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. ^_^
30 Minutes is hardly short, your essentially saying, the AFK Kicker is too good at identifying I am AFK fix it so I can remain AFK.
The AFK Timer functions for a lot of reasons. 1 to keep the population of the server on controllable levels. 2 to handle any type of state n the future where servers may fill, Expansion, Update, Etc. and Lastly it helps the servers only apply resources where they are needed, 100 people AFK in a city stealing resources from a zone that has a huge FATE, or a large population clearing is poor resource utilization.
They have incorporated a feature to improve the general wellness of the player base and the reliability of the servers. and your raging because you cant watch a show while Q'd for a dungeon. if you dont want to have to worry about the AFK timer, check in, people miss the accept button all the time for Q's and its due to AFKers. this will just improve the dungeon finder reliability too.
“Even the finest sword plunged into salt water will eventually rust.”
― Sun Tzu, The Art of War
Where is this bird? Middle Earth?Or buy a water bird. Just sayin'.
http://www.youtube.com/watch?v=R_o_5...ature=youtu.be
Reappropriate for jump key.
Heaven forbid you log off the game when you aren't there to play it. xD
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.
Plz remove it. The issue of the server being full has been fixed, so I don't understand why they implemented this auto-timeout feature at all.
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.
Yeah people complained so it got implemented, SE gets to have bad servers and everyone "wins". Same reason why they changed the AK speed runs, everyone complained as if you couldn't kill the mobs in the zone if you wanted to. They didn't even bother to fix the many bugs in AK that exist, but they just managed to nerf the speed run.
i cant help but wonder if its the gil sellers who are angry about this
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