Do something please against lost rewards
I think that it wouldn’t hurt to have them keep your connection open for 5 minutes or so after you disconnect, that way if the boss event ends within that 5 minute window you would still get credit for the kill and get your daily bonus chest.
Is it really so hard or too complex to make some kind of system, that rewards also all the players, that got disconnected properly for their participation in world boss events or dynamic events in general ???
…
I absolutely can’t understand, what is so hard about it to give the game such a feature.
What is so hard? Only the devs know (I’ll take the guess you aren’t one). So maybe it is indeed really hard, for whatever reason (IT projects can lead to all sort of complexity… and atrocities). Or it would bring up some unwanted exploit. Or it is just down there, at the bottom of the TODO list. Let’s be honest, fixing bugged skills/traits, working on game balance, adding content… there is a lot of important things, and a limited number of developpers and time.
Is it really so hard or too complex to make some kind of system, that rewards also all the players, that got disconnected properly for their participation in world boss events or dynamic events in general ???
…
I absolutely can’t understand, what is so hard about it to give the game such a feature.What is so hard? Only the devs know (I’ll take the guess you aren’t one). So maybe it is indeed really hard, for whatever reason (IT projects can lead to all sort of complexity… and atrocities). Or it would bring up some unwanted exploit. Or it is just down there, at the bottom of the TODO list. Let’s be honest, fixing bugged skills/traits, working on game balance, adding content… there is a lot of important things, and a limited number of developpers and time.
And thats the exact reason, why I came up with the What-Question.
Because I’d like to hear something official from a Dev, who’s in the materia with stuff, like that and who has the expertise to answer more specificly, what the plans on a topic like this are at Anet.
If for example something like my suggestion has been discussed even at all already and stands already somewhere on the Todo-List… priority set to TBA for first, or if there really are some kind of technical complex problems there to be solved first, before somethign like my suggestion can be done even at all.
I know, that by the way how we players complain about things, problems sound often easier solved, than in reality it might be possible, if possible even at all.
However, with anet planning to roll out soon the Mega-Server System, a System, that constantly collects data about our characters/our account to be able to make always the best decisions for us into which kind of Map Copy we get, or if the game needs to create a new Map Copy for us ect. ..
A game, which will have soon such a mighty and complex system like that, do you really want to tell me, that a company like ANet is able to so something complex and IT technically hard to program, like the Mega-Server System, but then fail to do something like a PDRS, that is simply only there for the case, that there are Event Rewards to give to an account for the cases, where an participated events ends, while the player that participated in the event was not online???
We talk here just about collected data, that the game needs to collect for us, to make up for the decision, if we get rewards at the next Log in, or not.
The same way how game already collects data how much we participated in an event, to make up the decision, if we get Bronze, Silver or Gold Rewards at the End.
So the basics are already there I think.
So I’m just wondering myself, what can be so hard to finetune these basics so, that these mechanics can be used also for Reward Savings???
Of course this problem will be exacerbated when world bosses are on a schedule as you likely won’t be able to get online for the scheduled appearance of the boss.