any given time are mules that can't level.

But it's more thoughts for me as I'm not on very often. Though when I am on if leveling/parting were a bit easier.


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 Post subject: Re: Raise Level Sync cap
PostPosted: Tue Aug 14, 2018 11:48 am 
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Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
sabinfigaro wrote:
Well, that's fair enough. Totally didn't get that from the reading but I can see it.



Nab has a knack for that. He’s basically Nasomi in training sometimes.

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Kazen wrote:
...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: Raise Level Sync cap
PostPosted: Sun Sep 09, 2018 8:13 pm 
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Joined: Mon Aug 13, 2018 3:40 pm
Posts: 5
Skill ups during lvl sync would be tremendously helpful as opposed to hours skilling up solo / skill pt. Just a thought.


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