No, it's purely just infuriating. This is an MMO and it should have been treated as a big project, but no this game didn't appearantly get that treatment from SE. The customer's shoudn't be allowed to put up with this honestly!

No, it's purely just infuriating. This is an MMO and it should have been treated as a big project, but no this game didn't appearantly get that treatment from SE. The customer's shoudn't be allowed to put up with this honestly!
I kind of feel like implementing it shouldnt be done because people afking ingame is caused by the restricted login. If people didnt have problems logging in from the beginning. No one would be afking. People wouldnt be afking wondering about the stress and frustrationg of needing the login next time.. when they spend like 2-5 hours attempting to get in... so they can play with the little time they got. Like a couple hours before school. Or work, or whatever.Logging in shouldnt be an issue in the beginning. In result that is why people afk. So a afk disconnect system is not necessary.



It's not like you guys can't play or anything, just roll a new Character on a different World while you wait for the peak hours to drop off.
The kids go back to school soon as well so i am hoping that will help a bit with how full certain servers get during peak hours.
Journey to all fish: 1383/1729 (348 remaining) [79%]


put it in the raids too.
one guy went afk for over 15mins today
I had a post all written up trying to discus this AFK timer issue, but apparently it was over the character limit so I guess I'll do this dirty way.
There's a hard cap on connections per world. It sucks.
AFK characters don't take up a lot of CPU: True. They do take up another resource: Memory. A connected character has to be ready to move when input is given, so they're kept either in active memory (RAM) or some kind of cache on a storage drive. This maybe the upgrade to the data centers SE is looking at.
As time goes on from a server restart more people log in and remain AFK so they can avoid the frustration of logging in. This causes the ratio of AFK to active players to rise over time. It's not a function of maliciousness, just avoidance.
This growing ratio is why people want an idle time out, it would keep the ratio under control. So does upgrading the data centers. Upgrading the data centers maybe ultimately better as it actually increases the hard connection cap.
Don't do this. Once new worlds are up / capacity is increased, the need for it will go away. After all, the whole reason you have a lot of people idling is because they're afraid if they log out, they'll never get back in.
Agreed! I had to spend a long time just to get on and I don't wanna have to log out and have to try for hours trying to get back in again. It's crap.

Here's a fun experiment: try making a character on a JP server, and see if you have any trouble logging in. I'd be willing to bet you don't.
Then try looking around and seeing how many "AFKers" you can spot.
I'm currently on Valefor looking at a good dozen of them, in just this one spot. This thread's logic dictates that this means there are probably hundreds - if not thousands - of them, and I shouldn't have been able to log in at all!
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