Or, you know, they could improve the hardware of the servers so that it could handle more players being on the server at once. It's not "literally the only way to fix" anything.
Yoshi /facepalm!
No they aren't. This entire issue never occurs if SE wasn't greedy and happily collected $20 with every transfer to servers they supposedly closed. Most people aren't going to even know about server populations beyond "Balmung has a large roleplay community." You don't blame the playerbase for preferring larger servers when they could still transfer onto them, albeit for a price.I don't blame the players so much as I blame the cultural differences. In America/Europe we see transfers to a closed server as "We can get in, for a price", whereas the Japanese (I believe) see that as "Server is full, we should go elsewhere". I will definitely shift some blame onto SE for a huge lack of research into our culture, but let's be fair, this was this way because of cultural differences most likely.
Given the stuff SE say when we ask for certain things, and always being blamed on limitations (like for the longest time they used "PS3 limitations" as the excuse), I have reason to believe their code base is absolute garbage and wouldn't be surprised if they didn't code it to be scalable. Fixing that would be no small feat that I can assure you.
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.
Maybe if they just created a function that would detect if an action was taken, even if in a craft or talking to a NPC within a 30 minute timer, they wouldn't have to do this? If someone hasn't pressed a single button in a craft for over 30 minutes it's clear they're not actually crafting.
There is zero excuse for this band-aid attempt at "fixing" people abusing AFK timer. I don't know why I keep seeing people trying to justify it.Any adjustments to the auto afk kick feature would require development time and testing time.
It would not be ready in time for it to be of any use for our current situation.
It still needs to be done for the next time, but it wouldn't help now.
The article itself states that people are avoiding the afk logout feature, and this is in response to it.My question is are we 100% positive AFK abusers are the issue and not just the server being overpopulated? Also why does this have to affect small servers at all? The longest wait I ever saw on Exodus was about 1000 after server wide disconnects during SB launch. I understand it is worse on big servers but smaller servers shouldn't be subjected to this as well.
Balmung has been well advertised as full for the longest time (when has a new player ever been able to get on there, honest question) and despite this people transfered anyway, warning signs be damned. Why would you then turn around and moan that you can't log into a server which was already under massive pressure?No they aren't. This entire issue never occurs if SE wasn't greedy and happily collected $20 with every transfer to servers they supposedly closed. Most people aren't going to even know about server populations beyond "Balmung has a large roleplay community." You don't blame the playerbase for preferring larger servers when they could still transfer onto them, albeit for a price.
Again, playerbase is just as much to blame as SE.
Don't misunderstand me, I'm not saying SE is faultless, I'm saying both parties are equally to blame. To suggest otherwise is stupid.
Because my DPS queues last anywhere from 50-70 minutes on average, and I like to sit around in my Lavender Beds house for the entire duration, tabbed out doing other things while my orchestrion runs through all the Alexander boss themes, listening for the familiar "Ching" sound I set for FC chat and linkshells, and occasionally tabbing back in to jump.
I'd be AFK a lot less if SE didn't gut and suck the fun out of four of their six tank and healer jobs, while also introducing two new DPS classes and no new tanks or healers to help compensate.
The very act of being queued limits what you can do, and what little you can do (Hunts, FATEs, and crafting/gathering) aren't engaging for me right now.
Its a "damned if you do, damned if you don't" situation.Because my DPS queues last anywhere from 50-70 minutes on average, and I like to sit around in my Lavender Beds house for the entire duration, tabbed out doing other things while my orchestrion runs through all the Alexander boss themes, listening for the familiar "Ching" sound I set for FC chat and linkshells, and occasionally tabbing back in to jump.
I'd be AFK a lot less if SE didn't gut and suck the fun out of four of their six tank and healer jobs, while also introducing two new DPS classes and no new tanks or healers to help compensate.
The very act of being queued limits what you can do, and what little you can do (Hunts, FATEs, and crafting/gathering) aren't engaging for me right now.
Besides, how many willing people will there be to use duty finder once the warning gets sent out?
I'm curious what the impacts could be to Eternal Bonding Ceremonies, though. Doesn't affect me personally, but hopefully they've considered it?
You did not quote the entire paragraph, only one sentence:
The paragraph reads multiple servers are hitting maximum players which led to the login queue happening once more and will continue to be in place for longer than had been expected and/or higher numbers than expected. We've known Balmung was not the only one to get a queue, even Cactuar has it. What I am specifically referring to is the auto log-out function affecting worlds and "a data center." Balmung is the only one experiencing queues of 4k+ with a wait time of over an hour to play.We are experiencing a situation where several Worlds are consistently reaching the maximum number of players that can be logged into the game during peak hours. This has led to extended login queues for players to log in.
I have a better solution. Buy better servers!
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