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drathuk916
2 years agoNew Novice
"iMalevolence;c-2424028" wrote:"Drathuk916;c-2424026" wrote:"iMalevolence;c-2424025" wrote:"Drathuk916;c-2424024" wrote:
Why this is a nothing bug even at a 10 minute delay per raid. So first at 10 minutes per raid, you need to launch 144 raids before you “lose a day of tickets.” However, if your guild didn’t average 29930 tickets or more for 436 days you’d have lost a day raiding due to not having tickets and the 144 raids restarts because you shift to launching raid back to right after guild reset. Of course the smaller the delay is consistently the closer to perfect you have to be on tickets.
Now, if you do manage to make it a full 444 days where your guild averages more than 29930 tickets, you are only “losing tickets” if your guild averaged more than 29965 because if your guild was between 29930 and 29965 you can handle getting a 4 days of tickets in a 3 day window.
But what of roster locks you say? Tw and gac are on 28 day cycles while the raid is on a three day cycle. It’ll take 84 days to complete the pattern of locks. So, there is no sense in trying to “time a raid ending for right before a lock.
That all said, if it’s an easy fix to make it exactly 72 hours by all means.
See 33% loss from guilds on fixed timers starting a raid, getting tickets, getting tickets, getting tickets, finalizing late and not starting again, and getting tickets again, repeating the process every 4 days.
Sure I can hit myself in the head over and over again, but it’s not someones elses fault for it hurting. Why have a fixed timer?
Why should one of the plethora of options available to guilds result in up to a 33% loss in rewards for no discernible reason?
Legacy spaghetti code. Why are you so fixated on launching at the exact same time when it doesn’t matter? I’m not opposed to fixing the issue at all but I just don’t understand why it’s such a big issue. Especially with what I explained above.
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