

Problem is I have seen AFK groups formingI think your proposal would be 'taking a sledgehammer to crack a nut'. How much harm do they do? In a full instance probably not very much. I've had people afk in groups I've joined and while that can be a bit irritating, it's up to the party leader to kick or tolerate it.
People who drag mobs over to kill afkers irritate me more. Some of them may be too low level to contribute or simply taking a well-deserved break. There is no way for the casual observer to differentiate between someone watching Netflix and waiting for the NM to pop and someone unavoidably afk due to life.
I'm sick of the salt in Pagos. Anemos got bad on occasion but Pagos seems so much worse. If afkers bother you, maybe make your own group and kick anyone who afks, or just chill, play the way you want to and don't worry about what other people are doing.
I'd like some changes to Pagos but spending dev time on finding ways to identify and punish people for going afk seems wasteful to me. If this was fun and engaging content the problem would not have occurred.
Edit:
More people doing stuff = faster pops, Cassie as for one as it is, if 30% is AFK or the likes you may see where the train is going.
Last edited by Themarvin; 08-26-2018 at 03:42 AM. Reason: Added a little extra




Possibly afk parties are forming because a lot of people will not invite someone who states they want to join a party and go afk (Yes, people actually do that!). It is annoying to see a lot of high-levels afk and not contributing, especially if you've been trying to spawn something for a long time. However, I'd rather see positive changes to the content itself than introduce punitive measures that might hurt new players later on or people who simply need a break or have to attend something in RL.
Your own post on Cassie in the Fates section seems to suggest 'fast' popping might not be possible even if everyone contributes, 200-300 kills and no spawn sounds horrendous.
I was in Pagos yesterday and of the six or so fates that popped, the train was only actively working on two of them when they spawned. Looking at that and Yoshi's rather cryptic comments about us not having discovered the most efficient routes for levelling and light farming yet, I've got a sinking feeling that the devs have taken something simple:- Kill mobs > reach target number > fate pops and put in some horrible, complicated hidden requirements on top. If that is the case, then stopping afkers or finding some way to punish them might not get fates to pop faster.
To sum up, I do share your frustration to some extent. However, I still feel the problem is with the content itself. Leeching and non-participation are consequences of:
1) Eueka's design making it possible and
2) Pagos in particular being so tedious that people don't want to participate.
Last edited by Solarra; 08-27-2018 at 08:37 PM.


More people doing stuff = more people missing NM FATES. When people go to spawn a NM and a different NM spawns, if they can't teleport near the NM, they will miss it because the NA/EU community cannot wait to pull to give people a chance to get to the NM. They probably think pulling faster will punish the AFKers by not giving AFKers a chance to get to the NM, but the AFKers are already AFKing near the NM being spawned. The ones who are getting punished for not already being at the NM is groups trying to spawn other NM. So I can understand why people under level 30 don't bother chaining stuff. Its a lot worse exp to miss a NM than it is to chain kill stuff.
Last edited by Thamorian; 08-27-2018 at 09:31 PM.
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