For example: Four hours to play, and four characters to do the daily randoms on. The daily randomreset is placed at half that point. Since you do not know how long a dungeon will take, or if you will even be able to complete one.
Not true, more players would be affected by a set daily resettimer falling directly into their playingtime. As a set resettime would affect everyone who has their regular playing time at when ZOS would place the resettime. This would make those players either have to rush, or have to wait till after the reset, to complete their randoms. And makes them liable to maybe never be able to complete their random dailies at all. Depending on the queue + random dungeon difficulty + group fluidity.so at the end smaller evil would be to make universal time to reset anyway as people who are now hindered by 20h reset time are unable to complete their dailys more often than someone from your example who will be playing near this reset time
There would actually be another problem with a set dailyrandom resettimer. When taking multiple characters through randoms, there would be a limit to how/when a person can do this. You can't always predict how things will go in a random, so placing a set resettimer on when the day expires would make this a horrible ceiling to place on a random reward.
For example: Four hours to play, and four characters to do the daily randoms on. The daily randomreset is placed at half that point. Since you do not know how long a dungeon will take, or if you will even be able to complete one. Which means the logical step would be to do two characters before, and two after the reset. However, if you are unable to complete those dungeons you planned to do before the reset(for whatever reason), you would miss out on atleast one(or more) daily random rewards. And you might even be unable to complete the randoms you planned to do after the reset, since you only have two hours after the dailyreset.
This could result in never being able to complete randomdailies, depending on timezone and luck with grouping. Whereas the 20h timer does not place a ceiling/timelimit on when you can do the dailies. The 20h timer only sets a minimumtime after which you can grab your next daily randomreward whenever.
This came to me today when I was running randoms. I thought about how awful it would be if the daily randomrewards would reset anywhere during my playtime. I would never know when my characters would be on time with getting the reward, or when they would be too late. It would force me to either start the randoms later at an inconvenient time(after reset), or it would make me rush through dungeons just to be in time for the reset. And in most cases it would be both of those things.
The 20h timer is the only way to go, to be honest. Fine, as it is.
There would actually be another problem with a set dailyrandom resettimer. When taking multiple characters through randoms, there would be a limit to how/when a person can do this. You can't always predict how things will go in a random, so placing a set resettimer on when the day expires would make this a horrible ceiling to place on a random reward.
For example: Four hours to play, and four characters to do the daily randoms on. The daily randomreset is placed at half that point. Since you do not know how long a dungeon will take, or if you will even be able to complete one. Which means the logical step would be to do two characters before, and two after the reset. However, if you are unable to complete those dungeons you planned to do before the reset(for whatever reason), you would miss out on atleast one(or more) daily random rewards. And you might even be unable to complete the randoms you planned to do after the reset, since you only have two hours after the dailyreset.
This could result in never being able to complete randomdailies, depending on timezone and luck with grouping. Whereas the 20h timer does not place a ceiling/timelimit on when you can do the dailies. The 20h timer only sets a minimumtime after which you can grab your next daily randomreward whenever.
This came to me today when I was running randoms. I thought about how awful it would be if the daily randomrewards would reset anywhere during my playtime. I would never know when my characters would be on time with getting the reward, or when they would be too late. It would force me to either start the randoms later at an inconvenient time(after reset), or it would make me rush through dungeons just to be in time for the reset. And in most cases it would be both of those things.
The 20h timer is the only way to go, to be honest. Fine, as it is.
And yet as someone who lives in Australia where the daily pledges reset at 4, 5 and 6pm depending on the time of the year and regularly I can only play for a few hours at that time because I have things on in the evening, I manage to work in doing the pledges around that time.
As I previously said: If the daily timer reset halfway through your play time and you couldn't POSSIBLY fit everything in before, you'd adjust and shift to doing half of it after the reset and half of it before.
Because that's exactly what I do. You say it doesn't work. Sometimes it doesn't. But most of the time it does, and the times it doesn't work wouldn't work if they were on an arbitrary 20h timer either.
And makes them liable to maybe never be able to complete their random dailies at all.
Not true, more players would be affected by a set daily resettimer falling directly into their playingtime. As a set resettime would affect everyone who has their regular playing time at when ZOS would place the resettime. This would make those players either have to rush, or have to wait till after the reset, to complete their randoms. And makes them liable to maybe never be able to complete their random dailies at all. Depending on the queue + random dungeon difficulty + group fluidity.
Just because it works for you, does not mean it works for everyone. The thing remains, is that a set dailyrandom resettimer would place an end-restriction on when you can do the dailyrandom. Also, pledges are different, as I have already explained in a previous post. As you can complete them after the reset, and still pick up the new one. So you do not miss out on the reward.There would actually be another problem with a set dailyrandom resettimer. When taking multiple characters through randoms, there would be a limit to how/when a person can do this. You can't always predict how things will go in a random, so placing a set resettimer on when the day expires would make this a horrible ceiling to place on a random reward.
For example: Four hours to play, and four characters to do the daily randoms on. The daily randomreset is placed at half that point. Since you do not know how long a dungeon will take, or if you will even be able to complete one. Which means the logical step would be to do two characters before, and two after the reset. However, if you are unable to complete those dungeons you planned to do before the reset(for whatever reason), you would miss out on atleast one(or more) daily random rewards. And you might even be unable to complete the randoms you planned to do after the reset, since you only have two hours after the dailyreset.
This could result in never being able to complete randomdailies, depending on timezone and luck with grouping. Whereas the 20h timer does not place a ceiling/timelimit on when you can do the dailies. The 20h timer only sets a minimumtime after which you can grab your next daily randomreward whenever.
This came to me today when I was running randoms. I thought about how awful it would be if the daily randomrewards would reset anywhere during my playtime. I would never know when my characters would be on time with getting the reward, or when they would be too late. It would force me to either start the randoms later at an inconvenient time(after reset), or it would make me rush through dungeons just to be in time for the reset. And in most cases it would be both of those things.
The 20h timer is the only way to go, to be honest. Fine, as it is.
And yet as someone who lives in Australia where the daily pledges reset at 4, 5 and 6pm depending on the time of the year and regularly I can only play for a few hours at that time because I have things on in the evening, I manage to work in doing the pledges around that time.
As I previously said: If the daily timer reset halfway through your play time and you couldn't POSSIBLY fit everything in before, you'd adjust and shift to doing half of it after the reset and half of it before.
Because that's exactly what I do. You say it doesn't work. Sometimes it doesn't. But most of the time it does, and the times it doesn't work wouldn't work if they were on an arbitrary 20h timer either.
That is not misinformation. If you would be unable to complete the daily before the random daily reset, you would miss out on the random reward for the day. And if you are unable to complete it in the time after the the random daily reset, you are practically never able to complete your daily. Yes, you can still turn it in, but you did miss out on the day. So unable to complete the daily at all!spartaxoxo wrote: »And makes them liable to maybe never be able to complete their random dailies at all.
Please do not spread misinformation. This is not possible for either timer. And all timers result in some people getting lost rewards. There is no foolproof timer and no timer where you can never get rewarded.
As explained to you before rewards are generated after completion.
Yes, you can still turn it in
So unable to complete the daily at all!
PS: We do not know when ZOS would place a possible set dailyrandom resettimer if they would make one. You can't assume where it will be placed, as some are doing.
No it would not, because when the day is over, the random reward will be gone. Whereas with pledges, you can turn them in the day after, and still get the new one.spartaxoxo wrote: »Yes, you can still turn it in
So you completed the daily.So unable to complete the daily at all!
Nope, because you turned it in. You completed the daily. It may not have been for the day you wanted, but you still completed the daily.PS: We do not know when ZOS would place a possible set dailyrandom resettimer if they would make one. You can't assume where it will be placed, as some are doing.
Yes. We do. Because it's the same time for every daily in the game. 1am/2am Eastern (it depends on daylight savings) for NA servers.
It would work the exact same way as the pledges.
Just because it works for you, does not mean it works for everyone. The thing remains, is that a set daily random reset timer would place an end-restriction on when you can do the daily random. Also, pledges are different, as I have already explained in a previous post. As you can complete them after the reset, and still pick up the new one. So you do not miss out on the reward.
In conclusion: I stand by my point. More players would be negatively affected with a set dailyrandom resettimer, as there are now with the 20h timer.
There is no proof, but think about it. When there would be a set dailyrandom resettimer, everyone playing around that time would be affected. And in this case it can only be in a negative way, versus the 20h timer. As the 20h timer allows for the freedom of no rushing before the reset, and no waiting for the reset to begin doing the daily random.In conclusion: I stand by my point. More players would be negatively affected with a set dailyrandom resettimer, as there are now with the 20h timer.
Okay, you're making a statement here so where is your source for this?
Where is your proof that more players would, in fact, be negatively affected?
There is no proof, but think about it. When there would be a set dailyrandom resettimer, everyone playing around that time would be affected. And in this case it can only be in a negative way, versus the 20h timer. As the 20h timer allows for the freedom of no rushing before the reset, and no waiting for the reset to begin doing the daily random.In conclusion: I stand by my point. More players would be negatively affected with a set dailyrandom resettimer, as there are now with the 20h timer.
Okay, you're making a statement here so where is your source for this?
Where is your proof that more players would, in fact, be negatively affected?
And when you think about how many players might play at irregular times, irregular to the point where the 4h diffference does not make a difference. Versus the players who play regularly around a would be set dailyrandom resettimer. It seems logical that the group playing at any certain time(depending on when the reset would be placed), is larger than the group of players with irregular schedules is.
There is no proof, but think about it. When there would be a set dailyrandom resettimer, everyone playing around that time would be affected. And in this case it can only be in a negative way, versus the 20h timer. As the 20h timer allows for the freedom of no rushing before the reset, and no waiting for the reset to begin doing the daily random.In conclusion: I stand by my point. More players would be negatively affected with a set dailyrandom resettimer, as there are now with the 20h timer.
Okay, you're making a statement here so where is your source for this?
Where is your proof that more players would, in fact, be negatively affected?
And when you think about how many players might play at irregular times, irregular to the point where the 4h diffference does not make a difference. Versus the players who play regularly around a would be set dailyrandom resettimer. It seems logical that the group playing at any certain time(depending on when the reset would be placed), is larger than the group of players with irregular schedules is.
There is no proof, but think about it. When there would be a set dailyrandom resettimer, everyone playing around that time would be affected. And in this case it can only be in a negative way, versus the 20h timer. As the 20h timer allows for the freedom of no rushing before the reset, and no waiting for the reset to begin doing the daily random.In conclusion: I stand by my point. More players would be negatively affected with a set dailyrandom resettimer, as there are now with the 20h timer.
Okay, you're making a statement here so where is your source for this?
Where is your proof that more players would, in fact, be negatively affected?
And when you think about how many players might play at irregular times, irregular to the point where the 4h diffference does not make a difference. Versus the players who play regularly around a would be set dailyrandom resettimer. It seems logical that the group playing at any certain time(depending on when the reset would be placed), is larger than the group of players with irregular schedules is.
Oreyn_Bearclaw wrote: »+1 from me. Everything should reset at the same time, 1am works just fine for me.
The biggest issue for me is knowing when my cooldown is going to expire. Some things its easy, like for a random normal, it goes from blue to purple rewards. Others are harder. Things like opening a RotW for your daily transmutes. I open them early all the time thinking the timer is up.
Going to a set timer for all daily's seems to have no downside, but quite a bit of upside.