HairyDave wrote: I know that feels bro - I'm an hour ahead of you and it sucks too. But I'd still rather have the events finish mid-week. That way if there are serious server problems, DU can have staff on hand to solve the problem as quickly as possible.
LoreNYC wrote: Once again, the problem is not the ending time. The problem is rubber banding. Fix this and the timezone/ending time issue goes away
Phantron wrote: You'd have to have server based refresh cycle for a rubberband-less system to work.
Thugpatrol wrote: Phantron wrote: You'd have to have server based refresh cycle for a rubberband-less system to work. And remind me why they don't have a server based refresh cycle again? Seems like if it was a 12 hour cycle it's not asking too much of someone who wants to play this game competitively to sweep all the nodes in that amount of time.
Cryptobrancus wrote: The flip side of this is without rubberbanding if you miss any time at all in a PVE, you may as well stop there, you will almost never be able to catch up
simonsez wrote: Cryptobrancus wrote: The flip side of this is without rubberbanding if you miss any time at all in a PVE, you may as well stop there, you will almost never be able to catch up So people who put in the effort and play constantly shouldn't be rewarded for that?
Phantron wrote: Thugpatrol wrote: Phantron wrote: You'd have to have server based refresh cycle for a rubberband-less system to work. And remind me why they don't have a server based refresh cycle again? Seems like if it was a 12 hour cycle it's not asking too much of someone who wants to play this game competitively to sweep all the nodes in that amount of time. There was never any explanation from D3's end. If you have server based refresh time + rubberbanding, it'll put even more weight toward doing the missions as late as possible per 12 hour period, though honestly I think right now if you can't play at the very end of an event you're already totally screwed and being even more screwed is likely the difference between finishing #150 or #250. Server based refresh time + no rubberband seems like a pretty foolproof method of competition. The person with the most total base points earned will always win and there's no timezone advantage as long as you can do all your missions in a 12 hour block. It'd be trickier to make the progression rewards right in such a system but that's D3's problem not the player's problem, and besides we've plenty examples of rubberbanding that ends up totally missing the mark on progression rewards on both directions so I don't see how it'd be any worse. I suppose the lack of a rubberband will no longer make everyone think they're totally in contention for top 10, but is that really a good thing to give people false hope only to see your ranking plummet in the last hour when all the heavy hitters come out and do their last minute push? Note that if you're one of the heavy hitter, you're not impacted by this since you could've done your push anytime and without rubberband you'll probably just do it earlier and get it over with and still get whatever placement you're going to get.