

Why? There is no benefit to removing it and every benefit to keep it.
I love how all the unwanted players come crying out of the woodwork when they are forced to stop their misbehavior. ^_^

Very simply. There are some mobs now - on rather long timers, FC's could use a single mule in each relevant area, so they'd be able to know if the boss spawned in the FC's downtime. Which would mean - that knowing if the spawn was down, the mob could be ignored for a period of time.
Given there's only a few (zones - two bosses currently) that are important at the moment, this usage is somewhat limited at the moment, but given SE's propensity for bosses of this modus operandi, I expect to see more and more important ones in the forseeable future.
So please explain what difference the 5 extra seconds to log in and see if the mob is up would make? Does that 5 extra seconds really mean killing or not killing said world mob?Very simply. There are some mobs now - on rather long timers, FC's could use a single mule in each relevant area, so they'd be able to know if the boss spawned in the FC's downtime. Which would mean - that knowing if the spawn was down, the mob could be ignored for a period of time.
Given there's only a few (zones - two bosses currently) that are important at the moment, this usage is somewhat limited at the moment, but given SE's propensity for bosses of this modus operandi, I expect to see more and more important ones in the forseeable future.
Even in this situation I see no point in adding the extra server stress and load that afkers add, just to save someone the effort of pushing 0 two times and waiting 5-10 seconds to load.

Okay - scenario: FC as a whole goes to bed. Be that at 11pm, 1am 3am. Whatever. People with mule would leave mule in area, and filter chats so that they'd see if certain spawns happened or not. Game starts up when people start waking up/logging in - mule owner would be able to say: "Aye - this spawned last night or nay - no spawn, expect a pop today".So please explain what difference the 5 extra seconds to log in and see if the mob is up would make? Does that 5 extra seconds really mean killing or not killing said world mob?
Even in this situation I see no point in adding the extra server stress and load that afkers add, just to save someone the effort of pushing 0 two times and waiting 5-10 seconds to load.
Fairly common practice when dealing with stuff that has a very extended repop - you can't just zone in for certain FATES to see if they are up when they're on a 2 day cycle. Was done fairly heavily in XI too.
To be honest, the whole deal with afk'ers was a problem when the server capacity issue was a major problem (when logging out meant you were almost guaranteed to be unable to get back in). Now that it's being dealt with - and will become less of an issue when subscriptions hit - the "need" for this feature is a bit late, and now is a punishment to organised FC's.
Edit: All that will happen now is that people will leave macro's running on a keyboard every 20 minutes or so, or leave themselves running against a wall for their mules.
Last edited by Gabriel_Mourningwood; 09-13-2013 at 01:29 AM.
That didn't take long



After all the time we spent asking for it, I don't think anyone will hop on board this train.

i cant help but wonder if its the gil sellers who are angry about this
So OP is saying he liked everyone standing around for days inside a city, dropping everyones frames? AM I BEING TROLLED!?
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote





