Ddosed Posted June 16, 2014 Report Posted June 16, 2014 Let's face it, most players find an mvp, kill it, and record the time they killed it, then simply camp the spawn when the revival of the monster occurs after {x] amount time period. It's extremely frustrating going mvping for me, and I would believe many other players, when people just camp the most famous MVPS(kiel, tao, gloom, etc.) I'm suggesting a new setup, a setup that includes random spawn times for EVERY SINGLE MVP. When the mvp is killed, it will spawn again at a random time. This way, EVERYBODY has a chance at finding MVPS. Yes, people could still just stay there after they kill it, and wait for it to spawn, but they won't know when it will spawn, thus could be wasting their time moasing around the area, and eventually give up. This new system could be a completely fair system for every single player on the server. I highly suggest this, and ask that you please atleast take a glance into my idea. 1
gennova Posted June 16, 2014 Report Posted June 16, 2014 +1 because its seems fair, but you need to dedicate your time more for doing MVPs and must be ready for consequences
ThePerfectHit Posted June 16, 2014 Report Posted June 16, 2014 (edited) So how do you propose this Random Spawn time work? I didn't see you specify that. Right now lets say Tao Gunka for example spawns around 120mins after someone kills it. That means Tao can be killed 12 times a day. I don't see how random spawn time for an MVP would work. If they made it so 12 taos still spawned a day but at random times, that would mean there could be 2 or more taos on the map at once or 2 taos spawning at the same time on rare occasions. This would also be very good for people that camp mvps since they could just sit on the map all day, though it does give everyone a fair shot. Just need to be awake. Edited June 16, 2014 by ThePerfectHit
Forum~ Posted June 16, 2014 Report Posted June 16, 2014 (edited) //pseudocode isPlus = generate a random boolean (true or false) randomTimeBuffer = generate a random int value between 0 and x minutes if isPlus == true MVPspawntime + x minutes else if isPlus == false MVPspawntime - x minutes We can discuss what the range of time should be on this suggestion thread (the x value). I think a x = 15 minutes might be sufficient enough. This gives an MVP spawn time uncertainty window of 30 minutes total (+15 minutes range or -15 minutes range = net 30 minutes range). Edited June 16, 2014 by Forum~
Ddosed Posted June 18, 2014 Author Report Posted June 18, 2014 No,"ThePerfectHit", you've understood me wrong. Okay, let's take your example into consideration. If tao gunka spawned, it would NOT spawn again, until it was killed, and when It was killed, the spawn time generated would be random, it could spawn in 1 minute, 5 minutes, or 10 hours. This complete random system could give all players a chance at MVPing.
ChainBreak Posted June 18, 2014 Report Posted June 18, 2014 I disagree with a completely random interval. The chances of an MVP spawning only after 6 hours+ seems kinda irritating. What I would agree with is a bigger range around the current spawn time as suggested by Forum~ .
ThePerfectHit Posted June 18, 2014 Report Posted June 18, 2014 (edited) No,"ThePerfectHit", you've understood me wrong. Okay, let's take your example into consideration. If tao gunka spawned, it would NOT spawn again, until it was killed, and when It was killed, the spawn time generated would be random, it could spawn in 1 minute, 5 minutes, or 10 hours. This complete random system could give all players a chance at MVPing. What? If it could spawn in 10 hours that could mean there would only be 1 or 2 taos spawned a day. If that's the case -1, that's retarded. By doing this you're removing so many tao gunka cards from the market just because you don't like the dedicated people camping it. //pseudocode isPlus = generate a random boolean (true or false) randomTimeBuffer = generate a random int value between 0 and x minutes if isPlus == true MVPspawntime + x minutes else if isPlus == false MVPspawntime - x minutes We can discuss what the range of time should be on this suggestion thread (the x value). I think a x = 15 minutes might be sufficient enough. This gives an MVP spawn time uncertainty window of 30 minutes total (+15 minutes range or -15 minutes range = net 30 minutes range). This makes a lot more sense then what the guy is currently suggesting. Edited June 18, 2014 by ThePerfectHit
Aerofox Posted June 19, 2014 Report Posted June 19, 2014 I'll give this suggestion (random time spawn interval) a -1. I have experienced MvP hunting for a month already, hunting mobs such as VR/GTB/TGK. You have to dedicate your soul in MvP-ing. Find a MvP guild, join them in hunting, or if you're lazy to hunt MvPs and just want their cards, farm money and buy them. If you want to go solo hunt, get some gear and practice your movement. //pseudocodeisPlus = generate a random boolean (true or false)randomTimeBuffer = generate a random int value between 0 and x minutesif isPlus == trueMVPspawntime + x minuteselse if isPlus == falseMVPspawntime - x minutesWe can discuss what the range of time should be on this suggestion thread (the x value). I think a x = 15 minutes might be sufficient enough. This gives an MVP spawn time uncertainty window of 30 minutes total (+15 minutes range or -15 minutes range = net 30 minutes range). I like this idea, grand.Sidenote, it's the first time I saw these kinds of stuff for RO. never fiddled around with it
Forum~ Posted June 20, 2014 Report Posted June 20, 2014 I like this idea, grand. Sidenote, it's the first time I saw these kinds of stuff for RO. never fiddled around with it It's not actual code RO uses, just pseudocode. Though, I have coded things for RO servers before.
Veracity Posted June 24, 2014 Report Posted June 24, 2014 With the new ways of obtaining MvP cards in the latest update, and increasing the drop rate of cards in the MVP rooms, I don't think this is necessary any longer. If after awhile, you still feel it would be beneficial, please create another suggestion topic. Thanks! :)