It's got to be fair from a business stand point. Hence every server. It's a ball ache but just have to suck it up.
It's got to be fair from a business stand point. Hence every server. It's a ball ache but just have to suck it up.
As I mentioned in my previous post, SE has had a huge lack of foresight on the servers. But, at the same time, I believe they did it to try and generate more hype about the game. Since it was a welcome back campaign to celebrate Stormblood launch. Whether or not this blows up spectacularly in their face remains to be seen.
Erm, are you sure? From my understanding it's a case of nobody will be able to log in for that 10 minute period of the flush happening, so everybody's queue would be reset after the 10 minutes.
Last edited by Paladinleeds; 06-28-2017 at 08:31 PM.
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.
No one is looking foward to this, especially if the effects of this hit their playtime.As I mentioned in my previous post, SE has had a huge lack of foresight on the servers. But, at the same time, I believe they did it to try and generate more hype about the game. Since it was a welcome back campaign to celebrate Stormblood launch. Whether or not this blows up spectacularly in their face remains to be seen.
Its even more bad.You realize that this 'measure against simultaneous logout' is not actually a fix for allowing players to get in, right? If it's the middle of prime time and your server doesn't have any afk players, there's no guarantee you'll be able to get online after the 10 minute timeout period. This just forces people to log out. It is not a guarantee of anything. There's a very good chance that you could still be stuck waiting hours to log in to your server.
People that were in the queue get in and people that played right before will take their place in the queue instead.
Wooooow. What a solution.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
Really? Have you queued as dps recently?
Login queue exist to prevent that.
But instead of the number don't go down with each tick because of AFK people occupying the server, this time the numbers should go down by 100 each tick again.
You have to look at it from the perspective of someone brand new to the game though. I joined about three months after Heavensward launched when a longtime friend of mine kept posting screenshots on her facebook. When I asked her about it, she sold me on Balmung being the roleplay server, which at the time, was the only one available. I had no idea what servers were overpopulated or anything beyond my friends are all on Balmung and it's the roleplay server. In fact, I initially thought it'd be odd RPing in-game since I was used to forum style writing. Factor all that in, plus the much larger community, and Balmung just seemed too appealing, especially for someone who hadn't touched an MMO in nearly ten years. Compare this to a friend I raid with who originally was on Mateus. He transferred off because, in his words, "I was basically playing a single player game." The exceptionally small population demoralized him enough he even took a break, though not only because he disliked the server. Once he moved to Balmung, he couldn't stop gushing over how alive it felt seeing so many people.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.
This is why I fault SE. Cultural differences and/or greed aside, they did absolutely nothing to incentivize smaller servers-- servers inundated with RMT tells and low populations. When people asked about what servers they ought to transfer onto, they heard about the sheer activity Balmung and Gilgamesh offered and were understandably intrigued. Why wouldn't they be? Does this appeal to everyone? Of course not. Plenty prefer smaller worlds, but you certainly cannot fault people who do. It took four years for SE to even bother with the incentives we have now, which are only really great if you're making a new character.
I know you didn't outright disagree, but I needed a step up for my soapbox
*points above*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?
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.
And no, it actually hasn't. I joined knowing Balmung was a large server you had to pay to transfer into it. I never once thought that was anything more than an incentive to get people onto smaller servers. The idea being, "you can go server x if you pay more money or you can go to server y for free!" Funny thing is, I didn't even think Balmung was anywhere near as massive as it was because roleplay is a niche hobby. So I went in assuming it was just one of many more populated servers.
Anywho, I'm not complaining about queues. They're annoying, but I'll deal with them over transferring to another server where I'll lose my house and have no guarantee of getting another. Likewise, I know you aren't absolve SE of blame, but I disagree the players have much if any fault here. As a world wide company, SE should research the cultural differences and recognize their server limits long before this mess occurs. They shouldn't be crossing their fingers and hoping the players fix their problems for them, especially while still collecting their transfer money.
You said this:
People can have their afk flag set to activate in 5 minutes. You can choose it in the settings. Some other player could report them after seeing the icon, which would give that player only 6 minutes away from the computer. Ever. Other not-so-smart players could report everyone at a summoning bell, since that's one way to avoid the timer. Giving 1 minute to respond is not enough because it's not against the rules to afk for 29 minutes or less even if you are talking to your retainer, are in the middle of a cutscene, auto-crafting or running against a mountain because you couldn't be bothered to steer your way across the map and went to make a sandwich instead while the character auto-runs.add a new option to report: AFK exploiter
which if you click this it causes a menu to pop up on the screen of the accused which they have 1min to click the check box "Im not afk"
Your idea is bad.
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