I feel like they should, but maybe take the extra step to only apply it on the servers struggling with long queues.



I feel like they should, but maybe take the extra step to only apply it on the servers struggling with long queues.
"Ul'dah can keep their dusty markets, and their streets paved in silver and gold.
Limsa Lominsa keep your pirates, and your ships covered in musty mold.
My loyalty lies with Gridania, with the Moogles and the tree spirits of old." -The Forky Conjurer



You're assuming that it will be an issue since the golden saucer was. The golden saucer is just one map vs many in the expansion. It may not be an issue.
Like I said before, I'm sure the devs will add auto logout if it's needed.
Personally, even if I couldn't get into a HW map for a day I wouldn't be mad. I'm not easily upset though. Even if they did add auto logout I'd get over it. /shrug
I hope they don't implement this annoyance.
So... I'm seeing a pretty even split of for:against... Can those of you who are against the auto-logout explain what the issue is with it? I'm not sure I understand what benefit you're getting if you're not actively screwing people over (read: there are long queues so you're staying logged in to avoid them which just makes even more long queues for everyone else).



I can't say I'm against it but I can tell you that people have and will find a way around it, just the same as back in 2.0. Just to name two of the many: staying idle in crafting or gathering. Unless SE can disconnect people while they sit in idle crafting or gathering, you'll still just have people hogging up the server.So... I'm seeing a pretty even split of for:against... Can those of you who are against the auto-logout explain what the issue is with it? I'm not sure I understand what benefit you're getting if you're not actively screwing people over (read: there are long queues so you're staying logged in to avoid them which just makes even more long queues for everyone else).
"Everyone has something they hold dear, something they never want to lose. That's why they pretend. That's why they hide the truth. And that's why they lie."



Queues to get in the server itself? When was the last time it took more than 5 seconds? I accept and understand map queues for high pop servers but not login queues. Unless balmung is much more populated compared to gilgamesh? Could be. I wouldn't know; and that'd explain why you want them so much.So... I'm seeing a pretty even split of for:against... Can those of you who are against the auto-logout explain what the issue is with it? I'm not sure I understand what benefit you're getting if you're not actively screwing people over (read: there are long queues so you're staying logged in to avoid them which just makes even more long queues for everyone else).
As for why I dislike auto logout: I'm my grandmothers caretaker, I do a lot of housework to keep things from falling apart and I maintain an online business. An extension of my families business. Between everything I like to set an unspoiled node alarm and craft(gotta make dat gil), and logging in every single time I want to do something gets tiresome. Well...logging in if I forget to "pretend to craft something" so I don't get booted.![]()
The only reason auto logout was a thing back then was because the way logging in was different. I believe they used a different serve or something to handle log in separately now.
Because "idle for 15 minutes" logout timers suck.So... I'm seeing a pretty even split of for:against... Can those of you who are against the auto-logout explain what the issue is with it? I'm not sure I understand what benefit you're getting if you're not actively screwing people over (read: there are long queues so you're staying logged in to avoid them which just makes even more long queues for everyone else).

Like many have said, SE has made many upgrades to the servers since 2.0 EA/Release. Data centers, separate servers for login, etc.. so I don't really see them having to implement the auto kick again. If they do, there are plenty of ways to stay logged in while afk, so it really doesn't bother me regardless of what they do.



Early on, we logged directly into our world services. That is not how the system works now. Your login is now handled by a different service from the world service. That service may be managed by a single server or a cluster of servers--no one knows the exact topology other than that each world is comprised of multiple servers. We can see that our login is managed by an address that is no longer used by our world service once we are fully logged in and handed off to our world's service. More specifically, we use one of 6 addresses, 3 for Canada and 3 for Japan: neolobby01.ffxiv.com through neolobby06.ffxiv.com (odd are Japan, even are Canada). Watch the process and you will see it in action.
So the number of people currently logged into the game doesn't affect login queues nearly as much as some of you may think. Auto logout would be knocking people off the server, and eventually they would be logging back in again--potentially causing spikes in the load on the login services. That is why you get login queues--because the login service is bogging down trying to switch people over to their world services. Remember, there are only 3 paths into each region--that leaves basically 1 entry path for every 12 or so worlds on average. In effect, you might actually make the login queues worse on a cyclical basis. By letting them remain logged in, you may effectively be reducing the burden on those login services.
So...an auto-logout feature may actually create a problem where a problem no longer exists. Now, how AFK players may impact congestion on the world service itself is another story---but it isn't as big an issue as it once was in regards to logins and login queues. SE split the servers up more and inserted these login services specifically to mitigate that problem over a year ago.
Last edited by Raist; 06-08-2015 at 06:52 AM.
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