Auto-Kick Players after a Dungeon Instance

Auto-Kick Players after a Dungeon Instance

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Posted by: DiamondMeteor.8345

DiamondMeteor.8345

CoE 2-1 and 3-1 is still being done. Anet thought blocking certain holes in the map or changing Blink’s functionality would fix the problem. It doesn’t. It never will. People will always try to find the holes in your design. You give people so many ways to get from point A to point B in a instantaneous fashion, players will likely play around with those skills and use it to get to places that they were not meant to reach.

So make it easier for yourself. Make a system where the instance is automatically destroyed 30 seconds after the dungeon reward chest appears. It will prevent players from doing multiple paths in the same instance.

I want to play a game where exploits are not the bread and butter of the gameplay.

Ranger / Revenant – Crystal Desert

Auto-Kick Players after a Dungeon Instance

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Posted by: Doomguard.5094

Doomguard.5094

Yes, I also feel like people are abusing exploits every chance they get and it’s really ruining the experience for others. They need to fix them faster, or simply add such a mechanism you mentioned that might prevent them.

Auto-Kick Players after a Dungeon Instance

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Posted by: Snow White.9680

Snow White.9680

Excuse my ignorance, but how exactly is " doing multiple paths in the same instance" an exploit? I’m not sure I understand whats being done here.

But I do agree that there is far too much short cutting in gw2 dungeons. I’m always saying ‘lets do this legit guys, I want to be challenged.’ Heck, half the time the set up for one of these exploits usually causes more grief then killing a boss normally.

Auto-Kick Players after a Dungeon Instance

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Posted by: Dolan.3071

Dolan.3071

Few exceptions. During the Jade Maw Fractal if someone manages to fall to their death during the battle, and the Maw is defeated. They will respawn SOOO far away, much longer than 30 seconds away, and miss out on the chest, which usually has incredible loot. Jack it up to like 5 minutes or something, long enough to cover any stuff ups, but nowhere near long enough to do another path.

Uriel Asther ~ Warrior | Kaya Lereau ~ Elementalist | Natalie Fox ~ Thief
Skye Eterna ~ Mesmer | Arya Slade ~ Charrdian | Kiera Thine ~ Ranger
Oceanic ~ [LOD] [Noob]

Auto-Kick Players after a Dungeon Instance

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Posted by: Doomguard.5094

Doomguard.5094

Excuse my ignorance, but how exactly is " doing multiple paths in the same instance" an exploit? I’m not sure I understand whats being done here.

Here’s an example of what I witnessed in HotW before a patch fixed it:
Party goes for explorable mode path 2, after defeating the final boss they do not restart for path 3, instead immediately after the path 2 boss dies they glitch a wall and land in the room with the final path 3 boss. After he is defeated, he drops a chest and grants tokens despite the party never accepting that path and never replaying the dungeon, essentially clearing two paths in one single run.

Another solution to this problem would be for example, when path 1 is chosen, bosses from path 2 and 3 disappear from the instance, or better yet, no boss exists when dungeon is entered and is then spawned when a path is chosen.

Auto-Kick Players after a Dungeon Instance

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Posted by: Antara.3189

Antara.3189

My Solution

  1. Enable a timer that starts once the final boss is vanquished (I.E; 2 mins). This gives everyone enough time to get the chest their loot and accept their reward before leaving the dungeon to run another path etc. After the allotted time is up, you are automatically teleported to the entrance.