Leavers replaced by henchman

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Ethirno
Ascalonian Squire
#1
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.
Tictac
Tictac
Frost Gate Guardian
#2
/signed /signed /SIGNED
Stalker Haras
Stalker Haras
I Didn't Do It
#3
/signed
3rdiOpen
3rdiOpen
Desert Nomad
#4
/signed
Shamus Sureblade
Shamus Sureblade
Ascalonian Squire
#5
/signed
Dr Strangelove
Dr Strangelove
Furnace Stoker
#6
/signed
wsmcasey
wsmcasey
Jungle Guide
#7
/signed!.........excellent idea
L
Loviatar
Underworld Spelunker
#8
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
Elementer Masta
Elementer Masta
Frost Gate Guardian
#9
/signed
frickett
frickett
Krytan Explorer
#10
/signed,
You have my vote.
t
tuperwho
Wilds Pathfinder
#11
/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.
Celdor Nailo
Celdor Nailo
Frost Gate Guardian
#12
/signed
Daena
Daena
Frost Gate Guardian
#13
/signed!!!
E
Ethirno
Ascalonian Squire
#14
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.
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).
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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.
Zakarr
Zakarr
Jungle Guide
#15
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
Don Zardeone
Don Zardeone
Wilds Pathfinder
#16
/signed
with blood
W
WoofWoof
Ascalonian Squire
#17
/signed
The Mighty Toe
The Mighty Toe
Frost Gate Guardian
#18
/Signed /S g e (With my left hand too)
i d
n
karunpav
karunpav
Jungle Guide
#19
/uber signed
Mavrik
Mavrik
Forge Runner
#20
/Totally signed