This is ok as long as its temporary.
2 weeks from now when everything is sorted out and 50% of the players move on @ charging day, it better be removed.


This is ok as long as its temporary.
2 weeks from now when everything is sorted out and 50% of the players move on @ charging day, it better be removed.


Why? There is no benefit to removing it and every benefit to keep it.
I love how all the unwanted players come crying out of the woodwork when they are forced to stop their misbehavior. ^_^

Very simply. There are some mobs now - on rather long timers, FC's could use a single mule in each relevant area, so they'd be able to know if the boss spawned in the FC's downtime. Which would mean - that knowing if the spawn was down, the mob could be ignored for a period of time.
Given there's only a few (zones - two bosses currently) that are important at the moment, this usage is somewhat limited at the moment, but given SE's propensity for bosses of this modus operandi, I expect to see more and more important ones in the forseeable future.
So please explain what difference the 5 extra seconds to log in and see if the mob is up would make? Does that 5 extra seconds really mean killing or not killing said world mob?Very simply. There are some mobs now - on rather long timers, FC's could use a single mule in each relevant area, so they'd be able to know if the boss spawned in the FC's downtime. Which would mean - that knowing if the spawn was down, the mob could be ignored for a period of time.
Given there's only a few (zones - two bosses currently) that are important at the moment, this usage is somewhat limited at the moment, but given SE's propensity for bosses of this modus operandi, I expect to see more and more important ones in the forseeable future.
Even in this situation I see no point in adding the extra server stress and load that afkers add, just to save someone the effort of pushing 0 two times and waiting 5-10 seconds to load.

Okay - scenario: FC as a whole goes to bed. Be that at 11pm, 1am 3am. Whatever. People with mule would leave mule in area, and filter chats so that they'd see if certain spawns happened or not. Game starts up when people start waking up/logging in - mule owner would be able to say: "Aye - this spawned last night or nay - no spawn, expect a pop today".So please explain what difference the 5 extra seconds to log in and see if the mob is up would make? Does that 5 extra seconds really mean killing or not killing said world mob?
Even in this situation I see no point in adding the extra server stress and load that afkers add, just to save someone the effort of pushing 0 two times and waiting 5-10 seconds to load.
Fairly common practice when dealing with stuff that has a very extended repop - you can't just zone in for certain FATES to see if they are up when they're on a 2 day cycle. Was done fairly heavily in XI too.
To be honest, the whole deal with afk'ers was a problem when the server capacity issue was a major problem (when logging out meant you were almost guaranteed to be unable to get back in). Now that it's being dealt with - and will become less of an issue when subscriptions hit - the "need" for this feature is a bit late, and now is a punishment to organised FC's.
Edit: All that will happen now is that people will leave macro's running on a keyboard every 20 minutes or so, or leave themselves running against a wall for their mules.
Last edited by Gabriel_Mourningwood; 09-13-2013 at 01:29 AM.

This isn't XI....another problem with the player base is just that. "XI did this, why can't this game?"
No.
Again, another example, WoW, has an auto-logout....rare mobs spawn that drop super rare mounts....they have a cooldown of pretty damn long....I've AFK timed out and come back to see the monsters corpse. Is that Blizzard punishing me? No, it's not, it's there for the rest of the community so they can play too.
Is it that hard to not be selfish anymore in this world?

I'm sorry - I was under the impression that having the whole FC log out, and leaving a couple of mules up instead of lots of players idling overnight was in fact fairly considerate.This isn't XI....another problem with the player base is just that. "XI did this, why can't this game?"
No.
Again, another example, WoW, has an auto-logout....rare mobs spawn that drop super rare mounts....they have a cooldown of pretty damn long....I've AFK timed out and come back to see the monsters corpse. Is that Blizzard punishing me? No, it's not, it's there for the rest of the community so they can play too.
Is it that hard to not be selfish anymore in this world?
And I too played WoW. There were ways to disable the auto-afk. Not that there were any mobs in late game WoW that were world spawns that would require a concerted effort from a Guild to down. Nice, but sadly flawed analogy.
Secondly - when there are events similar to the HNM's in XI, with similar mechanics for spawning, is it any wonder that people will at least try and maintain a watch on them?
Or were you just being rude for the sake of it now? Different game perhaps, but given that the similarities in some cases are more than passing, you might learn a little graciousness when people handle things as they did previously.
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