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  1. #1
    Player
    Hawklaser's Avatar
    Join Date
    Jul 2011
    Posts
    373
    Character
    Kyterra Lianleaf
    World
    Excalibur
    Main Class
    Scholar Lv 80
    Quote Originally Posted by RonPierce View Post
    15 minutes is long enough to wait after a group of people who can't listen or move from red zones and having to wait in another 45+ minute que as a dps just to hope the next team doesn't fail. People wouldn't have to leave if people weren't bad. And if they have to leave for a legit reason your little 3 hours thing probably isn't going to affect them much. AND if they ARE bad and THEY leave you should be happy that they left. I'm not seeing any good coming from this.
    Its one thing if the run is failing mid way, another thing when people ditch before the first mob is pulled.

    Now if they could make the lockout time scale based on how long people waited in queue, and how much of the dungeon was attempted/time in the dungeon. Would be a different story. I see no reason that tanks and healers with extremely short queues should have the power to easily waste an hour and a half of another players time just because it only wastes around 15 min of their own time.(Hour and a half is assuming 45m wait times for DD, and having to que up a 2nd time after) So if a tank or healer drops right away, I think it is more than reasonable for them to have to wait how long the DD had to wait to enter the dungeon in the first place instead of a tiny 15m.
    (1)

  2. #2
    Player
    RonPierce's Avatar
    Join Date
    Aug 2013
    Posts
    79
    Character
    Sikare Whitewind
    World
    Balmung
    Main Class
    Archer Lv 50
    Okay well I will say pre-pull drops are knee-jerkish and imo could very well deserve its OWN punishment, but overall, this would be a terrible idea.
    (1)

  3. #3
    Player
    _Archangel_'s Avatar
    Join Date
    Aug 2013
    Posts
    28
    Character
    Arch Angel
    World
    Exodus
    Main Class
    Archer Lv 50
    Quote Originally Posted by Hawklaser View Post
    Its one thing if the run is failing mid way, another thing when people ditch before the first mob is pulled.

    Now if they could make the lockout time scale based on how long people waited in queue, and how much of the dungeon was attempted/time in the dungeon. Would be a different story. I see no reason that tanks and healers with extremely short queues should have the power to easily waste an hour and a half of another players time just because it only wastes around 15 min of their own time.(Hour and a half is assuming 45m wait times for DD, and having to que up a 2nd time after) So if a tank or healer drops right away, I think it is more than reasonable for them to have to wait how long the DD had to wait to enter the dungeon in the first place instead of a tiny 15m.
    ugh so hard to explain but you got it right on the money!
    (1)

  4. #4
    Player
    DubstepNinja's Avatar
    Join Date
    Jul 2011
    Location
    I bless the rains down in Eorzea
    Posts
    633
    Character
    Osprey Skyhigh
    World
    Tonberry
    Main Class
    Armorer Lv 81
    Quote Originally Posted by Hawklaser View Post
    Its one thing if the run is failing mid way, another thing when people ditch before the first mob is pulled.
    I have done this on Titan a few times..

    I apologized but said that they should attempt this content when they have gone through some gear upgrades. (Currently all AF with pre level 40 accessories)

    Figured that I would never do this myself. The fight is hard enough as it is, so the party members probably don't have the same mentality towards other parts of the game. It's a pre-disposed point of view but one that usually turns out true.

    I don't bother checking equips for any other content though, it's usually people going AFK long time that puts me off.
    (1)