Agreed, they shouldn't have an AFK timer on any mission you're tackling with NPCs. Some people use those methods because they need the flexibility to AFK randomly. Kind of defeats the entire purpose for those folks.
Agreed, they shouldn't have an AFK timer on any mission you're tackling with NPCs. Some people use those methods because they need the flexibility to AFK randomly. Kind of defeats the entire purpose for those folks.
The reason for the timer in dungeons, trials, raids, solo duties is to keep people from AFK'ing indefinitely in the areas putting extra load on the servers that are keeping those instances open.
As such, they aren't likely to be removed.
We're talking about removing the idle autokick that removes you from an instance after 10 minutes of no input, not the duty timer. There is no "AFK'ing indefinitely".
The AFK timer can and should be removed from solo and pre-formed duties. The instances will still close as failed when the instance timer runs out.
Honestly, this is a good suggestion, and I've only run afoul of it once myself while retrieving a delivery order while my apartment building's elevators were broken (again).
In the meantime, a workaround would be to open up your HUD editor (unless this was patched out recently), as that's what people do in Eureka/Bozja
Who ever said people might be taking up an instance all night without the afk timer must have never noticed the real timer counting down...i don't think we have any instances longer than 120 minutes. Lmao
I think removing/extending the 10 min AFK from solo dungeons seems reasonable and I don't mean to suggest a band-aid as a substitute, but in the interim you may want to look into something like Moonlight or Vita Remote Play. All you need is to be able to register a single input every 5-10 minutes, right?
They really need to remove it. I see ones join a duty then instantly disconnect and not come back till duty is long finished to get the rewards from it. Also need to get rid of it where can't vote to kick a player during combat.