Showing Posts For Feone.2683:
I find elemental much more of an issue than the worm. At least the worm drops a fair amount of area attacks & knockbacks to cause people to move. Though a bit more hp wouldn’t hurt I guess.
Elemental just.. dies in no time. I don’t think portal summons fit the elemental very well though. Maybe a stage where it splits into multiple smaller fire bosses that have to be defeated before continuing the main one.
Forced change-password policies add little security (and might even be detrimental).
The more passwords you force people to use the lesser the quality of said passwords.
Humans can only remember a few and forcing multiple changes just leads to password re-use or using very, very simple ones.
The exception of course is those who use password managers (or have exceptional memory). However in these cases they are probably already using a unique & complex password in which case a forced change really is pointless unless gw2 had their servers breached.
GW2 has completely overlooked a common issue in their gameplay mechanics, namely being offline for a short period of time.
In many different cases doing so punishes the player and will undo their effort.
Common reasons for such offlines would be: getting a phone call, doorbell ringing, client disconnect, client crash. I’m sure I’m overlooking a few.
I suggest fixing this by adding a short timer when a player logs out (or crashes). If they relog during this time they would go to the same map & instance of it they were in. They would not lose buffs & events continue tracking their reward. Even if bosses die or events complete during this time.
Specifics below.
First , a little list of ways players get punished for being offline momentarily.
Events:
If completed while offline the player gets absolutely no credit, no matter how much they contributed.
Dungeons:
No credit for final boss if offline during it, getting kicked out of the map at any stage.
Silverwastes:
Losing all buff stacks earned through playing and/or slot in populated map.
Personal story:
Having to restart the part you’re on.
Full maps (for major events):
Losing your spot & having to find a new populated map.
All of the above would be fixed by giving players a short timer during which they still get event rewards, don’t lose their map spot & don’t lose their buffs.
I see no reason to punish people through the gameplay mechanics for disconnecting for a few moments, in many cases these are even involuntary (connection/crash issues).
It’s also something that can really ruin the game experience. Having a good chance to completely lose all your work through random occurrences is completely demotivating and sucks all the fun out of these activities. (Events, personal story, dungeons.)
I’m not sure why this has been moved to the support forum, it’s a suggestion on the general game not a technical issue.
I suppose 5 minutes could be a bit long, depending on the speed of the pc a few minutes might be needed to close a crashed client, restart it and load a map though. In any case, I’m sure the devs will be able to pick a suitable timeframe should this suggestion be implemented.
First of all, I hope I didn’t miss an existing topic on the matter, to my surprise I could not find one.
I think it’d be a good idea if there would be a system in place for handling crashes/disconnects in a better way. Specifically to avoid the loss of rewards, effort and/or time spent due to these.
For someone like myself with a pc on the lower end of the game’s requirements crashes happen quite frequently. I’ve also seen frequent complaints about disconnecting in general. Since this in an MMO there will always be a significant amount of people experiencing these.
For reference, here’s a list of the specific problems I’ve encountered:
Personal story:
Crashing during any chapter and having to start over.
Any boss/event:
Crashing and losing the reward.
Regular maps:
Crashing and being put into a random other instance of that map. (Especially if you’re waiting/working on a major event such as Tequatl or Silverwastes.)
Silverwastes:
Doing the whole event chain for the nice buffs followed by a crash and losing them.
Dungeons/fractals:
A crash will kick you out of the instance and make it impossible to rejoin your party if they are in combat. Possibly even lose the final reward if you crash during the final boss.
I don’t see any possible balance or gameplay reason why crashes should be handled in this way. (Feel free to correct me on that.) There’s no advantage to be had in not having a player around to contribute.
A lot of features of this game become far less enjoyable because of these issues as well. For me personal story has gone from “Oh I wonder what’ll happen next.” to “skip skip hurry up, finish before I crash and have to redo the whole thing ><”. Similar effects apply to the other issues mentioned above.
My suggestion for solving these would be the following:
If a player logs out in any map reserve the slot for 5 minutes. That way if they crashed or disconnected they can log back into the same instance of the map.
Events/bosses:
If a player is not online but has contributed to killing a boss/event there should be a 5 minute window during which they can log back on and collect their reward/loot.
Silverwastes:
If a player logs back in (into the same map) within 5 minutes the buffs should still be present.
Dungeons/personal story:
Same as the above, give the player a 5 minute window during which they can log back in without being kicked outside, losing progress or losing their reward. Assuming they are still in the party.
Of course crashes/disconnects will always be annoying, and that’s something that comes with online gaming in general. However with the above fixes at least it’ll be less likely for players to lose their time, effort and fun in doing these activities.
(edited by Feone.2683)