Hello developers and community representatives.
I would like to bring to your attention the issue where if an item drops very close to the time-out in a zone, you might lose an item before everyone in your party manages to pass/lot the item in question.
As I have understood things, some (but not all) of the most recently implemented time-limited battlefields have a workaround for this in effect, by giving you a 5 minute time extention after the last boss/objective has been completed, giving you enough time to lot/pass items.
However, in some areas, such as dynamis where everyone enters at a slightly different time, the other players might not know exactly how many seconds you have left and be unable to pass fast enough. Likewise, if you kill a mob while solo with just 2-3 seconds left on the clock, and it drops 4 pieces of currency and 1 piece of gear, you might lose two of those too if you have just three free slots in your active inventory.
My suggestion is that instead of automatically kicking people out of these time limited areas, they should be transported to an empty area in the same zone, where there would be a portal to exit the zone, but nothing else. This way, the player could stay there for a minute or so, giving the other players enough time to pass their loot before you exited the area. Alternatively, the character in question could be "locked" for 30-60 seconds after their time ran out, being unable to move, attack or get attacked, but able to lot/pass items.
Ideally, there should never be any cases where items that are dropped within the time limit are lost due to getting kicked out before everyone has managed to lot/pass items. This is an issue which has been around for a long time, but also something that has never been a problem in other, similarly time limited fights. BCNM fights, for example, leave you with infinite time to lot/pass and organize your inventory after the time-limited battle is over. I think all time limited content should function similar to this.


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