Virg, and others.
It is possible for the timing to be random and still be semi predictable. One is if the programmers wanted to make it so. It is possible to make it random and yet have it so that the randomness has a pattern. Consider the 24 or 36 hour down time of the boss mob. For the example below I am going to assume that it's 24. This is not knowledge on my part, but makes it easier to write the equations.
T(0) ==> time the boss dies
T(1) = T(0) + 24 ==> least amount of time until respawn. No need to check for boss.
T(2) ==> The time the boss respawns. If Daomei is right, that is an additional 36-48 hours. Therefore we have a new definition of T(1).
T(1) = T(0) + 60 ==> least amount of time until respawn. No need to check for boss.
Now, consider the next 12 hours. And different ways to calculating spawn time "randomly".
T(2) = T(1) + RAN(0|12) ==> It will spawn on one of 13 random hours from 0 - 12, but each of which is an integer number of hours from the time of death. Only need to check spawns once an hour.
T(2) = T(1) + RAN(0|720)/60 ==> It could spawn at any minute in the 12 hours of the spawning period. Need to check continuously.
I suspect that the first or something like it is the algorithm. Individual numbers might vary (it might be on the half hour for instance). I don't know them. The calculation is still random, though.
Speedy scouts vs. campers? What's the difference? Effectively they give the same results. ( I have a lot more admiration for the scouters, of course.)
You still have to assemble a team and get it to the spot despite KP (in Prime Roots) and other aggro before you can kill it. That isn't necessarily easy, especially if it spawns at a time when you are asleep. (You have to sleep sometime.)
Yes, the programming could be changed. What would be the consequences of changing it, and changing it in what way? We already have several spawn spots for many of the boss mobs, would adding more spawn spots be more equitable or not than increasing the random time window or converting to minutes? I don't know.
-- Bittty
It is possible for the timing to be random and still be semi predictable. One is if the programmers wanted to make it so. It is possible to make it random and yet have it so that the randomness has a pattern. Consider the 24 or 36 hour down time of the boss mob. For the example below I am going to assume that it's 24. This is not knowledge on my part, but makes it easier to write the equations.
T(0) ==> time the boss dies
T(1) = T(0) + 24 ==> least amount of time until respawn. No need to check for boss.
T(2) ==> The time the boss respawns. If Daomei is right, that is an additional 36-48 hours. Therefore we have a new definition of T(1).
T(1) = T(0) + 60 ==> least amount of time until respawn. No need to check for boss.
Now, consider the next 12 hours. And different ways to calculating spawn time "randomly".
T(2) = T(1) + RAN(0|12) ==> It will spawn on one of 13 random hours from 0 - 12, but each of which is an integer number of hours from the time of death. Only need to check spawns once an hour.
T(2) = T(1) + RAN(0|720)/60 ==> It could spawn at any minute in the 12 hours of the spawning period. Need to check continuously.
I suspect that the first or something like it is the algorithm. Individual numbers might vary (it might be on the half hour for instance). I don't know them. The calculation is still random, though.
Speedy scouts vs. campers? What's the difference? Effectively they give the same results. ( I have a lot more admiration for the scouters, of course.)
You still have to assemble a team and get it to the spot despite KP (in Prime Roots) and other aggro before you can kill it. That isn't necessarily easy, especially if it spawns at a time when you are asleep. (You have to sleep sometime.)
Yes, the programming could be changed. What would be the consequences of changing it, and changing it in what way? We already have several spawn spots for many of the boss mobs, would adding more spawn spots be more equitable or not than increasing the random time window or converting to minutes? I don't know.
-- Bittty
---
Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>