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Lheeli

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  1. From what I can tell team size impacts spawn size, not spawn rate. Spawn rate seems to be determined by damage (ie the faster you clear a spawn the faster the next ones comes) and mob rank also seems to be based on damage and not number of players per se. I am less sure if the team size to spawn size ration is linear or subject to diminishing returns.
  2. Thank you for the clarifications! Much appreciated.
  3. Just to follow up, we conclusively determined that notoriety does not matter. XP rate per mob does not change regardless of notoriety settings, nor does whether you are on a team. Also confirm that you actually lose xp per mob on a league because you are competing for a share of xp with other teams. Of course team and league size DOES matter but the precise mechanics of spawn rate and EB spawn rates are beyond the scope of the current study.
  4. Right? At this point I think they should change the GM to a literal giant red herring, though that may be too obvious. 😃
  5. Data in either direction will be helpful here -- I was under the same impression as you, but we've had multiple instances where a team lead changes their notoriety and immediately people in the team reported a change. But we need concrete data to either confirm or deny; I'll try to collect some when I get home from work.
  6. Thanks! I didn't include this earlier, and I haven't done specific data collection myself, but I am reasonably confident that XP is impacted by the notoriety settings of the team leader. We've had multiple reports that changing from 0/0 to +4/x8 makes a significant difference to team xp. I'll try to collect data on that if I can.
  7. Thanks for that data! Another question I've been pondering is whether multiple leagues in the same zone impact XP rate -- have no data on that yet. Relatedly, I wonder -- were you in a league or solo gathering that data? Does it matter?
  8. As we enter the last weekend of the MS event, I thought I'd share the data I have collected over the last week. Simply put, I've recorded the start times of every event I could and put them into a spreadsheet (attached). From that data, there are a bunch of observations that become clear, and I share them here in hopes they help your gaming experience. It must be noted that my dataset is relatively small, so take most of this with a grain of salt. Location (high confidence with these observations): Events pop in 15 specific zones: Steel Canyon, Cap, St Marts, Imperial City, Nerva, Port Oakes, Neutropolis, Nova, PI, GV, Talos, KR, FF, Sharshead, and Skyway. There appears to be a no-spawn zones around hospitals (call it 100m), including hospital rooftops. Mobs appear not to spawn in the air. Duration (high confidence): Events last 20 minutes. Frequency (medium confidence): Each zone appears to have a cooldown that lasts approx. 200 minutes plus or minus 30 minutes. Zones do not repeat until all 15 zones have hosted an event. We call all 15 zones a "cycle". Each zone appears to be on an independent timer. Nevertheless there appears to be a "grouping" phenomenon where a set of zones will pop in close proximity to each other. The data suggests three such groupings constituting a "beginning" "middle" and "end", though that could just be coincidence. There does not appear to be a minimal "lull" timer between events or between cycles. Hope these observations help your leagues, and if you have additional data please send it my way!! Cheers, Calamity (Torch) Book 4.xlsx
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