The lockout didn't really work that well either time it was implimented, it's simple to get around.


The lockout didn't really work that well either time it was implimented, it's simple to get around.

As someone who frequents NN on tonberry, I can say we are getting plenty of sprouts appearing.
And on topic, no ty of AFK kicker. If i want to stop playing for 45mins to cook dinner, i would like to do so.



I'm ok with the afk timer for when the expansions release, and I understand that some servers suffer with congestion, but I don't feel bad for people that decide to go to those server knowing those problems will be a thing. That said, I don't want the afk timer to become a regular thing, but if SE ever puts it in, I hope it will only effect high pop servers.
XD I only got kicked by the afk timer once during the HW start, I dozed off... Thank god I'm not from Balmung or Gilgamesh.
This can't be true!Also, kicking AFK players offline doesn't affect the character creation restrictions AFAIK. That is solely based on the total number of characters on the server (aka server population), and the only reason some servers are well beyond said restriction is because paid transfers get around the creation restrictions.
Try creating a character on a locked realm in the EU group and if you wait maybe 5-15 minutes usually the lock is removed, no way is that due to paid transfers, it HAS to have something to do with active characters in the game. thus AFKers and BOTS cause the problem.
I'd like it if they could set that timer up so that it'd be implemented as soon as login queues start happening.
Then again, maybe that's why they're relocating one of the NA datacenters: so they can have a better place to expand the servers on it.

Okay, you partly misread what I wrote. I said that certain servers (looking at you Balmung) have populations well over the standard threshold that triggers a lock due to paid transfers TO those servers, thus perpetuating the cycle of locked status. For EU, they may float around the "magic number" so to speak for population, and deletions, transfers, bans, etc can influence the status of character creation as well. Also, their might be some level of delay in the servers when doing calculations related to the logic governing character creation restrictions, which may influence your experience with EU servers.This can't be true!
Try creating a character on a locked realm in the EU group and if you wait maybe 5-15 minutes usually the lock is removed, no way is that due to paid transfers, it HAS to have something to do with active characters in the game. thus AFKers and BOTS cause the problem.
It is possible that as others have said "average server load" is taken into account when determining these statuses, but without actually doing research and comparing active populations and server creation trends, we couldn't say for certain (and I CBA to do it because I don't care enough). However, booting AFKers will mainly affect a login queue (if any), and I don't see this request impacting character creation restrictions in a meaningful way.
Last edited by Bloody; 04-19-2017 at 11:25 AM. Reason: F-ing Char limit
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I'm not going to act like I know everything that locks a server, but I can assure that pop is one reason to why. It isn't with how many characters are put in that server list, as it has proven to be open right when maintenance ends, even after it grew even larger than it already was with Heavensward.
I think the system itself does read how much the server is taking at any given point, and has to be free of high stress for a specific amount of time to unlock. Although, once it gets a certain amount, it'd relock. It'd explain why maintenance does unlock it, but it's kind of stays locked until the next one. I do think booting bots would help the creation issue, provided the bots stay off, but it isn't a permanent fix since it'll just get flooded once it's open.
They probably won't do anything about this. Why ?
20€ server transfer services "magically" remove the restriction....
People don't know how to take criticism anymore, and bad play is rewarded with with a coddling mentality. Yes, this is a casual game for the most part - that doesn't mean people need to walk on eggshells in fear of getting reported for pointing out things. This whole 'please don't say anything even slightly negative' mentality that we seem to be going towards and the devs seemingly pushing towards it is creating a disturbing trend.
Active characters by zone matters more than total load because whether you encounter a Q or not can depend on where you logged out and how popular that zone is. When Gold Saucer first launched, the wise players went somewhere quiet to log out, so they would be able to get back in. Character creation is similarly based on the load in the starting zones.
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