In the scenerio you described, low level mob aggro, you have a full minute to pop sprint and run a single direction away from the group of mobs you're around. Are you seriously trying to say that's unmanageable enough to the point where this is a consistent issue? There is like 1 overworld mob type that will actively draw you in if you run away, frogs, and they have a cool down on that ability.
It's 60 full seconds. Overworld mob aggro ranges aren't that massive. Crafting I could understand maybe running into the issue more often because those do take a bit of time and you're forced to leave the animation itself before you can change. But overworld mobs?
Brah.
I'm fact, come to think of it, the proposed system is actively harmful to crafters. If the queue pops, right now crafters have the choice of trying to finish, failing/forcing completion of the craft, or just letting the queue expire. With your system, if queue pops during a craft and you can't finish in 60 seconds, it's an auto-fail. It'd have to be, or else you could use the duty system as a safeguard to not fail the craft. The proposed system removes options from crafters who get caught at the beginning of an expert.
Like, nah. Just run away from the mob or fate when queue pops. 60 seconds is plenty of time.
Which is another point. Ya'll supporters of this wanting to make the 3, 7, or 23 people wait those 60 seconds just to try to kill a fate or mob before you're force switched to another job when going into instance? Because I know a ton of people would default to "the system will just accept for me, I don't have to hit the button" with this system. As if the wait to get into content isn't bad enough. We gotta wait that little bit longer to get in because someone decided to try to Yolo a fate before queue?
Nah. I was taking the piss earlier. I'm now actively against this suggestion.


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