So in your own words, how much would you just love this?
Inb4 entitlements, ermahgerd game just started, deal with it, its still beta, etc.
All trolls shall be ignored and negative comments skipped.
Lets do this!:D
Printable View
So in your own words, how much would you just love this?
Inb4 entitlements, ermahgerd game just started, deal with it, its still beta, etc.
All trolls shall be ignored and negative comments skipped.
Lets do this!:D
Quote Originally Posted by MobianArnadi
"It's not a bug, but an issue regarding players taking advantage of a lack of AFK auto-logout system. Players are staying logged in permanently, and this prevents others from logging in."
Me
"This is absolutely the problem. I even have friends that once they log in they say they are not logging off. They are doing this because the the risks and frustrations so many people experienced during phase 4 and even now. And who can really blame them. After not being able to play for days and attempting to repeatedly log in without success most of us would do the same. By not having an AFK timer Square Enix is allowing a stagnant percent of the population to just accumulate and grow on their servers. Its like algae".
I completely agree with you
So many feels right now on this. Testing to see if I can get on for my last day off of the week. Three days off for once at work and I've put in a total of about 11 hours tops because I refused to sleep. Too bad for me was that I passed out and woke up to find my computer crashed. lol
Agree we need some kind of AFK timer/kick off period, no more than an hour.
I don't think it's necessary with the upgrade plans for the servers (iirc) and the people leaving who are crying about poor fan service. Don't get me wrong, I took days off and struggled to get on, and there was so much down time. But I still don't think it's necessary to introduce a compulsory AFK timer/kick off period.
I agree with other on implementing an AFK kick-out system for those players who idle for 60 minutes. They will also need to implement a queue system when trying to log in so we don't have to sit here wasting time on trying to log in. Other mmorpg's have already implemented this in their system.
I don't think it will help at all.
How do we decide exactly what is or is not "AFK?" Any afk timer is easily defeated on both systems. Turbo buttons on PS3 controllers and macros on PC would make adding any sort of afk countermeasure moot before it's even implemented.
Adding an AFK time-out mechanism is just putting a band-aid on one symptom of the root issue.
The real problem isn't that people are lounging around AFK; it's that the servers can't handle the volume of people who want to log in and play. If the server issues are addressed, people hanging out AFK for hours isn't such a big deal.
I would personally love to have an AFK system in place. I keep hearing about all the people who log on early in the morning just to make sure they can play in the evening. Meanwhile, I CAN PLAY during the day, but cannot get logged in because there are a huge amount of people who are logged in but not playing.
Be Patient....
Only that we can do, i m sure Dev team also work hard for this problem.
Me also suffer the same pain, 1017 error.
And can't play for two days.
All game must be have some problem at the beginning.
So be patient if u truly love FF XIV, then it doesn't matter wait for 3 or 4 days.
I ve waiting for this game for years. So wait for couple days is not a problem.
(sry for my bad English) thanks
please put this in i see so many people afk for hours when i finally get to login.they in same spot for hours, when others could get in and have a chance to play without seing world full please try again later. getting to a point where the game is useless.
They already said they'll implement an AFK kick mechanism AFTER the server issues are resolved.
I disagree. I like not being AFK kicked if I want to go to the bathroom or get pulled away for a real life issue.
Why? What are the reasons for not having an AFK timer? I can think of a couple of good reasons for implementing one:
1. reduce latency; removing afk players after a certain amount of time will reduce the load on the network and improve gameplay for active players.
2. increase playability; with the current setup only a specific amount of players are allowed on the server at any given time; kicking afk players after a certain amount of time will allow more active people to play.
For the life of me, I can't think of a single good reason to allow afk players to remain online. Can you?
If you're worried about getting afk kicked because you're going to the bathroom, then a) the afk timer is too short, b) you have some serious bowel problems and should probably see a doctor, or c) you need to remove all of the reading material from your bathroom.
And if you're pulled away for a real-life issue that takes more than 10 minutes, just log back in when you're done.
Next?
disagree completely with an afk timer, didnt need it in 11, certainly dont need it here. absolutly 100% no.
ppl need to relax and calm down and realize in a short time this wont be an issue with the improvements se will be implementing and...the game will die down fast, just like every other game has in history.
they do need a reliable queue system until then though. the one they have now rarely ever kicks in.
This is a paid sub game, those paying should be able to be on the game for as long as they like AFK or not. They should just implement an OPTIONAL one like they had in FFXI, you can choose to disconnect if AFK for more than 30 mins or 60 mins or never, so those people that cares about AFK in-game can set themselves to be auto-kicked after a certain duration if no movement/actions and those that want to stay logged in, stay logged in.
Plus most of the problems is from too many people trying to login at the same time (NOT people already in the game). So if you have everyone auto-kick and then ALL those people try to log back in you're gonna have a bad time. That's the reason why you've been getting no queue # and will say it's full, because the queue was TOO LONG/FULL for concurrent connections so it just say world is full instead.
That's what I gathered from SE messages about the problems anyways or did I read it wrong?