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Vhailor
08-13-2012, 06:32 AM
I am curious if there's any way to allow Dynamis re-entry if there is still time left on your clock, in case you die without RR up. It is routine that people send /tells asking for Raises to my WHM, so I know that this is a fairly common problem. It's frustrating to have an hour or more time left and effectively lose your entire run because you have to HP. This would be a lovely addition to an upcoming patch :) or simply provide an auto-RR status within Dynamis maps, similar to an Atma...

PS - Yes, yes, I know there's RR earrings and RR neckpieces and RR scrolls. If you want to point it out, no need, I know they're there, and I still don't like bothering with them if I don't natively have the spell.

Demon6324236
08-13-2012, 07:22 AM
I would like to point out it would also be nice for if you accidentally mess up on your subjob. For instance I Dyna as RDM, sometimes I mess up when rushing to do Dyna, and end up going as /NIN, which basically ruins the entire run ofcourse.

I would say instead of saying anything about atma, it should be a bit unique. You can be raised normally for 3 minutes, however if you are not, then you are Auto-Raised, the 3 minute is a penalty for the death. I would say perhaps you get a Sneak/Invis effect for 15 seconds as well, due to the crowding of mobs in Dynamis areas, and the fact Reraise would do you little good when you can be instantly killed by most mobs if they aggro & link, before the raise animation even completes and your weapons are put away. As for Reraise items, they would still have a use, as it would save you time by not having to waste that extra 3 minutes the Auto-Raise takes to activate.

Kristal
08-13-2012, 04:23 PM
I would say instead of saying anything about atma, it should be a bit unique. You can be raised normally for 3 minutes, however if you are not, then you are Auto-Raised, the 3 minute is a penalty for the death. I would say perhaps you get a Sneak/Invis effect for 15 seconds as well, due to the crowding of mobs in Dynamis areas, and the fact Reraise would do you little good when you can be instantly killed by most mobs if they aggro & link, before the raise animation even completes and your weapons are put away. As for Reraise items, they would still have a use, as it would save you time by not having to waste that extra 3 minutes the Auto-Raise takes to activate.

Charm lasts longer then that 3 minutes, and it tends to put you right in the middle of a whole lot of mobs... death would be a blessing in that case.

With free reraise from books, plenty of reraise items and even auto-reraise, there's no reason to be dead in dyna for long, unless you decided to die right in the middle of a mob spawn area.

Komori
08-13-2012, 10:31 PM
You should also think about not just when people die, but when they enter dynamis and something comes up in reality that requires their attention.

I've had it happen on very few occassions, and emergencies happen. But emergencies shouldn't cause you to sacrifice your charge for that day. Just have it to where the zone saves remaining time if you leave the zone or you log out.

Kristal
08-14-2012, 12:56 AM
You should also think about not just when people die, but when they enter dynamis and something comes up in reality that requires their attention.
You can log out in dynamis, and if you return before time is up you can finish it up. Which is pretty much like most, if not all, timed events.


I've had it happen on very few occassions, and emergencies happen. But emergencies shouldn't cause you to sacrifice your charge for that day. Just have it to where the zone saves remaining time if you leave the zone or you log out.
Real emergencies wouldn't cause you to return within a day regardless... at which time the 'charge' has been reset.

If you enter dyna forgeting your parents were coming for coffee in 30 minutes, tough cookie.

Shadax
08-14-2012, 01:39 AM
Frankly, if you die in Dynamis without RR, I don't want you to get back in to compete with me for mobs when I had the forethought to bring a RR item. If it was still a 72-hour entry then I might have a little more compassion, but it's a day... bit whoop. There has to still be some penalties to incompetence in this game.

Komori
08-14-2012, 01:44 AM
You can log out in dynamis, and if you return before time is up you can finish it up. Which is pretty much like most, if not all, timed events.


Real emergencies wouldn't cause you to return within a day regardless... at which time the 'charge' has been reset.

If you enter dyna forgeting your parents were coming for coffee in 30 minutes, tough cookie.

Emergencies aren't just someone dying or someone's leg is broken. I've entered dynamis before and then family calls and I need to pick up younger members or I need to rush out to the store and it's not a choice.

Maybe your just anti-social and have no friends or family so no one needs you. But with the log-in message telling you not to forget your real life. I choose my family and friends over the game. And I'm more than happy to give up loldynamis to go and help someone out. But it would also be nice if I could go back in because I had only spend thirty or so minutes in dynamis.

detlef
08-14-2012, 03:24 AM
You had me until you suggested that the timer freeze when you exit. Whoops died! Why bring reraise I'll just exit and wait on weakness outside with no penalty other than losing my food. Too much competition, I better just exit. I don't care for whiteshells, I'll just exit and reenter when it's bronzepiece time again.

Komori
08-14-2012, 04:32 AM
So you would rather people constantly clog up zones all at the same time, take mobs from you when they don't even want the currency they drop. You must be one of those that likes un-neccassary challenge.

detlef
08-14-2012, 04:47 AM
After reading my post you really don't see how this could be exploited?

Komori
08-14-2012, 04:58 AM
No. What dipshit would leave the entire zone (either by warping or running back to entrance, just to leave; afk for five minutes and come back.) I'd rather afk in Dynamis for ten minutes than to do all that running back and forth for minimal reward. I also see that if a zone is full; then some people who don't like competetion would leave and wait until afterwards to re-enter. Leaving more mobs for those that stay behind.

You would still only get 2 hours a day, you could just split up the time. I see no way to exploit it.

detlef
08-14-2012, 05:10 AM
So you don't see how for example you could reenter during bronze time, exit, reenter during bronze time, exit... Nothing wrong with that?

Komori
08-14-2012, 05:17 AM
It's only one camp being taken during one time and any other time there's no competetion. And I highly doubt someone is going to zone in and out of dynamis about thirty times just to camp dynamis throughout there entire day, and if they are willing to do that then good for them because my patience wouldn't be able to continue running back and forth just to only camp one currency for a day when I can do so much other shit.

detlef
08-14-2012, 05:29 AM
Well, it appears that you and I are on two different wavelengths. While you don't see repeated reentry as a big deal, the devs might. I think reentry is a good idea, but the timer should remain running. In my opinion it should be more about salvaging a run that went catastrophically bad rather than just letting you hit the pause button at your leisure.

Kristal
08-14-2012, 04:37 PM
Emergencies aren't just someone dying or someone's leg is broken. I've entered dynamis before and then family calls and I need to pick up younger members or I need to rush out to the store and it's not a choice.


Just logout in a safe spot, do what needs to be done, log back in, use whatever time is left. Then you can have your cake AND eat it. Even though the cake is a lie.


So you don't see how for example you could reenter during bronze time, exit, reenter during bronze time, exit... Nothing wrong with that?

That's childsplay compared to the real exploit. You lose the TE temp key items when you exit, so if you were allowed to get back in you could reacquire another 60 minutes worth of time. Solo it can take 30 minutes to get TEs and back to a camp, but if you are in a party you can split up and get it done in 5.

Mostfowl
08-14-2012, 04:42 PM
I would like to point out it would also be nice for if you accidentally mess up on your subjob. For instance I Dyna as RDM, sometimes I mess up when rushing to do Dyna, and end up going as /NIN, which basically ruins the entire run ofcourse.

Wait how is rdm/nin ruining a run? A good rdm/nin can still whoop some tookus both in and out of aby. yeah lolrdm all you want but a rdm/nin who knows how to gear and utilize their spells are still pretty bada**

Demon6324236
08-14-2012, 05:39 PM
Wait how is rdm/nin ruining a run? A good rdm/nin can still whoop some tookus both in and out of aby. yeah lolrdm all you want but a rdm/nin who knows how to gear and utilize their spells are still pretty bada**

Ruins the run because I lose the ability to reliably proc. In the event I do make the mistake of RDM/NIN in Dyna I am almost always duoing with a THF or my gf on PUP, so I have them proc, and I am the kill force afterwords. I know how to DD as RDM :) my only problem is that it makes me unable to proc and I kill a little to fast if I don't stand around and do nothing while it is being proced. :(
yeah lolrdm all you wantI would never! Trust me, I am about done with Excalibur which I have been making for RDM alone. :D

Vhailor
08-19-2012, 07:26 AM
This thread has been derailed a wee bit. I think it's obvious that the timer freezing upon exit is prone to abuse, and also unnecessary. I like the idea of an auto-RR after 3 or 5 minutes, so that there is some penalty for death but it doesn't kill a run. And, of course, allow re-entry, maybe with a 5 minute double-weakened timer upon such re-entry, again as a small disincentive but not a run killer. After all, this is how Dynamis originally worked in effect, though the timer was longer on weakness.

Any word from SE? Any inclination to fix this?

In response to Shadax: It's not incompetence, it's laziness and not wanting to deal with greedy crafters jacking up RR earring prices. I also think you're labouring under a misconception; death is common enough to be an annoyance, but not common enough to seriously lower competition. My experience is if you do a little bit of hunting it's very easy to find decent camps with little to no competition; things might be different on Shiva, but I doubt it.

hiko
08-22-2012, 12:18 AM
So you don't see how for example you could reenter during bronze time, exit, reenter during bronze time, exit... Nothing wrong with that?
lol spending 5h for dyna so you only get ordelle....

and to avoid exploit limit it so it only work once a day

detlef
08-22-2012, 03:20 AM
It might not be worthwhile to reenter for bronze but it might be worth it to avoid whiteshell time. I personally wouldn't bother, but it's something that might give devs pause when considering the possibility of allowing re-entry.

Komori
08-22-2012, 05:19 AM
I don't think anyone even the hardcore elite who don't like wasting any time would effectively waste so much of it just avoiding whiteshell time, the 5k per pop they go for is still money and is money they can use for other stages.

FrankReynolds
08-22-2012, 07:25 AM
So bronze prices go down due to people being able to farm more of them every day and white shells go up due to no one having many.

Sorta "six of one / half a dozen of the other" type thing if you ask me.

Nawesemo
08-23-2012, 06:54 AM
.............. I die more often than anyone i know in dynamis, slowly but surly, im learning to do it right (alone in a corner WITH RERAISE up). If you werent smart enough to plan ahead for the ice age, then doom on you.

Okipuit
08-25-2012, 08:18 AM
Greetings!

The reason why the previous version of Dynamis allowed for re-entry was because the Perpetual Hourglass was an actual item that continued to keep track of your Dynamis time even when leaving the area.

As you know, the renewed version of Dynamis requires the key item Prismatic hourglass and because it is not a physical item, it cannot continue to record your Dynamis time should you (or the monsters :p) decide you should exit Dynamis.

Time extension key items function the same way as well and are lost upon exit. (Even if you were to get them once again the information from before you exited would be lost.) So with that said, it’s not possible to change this that easily.

While it would definitely be convenient for some of the cases mentioned, it would be better to think of the current Dynamis as one large battlefield, meaning that exiting would end the fight.

Kari
08-25-2012, 03:47 PM
Greetings!

The reason why the previous version of Dynamis allowed for re-entry was because the Perpetual Hourglass was an actual item that continued to keep track of your Dynamis time even when leaving the area.

As you know, the renewed version of Dynamis requires the key item Prismatic hourglass and because it is not a physical item, it cannot continue to record your Dynamis time should you (or the monsters :p) decide you should exit Dynamis.

Time extension key items function the same way as well and are lost upon exit. (Even if you were to get them once again the information from before you exited would be lost.) So with that said, it’s not possible to change this that easily.

While it would definitely be convenient for some of the cases mentioned, it would be better to think of the current Dynamis as one large battlefield, meaning that exiting would end the fight.

Give us an hourglass item whenever we enter? I don't see the complication there.

tyrantsyn
08-25-2012, 11:06 PM
Dynamis is a no man's land, and dying with no rr up is pretty much a game over screen for most any one attempting to solo. Job's capable of raising in zone's are few to none. And most ppl that do come out on RDM or WHM for party support are going to weight the fact's heavily before they cross a zone or cast a raise on some one who could potentially draw from the treasure pool by killing there share of the mob's during preferred proc times. On top of that time spent down during a Dyna run is the difference between a 80 piece run and a 200 + run. The sad fact about it is that it's a risky end game event solo. Yes you can do it, but if you take that risk to pull the TE just because the mobs around it are looking the other way at the time, it's just the risk you take.

Now as much as I believe in the risk, I also feel the pain of other's of being down and basically having the next 2 hours of time they had plan out blown because they had a unlucky death. So perhaps a Auto~raise feature could be added after 5 minute's of down time. I know Demon suggested it as well on page one. It was a feature added for VW to help out there, maybe it could be added here as well. Maybe for a price? Perhaps some KI that could be bought off one of the goblin's in the beastmen zones?

Demon6324236
08-26-2012, 03:39 AM
It was a feature added for VW to help out there

Just curious, but I think you meant WoE right? Just asking because never saw it in VW and would help to know.

tyrantsyn
08-26-2012, 06:18 AM
You're right my mistake had VW on the mind.

Demon6324236
08-26-2012, 06:56 AM
You're right my mistake had VW on the mind.

Just makin sure :D

vienne
08-26-2012, 05:14 PM
Maybe SE should consider handing out rr earrings/pins along with the free warp scroll from that moogle (forgot his name the one that hands out mogsacks) which we can get every day since its obvious too hard for some on here to have enough rr items when they enter an event like dynamis... You know what's comming, come prepaired like for every other event and die in a safe spot.

Mirage
08-27-2012, 11:42 AM
I'm just gonna have to agree with the people telling people to suck it up here.

You are entering a dimension where the beastmen rule, breaking into their city, surrounded by hundreds of beastmen who all can twohour, are aggressive, and link. You know you're alone, you know what you're getting yourself into, and you can earn lots of money in there if you do it right. Spending a few thousands on a reraise earring, or 10 conquest points on a reraise scroll isn't exactly a steep price to pay.

Better yet, go get a FoV reraise buff before you enter. Those last for two hours. Then you can bring an instant reraise in case you die, and you already have two "extra lives" for almost free.

Glamdring
08-28-2012, 08:48 AM
Yep, this falls into the "penalty for being stupid" category. That said, I've always thought that yes, there should be a 15 sec sneak/invis/deo effect on raise to get clear (the deo is for undead zones, blood aggro, you know?).

Bulrogg
08-28-2012, 12:44 PM
I'd support the additon of an auto re-raise in the likes of WoE. I would even be ok with a penalty timer (5:00) before the auto re-raise takes effect.

Demon6324236
08-28-2012, 04:29 PM
I'd support the additon of an auto re-raise in the likes of WoE. I would even be ok with a penalty timer (5:00) before the auto re-raise takes effect.

Thats what I want honestly. It would give you a backup if you are foolish or unlucky enough to die, while also penalizing you for it in a way that lowers your overall outcome of currency and item drops.

FrankReynolds
08-29-2012, 08:05 AM
I'd support the additon of an auto re-raise in the likes of WoE. I would even be ok with a penalty timer (5:00) before the auto re-raise takes effect.

That is a great idea.

Morier
08-29-2012, 09:48 AM
All of these people saying suck it up and bring rr are correct, until the time when you have reraise up you have reraise items, but you disocnnect and die and your reraise vanishes. There have been times i have lagged out and the reraise never kicked in.

FrankReynolds
08-29-2012, 04:03 PM
All of these people saying suck it up and bring rr are correct, until the time when you have reraise up you have reraise items, but you disocnnect and die and your reraise vanishes. There have been times i have lagged out and the reraise never kicked in.

Hippos love RR.

Kristal
08-29-2012, 07:40 PM
Yep, this falls into the "penalty for being stupid" category. That said, I've always thought that yes, there should be a 15 sec sneak/invis/deo effect on raise to get clear (the deo is for undead zones, blood aggro, you know?).

Deodorize does not prevent blood agro. It doesn't prevent anything, for that matter. Its only purpose is to speed up agro loss on the few mobs that already agrod, track by scent and somehow managed to get far away from you in a zone without water to run through or rain/snow weather.

Reraise within blood agro range of ep+ undead, and they will kill you unless you are a SMN wearing a 1/1 HP equip set.