Is the Injection Meter actually Player Input?
It’s a timer, for one good and simple reason: if it was not the devs would have had to design two patches. One where the anti-toxin is delivered in time and the tower crumbles and another where it is not.
It is just common sense. It would be great gaming to have this implemented. You know. Actual consequences from the decisions of players that affect the open world.
But I am not disparaging the devs. Two patches for the price of one would be too inefficient.
As it is the LS is a script. Be there or don’t be there, s’okay, Scarlet will be defeated, the tower will go down, the Queen will be rescued, etc.
Seeing the progress on each server would answer this question. Someone do some guesting and take photos! If they are all identical then it is not player-based. If they vary then we can assume it is tied to player completion.
This makes no sense at all.
I’m not saying that the meter is or isn’t player driven, but to say that if each server isn’t different then it’s a timer is ridiculous.
Due to the nature of how the overflow system works the meter is global, as in all servers (including the overflow servers), combined. To think that Anet could coordinate a global Trading Post but not a simple single variable meter is nonsense.
I think it would be a fairly logical conclusion…
Server populations vary drastically. I highly doubt that Anet would have a scaling progress bar based on population (high pop server requires X injections, low pop requires Y injections for example). I would put my money that they would make it fixed across all servers. Even if they did scale it, it still wouldn’t explain how they would all be identical, if they in fact were, which we don’t know anyway.
Using that as an underlying assumption, it would be fair to say that if you checked all server progresses (high, low, middle) and all progress bars were identical, that the bar is not player driven but rather time driven. I don’t know how that doesn’t make sense. It is a completely reasonable conclusion.
Whether or not it is true is yet to be proven, but make sense it does.
It’s a medical condition, they say its terminal….
It is a reasonable conclusion.
Another reasonable conclusion could be… that the bar is the same across all servers because it is based on global player injections. The injections are added up across all servers and all player bases.
Seeing the progress on each server would answer this question. Someone do some guesting and take photos! If they are all identical then it is not player-based. If they vary then we can assume it is tied to player completion.
This makes no sense at all.
I’m not saying that the meter is or isn’t player driven, but to say that if each server isn’t different then it’s a timer is ridiculous.
Due to the nature of how the overflow system works the meter is global, as in all servers (including the overflow servers), combined. To think that Anet could coordinate a global Trading Post but not a simple single variable meter is nonsense.
I think it would be a fairly logical conclusion…
Server populations vary drastically. I highly doubt that Anet would have a scaling progress bar based on population (high pop server requires X injections, low pop requires Y injections for example). I would put my money that they would make it fixed across all servers. Even if they did scale it, it still wouldn’t explain how they would all be identical, if they in fact were, which we don’t know anyway.
Using that as an underlying assumption, it would be fair to say that if you checked all server progresses (high, low, middle) and all progress bars were identical, that the bar is not player driven but rather time driven. I don’t know how that doesn’t make sense. It is a completely reasonable conclusion.
Whether or not it is true is yet to be proven, but make sense it does.
Your assumption that if all servers’ bars are the same would indicate that the bar is time based would not be reasonable. There is also the possibility that there is only one bar that is shared by all servers. Just as there is only one TP that is shared by all servers.
Seeing the progress on each server would answer this question. Someone do some guesting and take photos! If they are all identical then it is not player-based. If they vary then we can assume it is tied to player completion.
This makes no sense at all.
I’m not saying that the meter is or isn’t player driven, but to say that if each server isn’t different then it’s a timer is ridiculous.
Due to the nature of how the overflow system works the meter is global, as in all servers (including the overflow servers), combined. To think that Anet could coordinate a global Trading Post but not a simple single variable meter is nonsense.
I think it would be a fairly logical conclusion…
Server populations vary drastically. I highly doubt that Anet would have a scaling progress bar based on population (high pop server requires X injections, low pop requires Y injections for example). I would put my money that they would make it fixed across all servers. Even if they did scale it, it still wouldn’t explain how they would all be identical, if they in fact were, which we don’t know anyway.
Using that as an underlying assumption, it would be fair to say that if you checked all server progresses (high, low, middle) and all progress bars were identical, that the bar is not player driven but rather time driven. I don’t know how that doesn’t make sense. It is a completely reasonable conclusion.
Whether or not it is true is yet to be proven, but make sense it does.
Your assumption that if all servers’ bars are the same would indicate that the bar is time based would not be reasonable. There is also the possibility that there is only one bar that is shared by all servers. Just as there is only one TP that is shared by all servers.
Pretty much what I was going to say.
I think it would be a fairly logical conclusion…
Server populations vary drastically. I highly doubt that Anet would have a scaling progress bar based on population (high pop server requires X injections, low pop requires Y injections for example). I would put my money that they would make it fixed across all servers. Even if they did scale it, it still wouldn’t explain how they would all be identical, if they in fact were, which we don’t know anyway.
Using that as an underlying assumption, it would be fair to say that if you checked all server progresses (high, low, middle) and all progress bars were identical, that the bar is not player driven but rather time driven. I don’t know how that doesn’t make sense. It is a completely reasonable conclusion.
Whether or not it is true is yet to be proven, but make sense it does.
Why would they overcomplicate something so simple as to every player on any server contributes to the same bar?
Having only one bar also explains why even in different overflows the bar is the same, which also matches the bar on my server.
There is one bar. It is Global. It is likely based on player injections as it moves a variable amount each day. Which would be a ridiculous workaround only necessitated from a lie in the patch notes.
Occam’s Razor. It would actually be harder for them to fake this than to just make it one global bar…
It’s…both. Bars have historically been timers (a year ago I thought they were real, only to realize they were timers). I think the it’s driven by player input. But like any gathering quest, the progress for each contribution shrinks according to how many players are in the area. So when the content is nearly abandoned, the meter will keep advancing more fore each completion, and will fill about when ANet figured it would fill.
It’s…both. Bars have historically been timers (a year ago I thought they were real, only to realize they were timers). I think the it’s driven by player input. But like any gathering quest, the progress for each contribution shrinks according to how many players are in the area. So when the content is nearly abandoned, the meter will keep advancing more fore each completion, and will fill about when ANet figured it would fill.
That would be needlessly complicated.