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  1. #1
    Player Mirage's Avatar
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    Please resolve the problem where items might be lost upon forced zoning

    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.
    (4)
    Last edited by Mirage; 10-26-2012 at 01:52 AM.

  2. #2
    Player Kristal's Avatar
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    Kristal
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    Bismarck
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    Quote Originally Posted by Mirage View Post
    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.
    That's not a problem of dynamis, that's YOUR problem. You get dozens of warnings that your time is about to expire. If you attack a mob in the last 30 seconds without keeping enough inventory room, too bad for you.

    I've personally been on 6-man salvage runs where we killed the boss with 10 sec to spare, 3 man dead, and we still got the loot. That is a scenario where a 5 min grace period is valid, so you can actually raise people to lot on stuff, rather then have them homepoint to clear the slots.
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
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  3. #3
    Player Mirage's Avatar
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    Yes, that is a problem of dynamis. If it wasn't, you could say the exact same about content like salvage. Let me show you:

    Not getting the loot you want from a 6 man salvage run where you killed the boss with just seconds left on the timer is entirely your own faults. You knew exactly how much time you were given in salvage, and if you wanted your items, you should have completed it 2 minutes faster, and/or without anyone dying. You should not get a 5 minute grace period, because you can just kill faster instead.

    Being given a grace period in dynamis is exactly as valid a request as being given a grace period on salvage and/or NNI.

    Making lotting/passing speed a part of the event's difficulty is ridiculous, that's all.
    (3)
    Last edited by Mirage; 10-25-2012 at 09:13 PM.

  4. #4
    Player hiko's Avatar
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    Meuporg
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    Ragnarok
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    Quote Originally Posted by Kristal View Post
    I've personally been on 6-man salvage runs where we killed the boss with 10 sec to spare, 3 man dead, and we still got the loot. That is a scenario where a 5 min grace period is valid, so you can actually raise people to lot on stuff, rather then have them homepoint to clear the slots.
    how did you do if the people who needed the loot were the dead people?
    (1)

  5. #5
    Player Mirage's Avatar
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    Obviously, they shouldn't have died in the first place if they wanted items. Part of the difficulty, man!
    (1)

  6. #6
    Player Kristal's Avatar
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    Quote Originally Posted by Mirage View Post
    Yes, that is a problem of dynamis. If it wasn't, you could say the exact same about content like salvage. Let me show you:

    <bogus crap snipped>

    Being given a grace period in dynamis is exactly as valid a request as being given a grace period on salvage and/or NNI.

    Making lotting/passing speed a part of the event's difficulty is ridiculous, that's all.
    Dynamis has a 60 minute grace period and you STILL manage to f*** it up? YOUR problem when you decide to use your grace period to kill some more and can't quite cut it.
    Salvage has a hard time limit, and is notorious for throwing a wrench in the best laid plans. And losing out on a rare piece of 25 armor is no comparison for losing a 10k piece of currency because you CHOSE to wring the last drop of blood and couldn't kill it fast enough or stupidly ignored the limits of your inventory.



    Quote Originally Posted by hiko View Post
    how did you do if the people who needed the loot were the dead people?
    Someone would get it that didn't have it yet. Better to give it to someone that noone.
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  7. #7
    Player Mirage's Avatar
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    Quote Originally Posted by Kristal View Post
    I honestly think people should just lose items that drops from their monsters.
    Got it. If that's what you really think, there's nothing more to talk about. You just have a fundamentally different idea of how drops should work than I do.

    I am of the opinion that killing the monsters and clearing the event is what should matter for drops, you are of the opinion that camping the "treasure" list and frantically pressing pass/lot as fast as you can is an important (and fun!) part of the event's reward system.
    (2)
    Last edited by Mirage; 10-26-2012 at 05:56 PM.

  8. #8
    Player Kristal's Avatar
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    Quote Originally Posted by Mirage View Post
    Got it. If that's what you really think, there's nothing more to talk about. You just have a fundamentally different idea of how drops should work than I do.

    I am of the opinion that killing the monsters and clearing the event is what should matter for drops, you are of the opinion that camping the "treasure" list and frantically pressing pass/lot as fast as you can is an important (and fun!) part of the event's reward system.
    You lose the argument so you resort to strawman attacks?

    Here's my real view on this:
    Quote Originally Posted by Kristal
    If you chose to engage a trash mob in the last 30 seconds of a 120 minute session of killing hundreds of mooks, there is a calculated chance you might not kill the mook in time to obtain all it's loot.

    Salvage SHOULD have a grace period, it is a dedicated event to kill a particular boss, and l33t lotting skills should NOT be part of the required skill set for this event.
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  9. #9
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    Quote Originally Posted by Mirage View Post
    I am of the opinion that killing the monsters and clearing the event is what should matter for drops
    I have been thinking this since the start! Just felt that it was kinda obvious, sadly it seems not.

    Edit:
    Quote Originally Posted by Kristal View Post
    Here's my real view on this
    Really? Cause from where I'm sitting it seems as though your saying just because I kill something in the last few seconds means I should just get screwed out of my drops. Imo once you kill it, you deserve the drops, end of story, if something prevents you from that, there is a problem.
    (1)
    Last edited by Demon6324236; 10-26-2012 at 07:14 PM.

  10. #10
    Player Kristal's Avatar
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    Quote Originally Posted by Demon6324236 View Post
    Edit:Really? Cause from where I'm sitting it seems as though your saying just because I kill something in the last few seconds means I should just get screwed out of my drops. Imo once you kill it, you deserve the drops, end of story, if something prevents you from that, there is a problem.
    Yeah.. but that problem is generally you. If you keep enough room in your inventory, that last second killing will result in loot. Wether that loot goes to you or someone else who entered dynamis 10 seconds later if irrelevant.

    The problem with such a grace period on trash mobs is that it doesn't solve anything. Even if you were prevented from attacking or being attacked (which invalidates lot rights anyway), your party members can still generate more loot. Do you expect to get another 5 minute grace for that too? If you timeout before the mob dies, do you still expect to be able to lot on it's loot while in Jeuno?

    And what about regular mobs? Should escape, warp and zoning be disabled for an entire alliance for 5 minutes just because you punched a rabbit in valkurm waiting to enter dynamis? NeoDynamis is a regular zone with funny occupancy rules, and if you cannot be bothered with paying heed to that, you pay the price. (Or rather, don't get the prize.)
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

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