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   Forums-->Ideas and suggestions-->

AuthorAFK in combat - not what you think.
This post isn't about punishing the ones that afk in combat, there's more than enough of them, this is about the ones that get hit by the AFK, the victims. Currently the afk system punishes the people that aren't afk because in the situation, unless the battle was vastly lopsided in the first place, it wasted over a half hour of the player.

I would like to suggest two potential things in this light.
1. In situations where someone drops, give the victims effected by it an auto 33% to 50% heal after the combat. I'm leaning closer to 33%.
2. Drop the turn time by half on Hunts. The time delay on hunts means if you join a hunt, and the person afk's from the beginning, that is at least 10 minutes that gets wasted of the victim, added to the 15 minute death timer due to health healing.

If this post has already been made, I apologize.
good idea i hate afk people always on my side and i lose lot of battles because of that and it might be a idea to be able to kick some1 from play right away if some1 is afk you can start vote every1 needs to vote yes beside the afk player
jannneke, this post isn't about punishing the afk player and I would appreciate it if we don't go that route in conversation on this post, that's a horse that has been beaten to death, beaten beyond death, cast raise dead on it, then beaten down again. The forum moderators are tired of reading about that anyway.

Let us not consider what negative things to throw on the AFK'er. Most likely he won't be around anyway, let's consider ways to make it easier through the game mecahnics to alleviate the troubles the victims (aka, the ones that were on his team) get to a degree.
hm... dunno, but there is something fishy about that idea, I just know not what it is...
Instead of killing the afk'er

Why not give command to the other player of his "minions"

This way the balance remains in the game.
in my opinion, the best way to handle it would be if a players timer runs out once, control of their units is given to a AI player, if the afk player returns, there should be a button for them to push to regain control. This is the only solution I can think of that could work because the punishment is not really given to the afk player, but more to the afk players team in battle.
It would be better but there's no real solution. Even if a player loses a couple turns before the AI kicks in, the battle may well be already lost.

Perhaps the game should mark people going AFK as "unreliable" players for some time, and these players would lose control to AI as soon as they miss one of their turns. This way we could at least count on an AI without losing a single turn.
I quite like the AI idea from shadowsfall, and think it is the best so far.

Still, if that is not feasible for some reason, I would like to suggest that at least a "forfeit" button is added on the interface, to speed up the combat in afk cases.

I've had many combatants (both friend and foe) saying 'sorry gtg' and if the timer is on the default 6o, you know you'll be staring at your screen for five mins.

If we cannot save anything else, at least let's save time... ;)
i think instead of giving control t the AI you should give it to the teammates.
firstly,they are some problems with the AI.it may save the game but it may not necessarily save time.lets say the AI kicks in after the standard 5 turns passed and each turn lasts 60 seconds-you still waste 5 minutes.I suggests that if a player wants to afk,they should be a button to press which automatically sets the AI,that way no time is wasted and the player can go AFK straight.
however,some player's internet modem connection may not be good,and it could cut off at any moment.Also given the possibility the power to the computer cuts,the player will still get cut off.To address this problem,i think an even better solution would be thatthey will be a better button,for you to press at the beginning of the game.If you press this and somehow went afk,the AI system will wait until one turn has passed,and it kicks in automatically.if the player comes back,they should be another button for them to press to regain control.

if this has been repeated in other posts before mine i apologise as i didnt read all posts.
For 7;

I think the idea is really good, but is on the 'unreliable' mark.

Once the player mark as 'unreliable' person (due to X times of AFK or maybe Y times of AFK in 5/10/15 games, some sort like that). The game creator has the authority to KICK ONLY unreliable person out of the game, and it'll save the game a lot and save a lot of afk-victim.

Regarding the punishment.... Kyren, I apologize if this is not the right place to discuss, but below is my 2 cents:-
It's the player call to dare to AFK so much, or not. Cause once the game tag him/her as 'unreliable' player.
1. 'Unreliable' tag player receive x% of less exp or gold on working/hunting/duel/group game.
2. 'Unreliable' tag player need to remain ALIVE in group game for at least 5/10/20 (depend, maybe the number increase base on how many times the player being tagged as 'Unreliable'. Maybe x times * 5?) to remove the unrealiable tag.

This will reduce the programmer work a lot =p
I think, if AFK one turn, a player on his team gets control...in duel, AI takes over. When the player returns, if he does, press control button, and he is back in the game.
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