Forums-->Ideas and suggestions--> 1|2
Author | about afks |
I've found a lot of players start to AFK when they are losing to prevent their opponent getting good exp and fsp (most of them are russians), this is unfair to those who are playing.
I wish people would do this in my TG and CG battles. I gain 1 whole TG or CG point whether they time-out or not. I hate XP more than I love FSP. I do not mind having no FSP as long as I have my guild point and no XP.
how about the troops don't die.. but they wait automatically after the 5 turns are over.. & when/if the user comes back.. he has to press the sword so that.. the auto waiting stops
Elf travelling with one sprite getting ambushed by fully garbed thief who loses connection. XD
Seriously though, I have no wish to engage an absent thief if I'm just moving around to buy stuff from the map. Better that the battle ends quickly than having me to clean-up his auto-waiting troops. This suggestion may actually encourage thieves to pay less attention to the game.
Also, this could lead to bizarre scenarios if several parties in a battle loss connection intermittently. What if in a group battle one of each team drops out and one of them reconnects just long enough to kill the last online player and you're left with two offline players "fighting" each other?
Finally, I don't mind losing myself if I time-out due to uncontrollable circumstances. It's one of those things that you learn to get over. I'll worry about my own power supply and internet connection or real life emergencies, thank you. | Seriously though, I have no wish to engage an absent thief if I'm just moving around to buy stuff from the map. Better that the battle ends quickly than having me to clean-up his auto-waiting troops. This suggestion may actually encourage thieves to pay less attention to the game.
well, you do lose ap point regardless of the fact that the player might be afk, you might aswell just beat his auto waiting troops? It could be better fsp ratio for you. This also guarantees a free win like the 5- missed- turn -dropout- rule.
But as you mentioned - I hate XP more than I love FSP. I do not mind having no FSP as long as I have my guild point and no XP. Its hard for me to understand this logic of hating XP provided you get good fsp.
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Also, this could lead to bizarre scenarios if several parties in a battle loss connection intermittently. What if in a group battle one of each team drops out and one of them reconnects just long enough to kill the last online player and you're left with two offline players "fighting" each other?
i think its still is better than how current method determines the end result in your case... Maybe you might say, its okay and just to let the player with more initiative hence quicker 5 turns take the defeat along with his teammate who actually played. Thats wierd to me though... but i do agree, we need a final result, therefore we cant have two offline players waiting and waiting forever and delay the Result greatly. | There is no problem if someone goes afk in order to abuse a new system, he/she would still get punished for intentional afk. And after, who the hell would want to do that ? No problems with this suggestion, +1 | well, you do lose ap point regardless of the fact that the player might be afk, you might aswell just beat his auto waiting troops? It could be better fsp ratio for you.
The reason why I go thieving with full arts is to minimize loses (XP gain for no TG point) in order to maintain a high TG/XP ratio. Chasing a few FSP defeats the original purpose of spending all that gold in artifacts.
Its hard for me to understand this logic of hating XP provided you get good fsp.
I don't mind getting double XP with double FSP as long as I also get double TG/CG. But I still prefer half XP with half FSP with one whole TG/CG. FSP gained is proportional to XP gained but TG and CG gained is fixed integer 1 for duels and single ambushes. This is why I do not engage in dual ambushes, Minor tourneys (not yet), and Fir Tree battles. They give good FSP/XP but not so good guild point per XP ratio. Maybe for you, guild points are just a secondary concern but for me it ranks higher than FSP. With the current mechanic, getting FSP too high can be bad for you.
Maybe you might say, its okay and just to let the player with more initiative hence quicker 5 turns take the defeat along with his teammate who actually played. Thats wierd to me though.
I'm a Gating Demon Thief right now. Name another faction that can timeout before me. I, however, am confident in minimizing my dropout rate to negligible level. Comparing the advantages and disadvantages of the current and suggested system, I would still choose the current system because the risk of dropping out is well worth the conveniences (chance for low XP and faster battles) of the current system. | i have idea to make new afk guild to those who love to go somewhere else in battle in afk guild they get - money when they lvl up the afk guild and than they wil play this game for sure |
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