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  1. #1
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by FaileExperiment View Post
    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.
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    Last edited by Ashkendor; 02-11-2016 at 06:04 AM.

  2. #2
    Player
    FaileExperiment's Avatar
    Join Date
    Oct 2013
    Posts
    259
    Character
    Vash Warbreaker
    World
    Zalera
    Main Class
    Red Mage Lv 72
    Quote Originally Posted by Ashkendor View Post
    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.
    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.

    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.
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    Last edited by FaileExperiment; 02-11-2016 at 07:48 AM.

  3. #3
    Player Ilitsa's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,132
    Character
    Ilitsa Samariya
    World
    Siren
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Ashkendor View Post
    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.
    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 slightest
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