Dec 10, 2006, 02:47 AM // 02:47
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#1
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Temporary solution for err7s (not reconnects)
The big problem with err7s is that it messes up the entire team, not just the one who lags out, so this temp solution would be helping the ones inside.
The idea is to move the henchmen inside town... to the OUTSIDE of town. When leaving a city, the kick option would be disabled, but the add would not. When a lagout occurs, an open space would be given to use a henchman or hero who would spawn next to you. Or, since henchmen would be stuck in the beginning of the inside of every mission/explorable, allow just heroes to be added. Now this could give the party an ADVANTAGE for a lagout, since the henchie/hero would have 0 dp, but then you could have him start with 60 dp since you dregged him from his happy bed to go get killed and he doesnt like you :P
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Dec 10, 2006, 02:53 AM // 02:53
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#2
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: United Union [GWU]
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So in a run group you can run to the boss and then 7/8 people pull the network cable from their computer and you instantly get a fully balanced team? Just a observation... other than that it seems like a solid idea
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Dec 11, 2006, 09:50 AM // 09:50
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#3
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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qwell yeah but why the heck would 7 people sit there for you? Thats like saying well 7 people can kill everything and leave to give you their drops
Last edited by Not A Fifty Five; Dec 11, 2006 at 09:55 AM // 09:55..
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Dec 11, 2006, 10:18 AM // 10:18
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#4
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Site Contributor
Join Date: Oct 2006
Location: Finland
Guild: Runners of the Rose [RR]
Profession: R/
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Hmm... an interesting idea, and would definetly help out with err7s. The only thing I'm wondering is, would this be possible for missions and the extra places like FoW and Underworld? Those are the places where players suffer the most from err7s anyway.
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Dec 11, 2006, 02:01 PM // 14:01
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#5
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Academy Page
Join Date: Oct 2006
Guild: Zero Mercy
Profession: R/Mo
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I vote it in. And /votekick.
/signed.
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Dec 11, 2006, 02:36 PM // 14:36
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#6
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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Couldn't you instead have the system automatically replace the dropped person with a hero of the same profession and skill set? So really the only thing the party loses is human control of the character.
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Dec 11, 2006, 04:56 PM // 16:56
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#7
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Krytan Explorer
Join Date: Jan 2006
Location: USA
Profession: Mo/Me
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Instead of wasting time on this bullshit, why not just focus efforts to get the reconnects implemented sooner?
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Dec 11, 2006, 05:46 PM // 17:46
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#8
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Desert Nomad
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By all means replace a dropped human player with a henchman of the same profession, but don't move henchmen outside the outpost, I don't like that idea.
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Dec 11, 2006, 05:51 PM // 17:51
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#9
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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The reason why we waste time on this is that the "temporary" solution for code 7 could also be the solution for non code 7 drops.
Let's say Bernie's mom asks him to take out the trash and get off that stupid game. Instead of the party losing Bernie's monk they will have a semi-sutible replacement.
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Dec 12, 2006, 03:16 AM // 03:16
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#10
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Quote:
Originally Posted by samcobra
Instead of wasting time on this bullshit, why not just focus efforts to get the reconnects implemented sooner?
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Sorry to bust your bubble, but whining will not let anet implement reconnects sooner since its very difficult for them, they claim. I wouldn't expect it for another year or more.
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