It might be more prudent not to implement the 30m cooldown, and then if it really is a problem, implement it later. Of course, then you're going to have players complaining to you about not doing something sooner so... good luck!
It might be more prudent not to implement the 30m cooldown, and then if it really is a problem, implement it later. Of course, then you're going to have players complaining to you about not doing something sooner so... good luck!
Might have been server specific, or just time-zone specific, but there certainly has been a lot of congestion in that area in the past. I believe that you're EU? If so you probably didn't see it much, as I only saw it when I was working shifts and ended up playing at prime NA/JP times.
Congestion was actually a huge issue not when Nyzul Isle Investigation was implemented, but when the Mythic Weaponskill quest was added.
At times it was almost unbearable. You'd be spending an hour+ towards making a party, but then find you couldn't play for another hour because there were too many people trying to gain access at one time.
The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.Reduce or get rid of the penalty incurred after setting blue magic spells.
An arbitrary half hour limit sounds retarded and is retarded, but it doesn't actually matter. New Nyzul Isle is very likely going to take half an hour every run. You won't be running into the half hour time limit unless you wipe out.
Well according to the dev post, the 30 minute cool down period starts when you FINISH the run, not when you enter.
Since the delay is set to be flexible already as Bayohne has stated. One would think that there's a very simple solution whereby each time a new 'team' enter, a counter gets bumped up by 1. Each time a team exit, the counter gets bumped down by 1 again. The delay is then based on this dynamic counter value.
You can then do many different things:
1. Absolute Control - once the counter value reaches 10% of the limit on number of concurrent zone that can be supported, then the wait time would increased to the max value (say the 30min).
2. Dynamic Control - each time the counter value incremented by 10% of the limit on the number of concurrent zone, the wait time is increased by 3min.
3. A combinations of the 2 options above.
This is just a very simple counter inc/dec issue and since the delay value is already 'flexible' (god forebid if SE is stupid enough to make that into a HARDCODED value). The above solution should make it so during heavy usage, there will be a delay for everyone to repeat runs while at the same time, in times when there are little to no usage, there's no delay for repeat. This will give ppl better control on when they schedule their run time.
Oh welcome back congestion of nyzul... Of how I didn't miss those days. The spamming the entrance point in hopes to get in. spending 4 hours trying to do 4 runs...It's all coming back.. people complained bout it then and they will again now.. Hope SE has a plan.
Does the Uncharted Nyzul give tokens? Just wanted to throw that out there .. since it will kinda matter for a few people I know.
Yes, but not many. I got ~500 for a floor 20 clear. To add to this, I suspect we are going to come out in the red for tokens because some of the monsters were difficult enough to warrant temp items.
Well crap. I needs to find me some non-mythic wanting people to front the token bill.Time to sell some skills into slavery. Or we can hope that's just test server and that the token reward will be adjusted. If not...
Adjust the token reward! The addition of alexandrite is much appreciated but don't make us sacrifice tokens!
Yet somehow I think that's a hinge trap to keep us doing normal Nyzul so nobody forgets its there. Bummer.
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