Jun 04, 2008, 01:54 PM // 13:54
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#1
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Ascalonian Squire
Join Date: Mar 2007
Guild: Emo Rejects [ER]
Profession: R/
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Auto Replacement
When a player in a party leave, it make the party fewer and thus making mission, vanquish, etc. harder. Fix this by replacing the leaving player to a henchmen corresponding to their profession that available from the outpost you exit out of and if there isn't a profession there in the outpost, it would replace the nearest profession so when a sins leave a monk won't replace him, and also you can't have the same henchmen in a group.
If a player is "Lost Connection" to a server, a temporary henchmen will replace him and when he re-established connection, the henchmen will be removed and the player have to run back to the party.
If a leader left the party, the next player in line would be leader and leader that turned to henchmen move back to the end of party.
This is a common sense because if your the only human player in the party and left.. well all the party left too duh.
Last edited by ZionHikari; Jun 04, 2008 at 02:27 PM // 14:27..
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Jun 04, 2008, 02:12 PM // 14:12
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#2
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Academy Page
Join Date: Dec 2006
Profession: N/E
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/signed
Even any old random henchman would be better than none at all.
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Jun 04, 2008, 02:22 PM // 14:22
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#3
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Academy Page
Join Date: Feb 2008
Location: BK, NY
Guild: We Made Mallyx Tap [Out]
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/signed.
What NickelPlate said.
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Jun 04, 2008, 02:30 PM // 14:30
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#4
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Frost Gate Guardian
Join Date: Apr 2008
Guild: Order of the Flameseekers [NL]
Profession: W/
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/signed
but make it a henchmen of the same profession (if possible)
losing your monk and gaining Eve won't be a great help (since Eve likes to sac herself to death)
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Jun 04, 2008, 02:37 PM // 14:37
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#5
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Ascalonian Squire
Join Date: Mar 2007
Guild: Emo Rejects [ER]
Profession: R/
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Quote:
Originally Posted by graverobber2
/signed
but make it a henchmen of the same profession (if possible)
losing your monk and gaining Eve won't be a great help (since Eve likes to sac herself to death)
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I said that on Nearest Profession.
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Jun 04, 2008, 03:04 PM // 15:04
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#6
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Frost Gate Guardian
Join Date: Jan 2008
Location: Maguuma Jungle / Tarnished Coast
Profession: R/
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/signed
having an henchman is better than not having anything at all.
That idea makes sense actually, it would allow PUGs not to be disadvantaged when someone leaves...
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Jun 04, 2008, 03:28 PM // 15:28
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#7
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Banned
Join Date: Sep 2007
Location: Undercity
Guild: 泰瑞亚联盟
Profession: E/
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/signed
love this idea, at least leavers won't matter as much now in HM
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Jun 04, 2008, 03:34 PM // 15:34
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#8
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Krytan Explorer
Join Date: Jun 2008
Location: West Siiiiiiiiiiiiiide
Guild: Gwen Has A Thing For [Pyre]
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/signed
Love the idea
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Jun 04, 2008, 04:20 PM // 16:20
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#9
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Wilds Pathfinder
Join Date: Jan 2007
Location: England (GMT)
Guild: The Imperial Guards of Istan [TIGI]
Profession: R/
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/signed
so much ragequit, so much frustration: fixed!
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Jun 04, 2008, 06:03 PM // 18:03
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#10
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Forge Runner
Join Date: Jun 2006
Location: VA
Profession: Mo/
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Quote:
Originally Posted by Fangclaw
/signed
having an henchman is better than not having anything at all.
That idea makes sense actually, it would allow PUGs not to be disadvantaged when someone leaves...
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heh replacing the majority of players with a henchmen will be an advantage for most pugs . ..
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Jun 04, 2008, 06:44 PM // 18:44
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#11
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Frost Gate Guardian
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Quote:
Originally Posted by Enko
heh replacing the majority of players with a henchmen will be an advantage for most pugs . ..
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I lol'ed
/signed
great idea
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Jun 04, 2008, 06:53 PM // 18:53
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#12
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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No one should disagree with this as long is a henchman of the same profession.
For those of other regions with no equivalent(A,Rt,P,D), then a 'foreigner' henchmen will be used.
Who wouldn't want to get Cynn when the E makes 'poof' for a while?
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Jun 04, 2008, 07:19 PM // 19:19
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#13
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Desert Nomad
Join Date: Mar 2006
Location: Ganking, USA
Guild: Retired
Profession: R/
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/half signed
have it so you only get a Henchie if the player "greys out" not just a temp DC, but a hard DC only.
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Jun 05, 2008, 11:36 AM // 11:36
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#14
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Krytan Explorer
Join Date: Jan 2006
Profession: W/
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/signed. I've been screwed over many times due to a player leaving.
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Jun 05, 2008, 12:00 PM // 12:00
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#15
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Academy Page
Join Date: Jul 2007
Location: Manchester, England
Guild: Servants Of Fortuna [SOF]
Profession: N/
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/signed
perfectly valid idea.
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Jun 05, 2008, 12:01 PM // 12:01
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#16
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Frost Gate Guardian
Join Date: Mar 2007
Profession: W/
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/signed ... and I don't think this would be that hard to implement.
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Jun 05, 2008, 02:44 PM // 14:44
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#17
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Ascalonian Squire
Join Date: Mar 2007
Guild: Emo Rejects [ER]
Profession: R/
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Quote:
Originally Posted by MithranArkanere
No one should disagree with this as long is a henchman of the same profession.
For those of other regions with no equivalent(A,Rt,P,D), then a 'foreigner' henchmen will be used.
Who wouldn't want to get Cynn when the E makes 'poof' for a while?
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Henchmen with different name have different skill so I don't think it would be fair in some cases. And yes Cynn is hot.
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Jun 05, 2008, 03:21 PM // 15:21
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#18
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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IT's not meant to be 'fair'.
You lose the Smitter and you get a Healer or a Prot.
It's just to fill the gap and save the day, not to really replace the player.
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