WalksonGraves wrote: »It punishes everyone but the intended targets it was designed for.
It's quite mind-boggling actually, I can't believe that they implemented a system such as this - I've never heard of anything dumber in an MMO.
What they intended was all good and well, but how it works in practice is just.. WOW.
It's quite mind-boggling actually, I can't believe that they implemented a system such as this - I've never heard of anything dumber in an MMO.
What they intended was all good and well, but how it works in practice is just.. WOW.
The intention is definetly good. The implementation that was terrible and had the complete opposite effect.
The timer should apply only to:
1. Players that leave group before "Activity Complete"
2. Leaders that disband group before "Activity Complete"
3. Players kicked before "Activity Complete" but with some sort of protection to avoid people being kicked before even fighting, like a X minutes lock or a first boss lock.
The timer should be the exception, not the rule.
It's quite mind-boggling actually, I can't believe that they implemented a system such as this - I've never heard of anything dumber in an MMO.
What they intended was all good and well, but how it works in practice is just.. WOW.
The intention is definetly good. The implementation that was terrible and had the complete opposite effect.
The timer should apply only to:
1. Players that leave group before "Activity Complete"
2. Leaders that disband group before "Activity Complete"
3. Players kicked before "Activity Complete" but with some sort of protection to avoid people being kicked before even fighting, like a X minutes lock or a first boss lock.
The timer should be the exception, not the rule.
I'm a low cp player who's been kicked a fair few times at start but would still be against anyone having a timer for leaving, if so called better players don't like the group they should have the freedom to leave and search again straight away, they need to just get rid of timer altogether.
It's quite mind-boggling actually, I can't believe that they implemented a system such as this - I've never heard of anything dumber in an MMO.
What they intended was all good and well, but how it works in practice is just.. WOW.
The intention is definetly good. The implementation that was terrible and had the complete opposite effect.
The timer should apply only to:
1. Players that leave group before "Activity Complete"
2. Leaders that disband group before "Activity Complete"
3. Players kicked before "Activity Complete" but with some sort of protection to avoid people being kicked before even fighting, like a X minutes lock or a first boss lock.
The timer should be the exception, not the rule.
I'm a low cp player who's been kicked a fair few times at start but would still be against anyone having a timer for leaving, if so called better players don't like the group they should have the freedom to leave and search again straight away, they need to just get rid of timer altogether.
Right now having no timer is better than what is currently there, but I do think there should be a penalty for people leaving the group too soon. It was terrible for low levels before when 6, 7 people would be group and instantly leave. Most dungeons would never be completed if someone left or dropped in the middle.
It's quite mind-boggling actually, I can't believe that they implemented a system such as this - I've never heard of anything dumber in an MMO.
What they intended was all good and well, but how it works in practice is just.. WOW.
The intention is definetly good. The implementation that was terrible and had the complete opposite effect.
The timer should apply only to:
1. Players that leave group before "Activity Complete"
2. Leaders that disband group before "Activity Complete"
3. Players kicked before "Activity Complete" but with some sort of protection to avoid people being kicked before even fighting, like a X minutes lock or a first boss lock.
The timer should be the exception, not the rule.
I'm a low cp player who's been kicked a fair few times at start but would still be against anyone having a timer for leaving, if so called better players don't like the group they should have the freedom to leave and search again straight away, they need to just get rid of timer altogether.
Right now having no timer is better than what is currently there, but I do think there should be a penalty for people leaving the group too soon. It was terrible for low levels before when 6, 7 people would be group and instantly leave. Most dungeons would never be completed if someone left or dropped in the middle.
I've only been around a few month so was unaware of that problem but I hear ya, seems like they're basically stuck you can't remove kick because its needed for afk/trolls and obviously need timer for leaving due to example you describe so I suppose my stance on the matter now would be no timer for being kicked.
ThinkerOfThings wrote: »So, many of us agree this can be an issue, does anyone have any design or developmental solutions to this issue:
Here are a couple I thought of, as one does:
Vet dungeons should have a CP minimum/gear set standard, let's be honest here, Vet dungeons can be perilous prior to a certain point, if you want to attempt a vet dungeon prior to this point, do so with a pre-arranged group. Otherwise a CP minimum for entering vet dungeons should be available, also and this one is a big one, smart tracking of Spell or Physical Damage for DPS, perhaps an invisible tag on gear sets to ensure players have at least one full gear set at purple quality or higher. Is the Tank wielding a sword and shield or do they have aggro grabbing moves slotted on their bar. Is the healer using at least one healing staff and/or do they have x number of healing/damage mitigation skills.
Playing with others in a dungeon requires players to know a roll and fulfill that roll. Not all players may know this, so to ease them into that roll, perhaps dungeon tutorial areas could be developed, perhaps with gear that would be beneficial but not better than regular gear sets that taught new or returning players what each roll was and provided some tips on how to excel in that roll. Tanks would have to taunt x number of monsters and protect x number of villagers, healers would have to heal and mitigate damage for x number of villagers, DPS, well you got Maelstrom Arena in some ways that works, but in this case it would be something available to all players and provided different rewards.