That's why it's been constantly suggested to give A+ ranks dynamically scaling HP/stats based number of currently engaged players and average item levels. With a minimum set, of course, which would be the baseline difficulty that the devs want.





So... what, if more people show up and start hitting it suddenly it gains a bunch of HP even if it's already sitting at like 10%? Putting item levels into the mix seems like it would be unnecessarily resource intensive, especially for S rank hunts where you literally have hundreds of people in combat with them if they happen to pop during peak hours. I think people just need to accept that hunts weren't meant to be downed by half the damn server and resolve to do everything they can to get to the next one faster.
Last edited by Ashkendor; 02-11-2016 at 06:04 AM.
Not sure how it would be done, but it's a good idea. As for your example, yes if a bunch of people joined at the last 10% (which doesn't happen all that often), then it would gain HP proportional to the number of people that join, though it wouldn't change the HP %. Not really a big deal, if the algorithm was tuned correctly.So... what, if more people show up and start hitting it suddenly it gains a bunch of HP even if it's already sitting at like 10%? Putting item levels into the mix seems like it would be unnecessarily resource intensive, especially for S rank hunts where you literally have hundreds of people in combat with them if they happen to pop during peak hours. I think people just need to accept that hunts weren't meant to be downed by half the damn server and resolve to do everything they can to get to the next one faster.
And resource intensive? Possibly, but it's not our place to speculate on that, and it isn't productive either. If the devs wanted to do it, they could. They just don't. It's still a good and workable idea, though. I do agree on your last point, however. I would still have it scale anyway, so then it wouldn't matter what people do or don't accept about hunts.
Last edited by FaileExperiment; 02-11-2016 at 07:48 AM.
Honestl, it works fairly decently, this is how WoW handles rare mobs now, the total stays at 10% but it gains a higher health pool with the more people that tag it, it's not perfect, but it's not bad in the slightestSo... what, if more people show up and start hitting it suddenly it gains a bunch of HP even if it's already sitting at like 10%? Putting item levels into the mix seems like it would be unnecessarily resource intensive, especially for S rank hunts where you literally have hundreds of people in combat with them if they happen to pop during peak hours. I think people just need to accept that hunts weren't meant to be downed by half the damn server and resolve to do everything they can to get to the next one faster.
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