Tequatl Myth Buster
Your video’s and experience might lead you to believe that it is RNG based, but it is in reality based on event scaling technology that works in two ways that A.net implemented in 2013 and when they redesigned Teqautl. Personally I’ve been at Teqautl events where just one extra person at a boat defense caused champs to spawn(and not spawn when I got out of range). However, why people avoid the event because of the champ spawns is beyond me, because they don’t make it that much harder and you get the champ bags and chest from success.
I don’t know if you watched the videos, but we had 6 people today at N boats and no champs spawned. Not really sure why people think that 6 + people will make champions spawn. If you look at the Defiance stacks they are at zerg numbers. With that being said, the mobs are scaled to the whole event area rather then the amount of people standing where they spawn.
(edited by Dzebra.7243)
[edit] Just now realizing there’s a playlist, not just a single video. Four runs isn’t a great deal better than one, statistically, but it is a better sample. [/edit]
One run, with six people, isn’t enough to really prove anything, except that six people will not automatically spawn champs 100% of the time. I’ve seen multiple champs spawn on five people, and I’ve seen champs spawn with less than five people. There’s clearly some element of RNG involved, but it’ll take more data to figure out the pattern with confidence.
That said, I almost always do North Boats, and we very, very rarely get overrun with five people, and I wonder if that might have more to do with team strength than spawns. Stationing more people there might help, but that’s taking more people from the zerg. Right now, I’m convinced that five at each station is good (or good enough,) preferably with an emergency rescue team (ERT) ready to back up defense teams when they need it.
That said, I almost always run Tequatl at the daily reset, and I can’t remember the last time I saw a failure during primetime.
(edited by Redenaz.8631)
I’m pretty sure that Champs only start spawning at 10+ people. If there’s Champs spawning prior to that, there must be other players nearby that are contributing to the mob generator, such as players resurrecting at the WP and then running back.
There’s clearly some element of RNG involved, but it’ll take more data to figure out the pattern with confidence.
If its RNG, there is no pattern to find
I’ve found that there is no rhyme or reason to the champions that spawn and I’ve been doing two tequatl runs a night everyday always at north or south boats.
If you note the defiant stacks on any champions that do spawn, they are astronomical and its not possible for only 5 people or more in such a small area to make a difference. Given the number of defiant stacks can be as many as 70, it’s taking into account the entire event range.
In these videos, it is proven, there are 4 different instances of different numbers of people, all with different results.
There is no rhyme or reason to the rate of spawns, I do find that champions spawn all the time at south regardless of number of people..
BUT regardless, I’ve seen spawns of champions with 1 person there.
I’m pretty sure that Champs only start spawning at 10+ people. If there’s Champs spawning prior to that, there must be other players nearby that are contributing to the mob generator, such as players resurrecting at the WP and then running back.
Note the defiant stacks however..
1 or 2 people running by would NOT cause that many stacks on a champion.
We were seeing spawns with no one running through:
https://www.youtube.com/watch?v=jTxjsH-IYVc&list=PLHKxzS8ksJVCcp7c1vQHyFAWXdVmuW5Xf&index=2
We’ve been told different numbers and no one has it straight…
Yesterday I heard it was 14…for months everyone thought it was more then 5…now you’re saying 10
which is it?
Yes, it’s event scaling, which means it takes into account everyone involved in the event area, what ever that may be, as to why they spawn in random numbers in different locations, that could be something specifically created for Teq(if you want to check, just do a search on the Wiki for ‘scaling’ and find the ones related to just events and the specific one for when Teq Rising was released, which introduced the reworked Teq event that is still going on today).
Yes, it’s event scaling, which means it takes into account everyone involved in the event area, what ever that may be, as to why they spawn in random numbers in different locations, that could be something specifically created for Teq(if you want to check, just do a search on the Wiki for ‘scaling’ and find the ones related to just events and the specific one for when Teq Rising was released, which introduced the reworked Teq event that is still going on today).
Are you saying that the event is causing the champions? The entire event?
You’d be about right, no argument here.
And also you’d be more intelligent then the commanders spouting the “x number or more spawns champions” nonsense.
(Also, I do not trust anything with the word “wiki” in it, because “wiki” signifies that it is publicly edited by anyone, meaning it is easily vandalized. Try to find a more credible source.)
Hmm… Is it possible that recent changes to Tequatl meant that it’s now event wide scaling? It might have been true once that it checked in local areas, but it’s different now?
Hmm… Is it possible that recent changes to Tequatl meant that it’s now event wide scaling? It might have been true once that it checked in local areas, but it’s different now?
I don’t really remember Old Tequatl runs, they were simple and not very involved as they are now
But I believe that spawns off adds in any event no matter its size are controlled by the circle of the event itself. Nothing has changed about that since the game was launched.
(edited by seacanari.4583)
Here is the thing, if you look at the early kills of Tequatl over a year ago, they didn’t split up into defense groups like we do now. North boat? South boat? North hills? South hills? It was a simpler time. The people just defend the turrets, and the others just in the zerg. Once players figured out where the spawns happened, we adapted an easier strategy to break the groups up like we do now. This, compounded with the defiant stacks on the mobs that do spawn is proof that they scale based on the entire event rather than the location.
I do believe that champ spawn is semi random. Let me explain :
- if the defense party is too small => No champ
- the larger the party gets, the higher the odds of getting a champ
All in all we keep the party small not because of difficulty of killing the mob themselves but to lower the odds of getting a champ hypnoss or a champ grub.
Both of these wreck turrets faster than light. Also, less ppl in def => more ppl in zerg => more dps since teq HP are based on the total number of players IIRC (more data needed to confirm this statement)
I do believe that champ spawn is semi random. Let me explain :
- if the defense party is too small => No champ
- the larger the party gets, the higher the odds of getting a champ
All in all we keep the party small not because of difficulty of killing the mob themselves but to lower the odds of getting a champ hypnoss or a champ grub.
I believe you are missing the point of this thread a bit. The evidence is provided to prove that the number of players at a given defense location do not have isolated affects on the classification levels of the creatures that spawn. I’ve seen the range of having 3 players spawn 2 champs, to having 8 players with none.
Having done both North and South Boat defenses, I will say that South Boat tends to get a wider range of spawn types compared to North Boat. But given the evidence that the number of players do not affect the spawn, it is safe to say that South Boat is not different than North Boat, aside from simply being closer to Tequatl himself.
My time on North Boats has taught me we do not necessarily need the ERT, since South Boat ends up requiring assistance. Keeping in mind players do not affect spawn types, it would be safe enough to split the ERT to just have standing members at each defense. North Boat can have a happy 6 or 7 players, South Boat will be more successful with 8 or 9.
There was however an argument presented by one seasoned Tequatl leader that I respect from SBI. The argument being the number of players do not necessarily affect the spawn types, but there is potential they affect the scaling of the individual monsters. The example being the amount of HP a Champ has with 3 players versus 6 players. I think that would be a lot harder to gather data, but the results would be interesting.
Both of these wreck turrets faster than light. Also, less ppl in def => more ppl in zerg => more dps since teq HP are based on the total number of players IIRC (more data needed to confirm this statement)
I agree with the argument that having excessive numbers of players at a defense spawn would be detrimental to event as a whole. However, I think there are some other restrictions that affect how players will participate in the event.
Some players may be inexperienced, and seek to try something they understand is easier. It is equally as detrimental to have players die at Tequatl’s feet and constantly run back.
Other restrictions may be on ISP capabilities or the machine used to play the game. Zerg fights can be very resource intensive on machines and networks that are just good enough to play the game. Forcing sizes on locations can create a bad experience in the event for the player that cannot handle a zerg fight. Withholding my personal reasons for my settings, I usually have everyone set to be polygon people. With those settings, I have no issues standing in the zerg when I’m feeling frisky. I personally know a few players from past experience that have system crashes when trying to fight in the zerg, which makes the game not fun. Is that not the reason we play the game in the first place, to have fun?
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I do believe that champ spawn is semi random. Let me explain :
- if the defense party is too small => No champ
- the larger the party gets, the higher the odds of getting a champ
Define “too small”
We’ve seen spawns with 1, 2, 3, 4,5 people?
Note this video: https://www.youtube.com/watch?v=jTxjsH-IYVc&index=2&list=PLHKxzS8ksJVCcp7c1vQHyFAWXdVmuW5Xf
It doesn’t matter…and no one was running through either
We’ve seen no champions at all with 6 people: https://www.youtube.com/watch?v=Y-InQVNTlXs&list=PLHKxzS8ksJVCcp7c1vQHyFAWXdVmuW5Xf&index=4
And few champions with 12 people: https://www.youtube.com/watch?v=PQntl0BXJMg&list=PLHKxzS8ksJVCcp7c1vQHyFAWXdVmuW5Xf&index=3
If its better odds of getting a champ with higher numbers…we haven’t seen it and do two runs a day
(but we are unable to film 2 runs a day because all that filming and uploading would take a while and kill someones computer :/)