Mar 08, 2006, 03:06 PM // 15:06
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#1
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Ascalonian Squire
Join Date: May 2005
Location: Hungary
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Leavers replaced by henchman
Hi,
I first wanted to email arenanet about this, but since they do not wish to be emailed about these issues ("If you have suggestions for Guild Wars, we ask that you share them on one of our fansite forums. Forums are read daily, and ideas will be seen by the development team"), so I'll dump it here.
Secondly, I couldn't find any topic with the same subject, so excuse me if I overlooked a topic similar to this one.
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Anyway, everyone here surely knows how irritating it is when your party suddenly loses half of its members during a mission/quest, because of leavers.
I'm really surprised (and also a bit disappointed), that the developers still haven't created a system, in which when players suddenly leave the game, they are replaced by henchmen of the same profession. Instead of creating an expansion, Arenanet should have already fixed this big problem a long time ago.
For example, lets say I do Thirsty River. After defeating several enemies, a partymember, a W/MO lvl 19, suddenly leaves the game. He is replaced by Stefan the Warrior (fighter) henchman lvl 17 (at the startingpoint of the mission the henchmen are only lvl 17, so the lvl 19 W/MO is replaced by a lvl 17 henchman).
A system like this would greatly influence the gameplay (in a positive way), and although leavers are still irritating (of course you prefer a real human player over a Henchman), it makes it easier to still finish the mission or quest you are doing.
Last edited by Ethirno; Mar 08, 2006 at 03:09 PM // 15:09..
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Mar 08, 2006, 03:13 PM // 15:13
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#2
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Frost Gate Guardian
Join Date: Feb 2006
Guild: Xen of Onslaught [XoO]
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/signed /signed /SIGNED
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Mar 08, 2006, 03:30 PM // 15:30
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#3
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I Didn't Do It
Join Date: Jul 2005
Profession: Mo/
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/signed
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Mar 08, 2006, 04:20 PM // 16:20
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#4
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Desert Nomad
Join Date: Jul 2005
Location: Canada EH?!
Guild: Pinoy Alliance Vanguard
Profession: W/Mo
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/signed
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Mar 08, 2006, 04:31 PM // 16:31
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#5
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Ascalonian Squire
Join Date: Jan 2006
Location: Beantown
Profession: W/
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/signed
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Mar 08, 2006, 04:33 PM // 16:33
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#6
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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/signed
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Mar 08, 2006, 04:37 PM // 16:37
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#7
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Jungle Guide
Join Date: Jul 2005
Location: Right behind you.
Guild: HeRo
Profession: W/Rt
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/signed!.........excellent idea
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Mar 08, 2006, 05:13 PM // 17:13
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#8
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Underworld Spelunker
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Quote:
Originally Posted by Ethirno
Hi,
Secondly, I couldn't find any topic with the same subject, so excuse me if I overlooked a topic similar to this one.
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when search is up try under various forms of rejoin
beaten to death already
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Mar 08, 2006, 06:15 PM // 18:15
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#9
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Frost Gate Guardian
Join Date: Aug 2005
Location: Texas
Guild: Leet Pwnzorxz of Pwnington [PWND]
Profession: P/
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/signed
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Mar 08, 2006, 06:19 PM // 18:19
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#10
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Krytan Explorer
Join Date: Jan 2006
Guild: Shinigami Keys [SHIN]
Profession: R/Mo
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/signed,
You have my vote.
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Mar 08, 2006, 06:23 PM // 18:23
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#11
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Tenacious Knights of Doom [TKD]
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/signed
And if memory serves, in one of the last exchanges from the frog or Gaile in-game, they indeed said they are very interested in (and working on, I think) a rejoin option.
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Mar 08, 2006, 06:26 PM // 18:26
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#12
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Frost Gate Guardian
Join Date: May 2005
Profession: Mo/E
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/signed
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Mar 08, 2006, 06:55 PM // 18:55
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#13
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Frost Gate Guardian
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/signed!!!
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Mar 08, 2006, 07:36 PM // 19:36
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#14
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Ascalonian Squire
Join Date: May 2005
Location: Hungary
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Quote:
Originally Posted by tuperwho
/signed
And if memory serves, in one of the last exchanges from the frog or Gaile in-game, they indeed said they are very interested in (and working on, I think) a rejoin option.
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I read about a rejoin-option a few days ago, I believe in an interview the developers gave. However it is not really clear to me what the "rejoin" option exactly does: The word sounds like that when players leave/lose their connection, they can rejoin the original party again, while the other players are still doing the mission/quest?
Or is it about what I said, that leavers are replaced (by henchmen)? I would prefer to continue the rest of the mission with a henchman, than continuing with the uncertainty that the leaver does not rejoin the party.
The best would be a combination, the leaver is replaced by a henchman with the same profession, until that leaver rejoins the party. However, all of this will be rather dangerous because it can ruin the gameplay (people can pretend that they have to leave, and come back when the mission is almost done without having done anything at all).
--------------------------
All in all, I think the best option is just to replace leavers with henchmen of the same professions, without having a rejoin option which will probably harm the gameplay.
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Mar 08, 2006, 07:45 PM // 19:45
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#15
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Jungle Guide
Join Date: May 2005
Location: Finland
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Leavers replaced by henchmans, show energy bar and put ready button to party window, etc.
These are obvious things which should had been there from the beginning...
/SIGNED x 999999999999 ^ 99999999999999
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Mar 08, 2006, 08:10 PM // 20:10
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#16
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Wilds Pathfinder
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/signed
with blood
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Mar 08, 2006, 08:30 PM // 20:30
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#17
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Ascalonian Squire
Join Date: Feb 2006
Guild: Eight is Enough
Profession: Rt/Mo
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/signed
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Mar 08, 2006, 08:52 PM // 20:52
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#18
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Dolus Of Amicitia
Profession: E/R
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/Signed /S g e (With my left hand too)
i d
n
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Mar 08, 2006, 08:54 PM // 20:54
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#19
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Jungle Guide
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/uber signed
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Mar 08, 2006, 09:14 PM // 21:14
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#20
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Forge Runner
Join Date: May 2005
Location: Alaska
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/Totally signed
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