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  1. #1
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,611
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100

    Removal of Lost run from KO Status on Solo Deep Dungeon Runs

    With how much time is needed to complete a Deep Dungeon run from 1-100/200, it feels unfair that disconnecting or a server issue can turn that time into wasted time. Considering how other content has been developed, even Savage content "end" fights, they seem to have their time more respected than a person attempting Deep Dungeon.

    If I'm not mistaken a Final Savage fight has 2 phases, and those phases tend to be split but even if they weren't it's the difference between 2 10 minute fights or 1 20 minute fight.

    A Deep Dungeon run however is a 30-60 minute time investment per floor depending on luck and other variables and if we look at HoH as 10 and PoTD as 20 and we assume a 1/2 ratio for 30/60, you are looking at 7.5hrs of time invested into HoH and 15hrs for PoTd.

    Twice now with HoH I've reached floors 61+ and I've lost my estimated 3.5 hrs of time invested because of server lag leading to a d/c and server lag leading to getting hit by an AOE, so I've lost 7hrs of progress due to no fault of my own and yet no other content even comes close to that level of time commitment needed to clear and/or can be lost at the flip of a server being turn off.

    With that in mind, I feel the most basic request, that if nothing can be done to "hold" your place due to a disconnect whether it be starting the floor again at the current time of your d/c, so let's say you are on floor 47 and you disconnect with 25 minutes left, you freeze in time and the game then "resets" you to the start of that floor with 25 minutes left.

    Or, you remove the person from the dungeon, apply the KO and add it to the score modifier. Something like "Score/(1+(X*.25)" where X=KO. So say you get "KOed" either through a wipe or a disconnect and amass say 5 KO on Solo run. your score modifier would be divided by 2.25. So there would still be incentive to not KO if you wanted the High Score, but for those just trying to get a fair shot at a solo clear where they've lost countless runs due to server or internet issues, they would at least have a better shot at getting said clear.

    And I'd even go as far as to say if you were to remove KO=1 from eliminating your Deep Dungeon run, maybe make it 10 instead. A server hiccup could potentially occur 1-3 times in an attempt, and 10 imo feels like a decent amount of attempts to give someone to clear a piece of content without punishing them for issues outside of their control.

    It would just be nice if something could be done to in a sense respect peoples time more, so much other content added into the game does this yet Deep Dungeon remains the only piece of content where you could easily lose all your time invested after you already put so much time into it.
    (1)

  2. #2
    Player
    Baxcel's Avatar
    Join Date
    Jan 2019
    Posts
    550
    Character
    Baxcel Farshot
    World
    Lamia
    Main Class
    Gunbreaker Lv 100
    The game uses instances for dungeons and the like, instances only stay open as long as one person is there, barring the time limit ofcourse, but once no one is there they close to reduce server strain an lag on other players. Holding open multiple instances because someone D/C would bring the servers to a slow moving chug and that wouldn't be worth the strain on gameplay.

    Also holding a place would be abused, someone gets a luring trap or something and quickly D/Cs to reset the floor they were on. You might think it wouldn't happen but anything plays can find an abuse they will find an abuse.
    (2)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,143
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Baxcel View Post
    The game uses instances for dungeons and the like, instances only stay open as long as one person is there, barring the time limit ofcourse, but once no one is there they close to reduce server strain an lag on other players. Holding open multiple instances because someone D/C would bring the servers to a slow moving chug and that wouldn't be worth the strain on gameplay.
    No. Holding one instance open while someone reconnects would be no more of a strain than holding one instance open while someone is actively playing in it.

    Also holding a place would be abused, someone gets a luring trap or something and quickly D/Cs to reset the floor they were on. You might think it wouldn't happen but anything plays can find an abuse they will find an abuse.
    No. Holding one instance open while someone reconnects wouldn't reset the floor.

    I don't know how you came to these conclusions but they don't follow from how things actually work or how things would work if they were programmed correctly. And if you're basing your argument on an expectation that it wouldn't be programmed correctly, then that's a flaw of your argument, as things that aren't programmed correctly get fixed before going live or with an emergency maintenance shortly after.
    (2)
    Error 3102 Club, Order of the 52nd Hour

  4. #4
    Player
    Frizze's Avatar
    Join Date
    Feb 2016
    Posts
    2,911
    Character
    Frizze Steeleblaze
    World
    Lamia
    Main Class
    Black Mage Lv 100
    I have in the past been in favor of keeping the instance open to give players a chance to reconnect and finish the run. There are ways to do it that would minimize any potential for abuse. Off the top of my head... for starters, your character doesnt immediately vanish. Once the game stops receiving signal of your connection it could initiate a log out. As you are not in a sanctuary, logging out has a timer attached to it and can not be done during combat. So if you're fighting, no luck. But if you were sitting in a corridor between rooms you just need to hope no patrol stumbles into you before you go away. So your character is accounted for. As for the clock, id keep it running. This makes sure that open instances will close when the timer runs out, and disincentivizes people disconnecting for minor issues to get a "safe afk" from the dungeon. And finally, the dungeon would continue its normal functions while you were away. Mobs continue to spawn, patrols continue to move around.

    As of now, im not convinced they need to change the 0 deaths required rule. These achievements(which i do not yet have) are meant to be hard. If we can remove the disconnection = death parameter that should be enough.
    (1)