Allow instances to be reentered with-in 5 minutes of disconnecting
AlloyDragon
I think if you get disconnected, you should reenter the instance you where in if you log back in with the same character within 5 minutes of the server realizing your client is diconnected.
If it's a single player instance you should came back right where you left off.
If it's a party instance you come back into the same spot you where at, but the party should be able to continue on without you.
Anyone else think so?
If it's a single player instance you should came back right where you left off.
If it's a party instance you come back into the same spot you where at, but the party should be able to continue on without you.
Anyone else think so?
Forboding Angel
No. Period.
Times get tough? Just disco and reconnect within 5 minutes. Think these things through. Stop looking at only the benefits, look at the negatives too.
Times get tough? Just disco and reconnect within 5 minutes. Think these things through. Stop looking at only the benefits, look at the negatives too.
AlloyDragon
Quote:
Originally Posted by Forboding Angel
No. Period.
Times get tough? Just disco and reconnect within 5 minutes. Think these things through. Stop looking at only the benefits, look at the negatives too. |
In a single player instance, the state would be just as you left it, when you come back in. In a party instance your party would be a man down, which would just increase the likelyhood of a complete wipe...
Care to give an example of a situation where it would actually be beneficial to dico?
JDock
And what are people really going to gain by living from an encounter they might have died for? I think the good in this type of feature greatly outweighs the bad. Seeing how some of these missions can be bastardly long, and finding a good party takes ALOT of trial and error.
Who cares if some kid has to disconnect because he's afraid to die for some reason.(Oh no, the penalties are too great!) :|
Who cares if some kid has to disconnect because he's afraid to die for some reason.(Oh no, the penalties are too great!) :|
JDock
Quote:
Originally Posted by AlloyDragon
Okay, how exactly would discoing help if "Times get tough"?
In a single player instance, the state would be just as you left it, when you come back in. In a party instance your party would be a man down, which would just increase the likelyhood of a complete wipe... Care to give an example of a situation where it would actually be beneficial to dico? |
Meh, don't worry about him, he's probably one of those guys who runs from open pvp areas (lineage II, WoW) and tries to force exit ;P
Aiwahead
Now, dont take this as scripture, but..
As far as I would think, and this is all theoretical: In order to accomplish this, the server running whatever properietary program Anet has to allow the instancing would simply have to leave this instance running for X amount of time, and allow all IP's (Or cd keys) to reconnect for that same X amount of time.
Therefore, if the server has NOT reset at all, nothing would be reset, the creatures would stop in their tracks more than likely, and nothing would 'respawn', as instanced areas do NOT respawn creatures as far as i've seen.
If that sort of model is followed, however feasable it is to the Anet coders, I wouldnt see a problem with being able to reconnect for so many minutes after discon.
Everything would return the same way you left it, including DP.
As far as I would think, and this is all theoretical: In order to accomplish this, the server running whatever properietary program Anet has to allow the instancing would simply have to leave this instance running for X amount of time, and allow all IP's (Or cd keys) to reconnect for that same X amount of time.
Therefore, if the server has NOT reset at all, nothing would be reset, the creatures would stop in their tracks more than likely, and nothing would 'respawn', as instanced areas do NOT respawn creatures as far as i've seen.
If that sort of model is followed, however feasable it is to the Anet coders, I wouldnt see a problem with being able to reconnect for so many minutes after discon.
Everything would return the same way you left it, including DP.
Manderlock
You die, leave and reconect.
Thats a bad part
Thats a bad part
AlloyDragon
Quote:
Originally Posted by Aiwahead
Now, dont take this as scripture, but..
As far as I would think, and this is all theoretical: In order to accomplish this, the server running whatever properietary program Anet has to allow the instancing would simply have to leave this instance running for X amount of time, and allow all IP's (Or cd keys) to reconnect for that same X amount of time. Therefore, if the server has NOT reset at all, nothing would be reset, the creatures would stop in their tracks more than likely, and nothing would 'respawn', as instanced areas do NOT respawn creatures as far as i've seen. If that sort of model is followed, however feasable it is to the Anet coders, I wouldnt see a problem with being able to reconnect for so many minutes after discon. Everything would return the same way you left it, including DP. |
AlloyDragon
Quote:
Originally Posted by Manderlock
You die, leave and reconect.
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Single player instance:
All dead monsters still dead. All live monsters still live. All uncollected loot still on the ground. All henchmen, pets, and minions right where they where. Basically, right where you left off, as I said orginally.
Party instance:
Everything continues on without you, you come back wherever you where when you discoed (including being dead).
Pevil Lihatuh
if it was gonna be done, the server would have to NOT allow it if F12 was pressed. sure people could get round it by pulling their phone cord out but it would be a nice feature
Ramus
Quote:
Originally Posted by Pevil Lihatuh
if it was gonna be done, the server would have to NOT allow it if F12 was pressed. sure people could get round it by pulling their phone cord out but it would be a nice feature
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I hope to god they fix this and add the disconnect timer.
Endemion
You people (Negative responses that is) seem to think that by disconnecting, your character is suddenly and immediately gone, and that no harm can be done to it. You think that pulling the plug means you can save yourself from sure death and failure.
That's not what is being suggested. Take the time and think about your (most likely FPS biased) views. In most MMORPGs which have a similar feature (reconnecting to a lost party if you d/c) the actual disconnect keeps you in the game for an amount of time before it removes you. If you are getting hit by a monster, and you pull the plug, your character sits there for a minute or so getting pummled mercilessly by that thug you upset. How is disconnecting in that scenario a benefit?
In short, I fully agree. I had a hardware issue that forced me to restart during the start of a HoH game. Luckily I was with guildmates who understood that I wasn't being malicious or anything, but it still upset me that I couldn't join my team on their path to glory.
That's not what is being suggested. Take the time and think about your (most likely FPS biased) views. In most MMORPGs which have a similar feature (reconnecting to a lost party if you d/c) the actual disconnect keeps you in the game for an amount of time before it removes you. If you are getting hit by a monster, and you pull the plug, your character sits there for a minute or so getting pummled mercilessly by that thug you upset. How is disconnecting in that scenario a benefit?
In short, I fully agree. I had a hardware issue that forced me to restart during the start of a HoH game. Luckily I was with guildmates who understood that I wasn't being malicious or anything, but it still upset me that I couldn't join my team on their path to glory.
Eclair
I think its a good idea, I mean, they grey out the names of party members who d/c, so if they reconnect, they should be able to join right back in since we still see them in the party. My friend sometimes has wierd comp problems, and a lot of times he'd disconnect in the middle of a mission, and we'd have to start over again because we dont' want to leave him behind. =(
AlloyDragon
Indeed, I want this because I'm currently stuck on a mission I can't get through without the game hanging or crashing. Think I've tried it a dozen times now, and the newness of the game has worn off enough, that I don't care to keep on trying. I had to try a previous one a half dozen times before I could get through it, as well.
At this point, I've given up and started a new character. For some reason the game hangs less in pre-searing, so I was able to get through that almost without out incidence, but post-searing has been more problematic, and I'm getting annoyed again.
At this point, I've given up and started a new character. For some reason the game hangs less in pre-searing, so I was able to get through that almost without out incidence, but post-searing has been more problematic, and I'm getting annoyed again.
Mr T Bone
I totally agree with this suggestion. I had to do Ruins of Surmia 6 times because my com either crashed or guild wars crashed. At end I realised i had been crashing only 5 mins or so before end of mission

Loviatar
they (arena) said it was a secutity issue and reconnect was a *dead issue*

Snowman
Quote:
Originally Posted by Forboding Angel
No. Period.
Times get tough? Just disco and reconnect within 5 minutes. Think these things through. Stop looking at only the benefits, look at the negatives too. |
If anyone ever Played Natural selection there was a big monster that could swallow another player whole, and keep him digesting for well over 60 seconds.
So players would disconnect then re-connect as it was quicker than waiting for the beasts digestion cycle to complete

No reason why something similar couldnt be put in place.. no reason at all!
Even if they did reconnect within the time frame, who is to say that any negatives would be wiped?.. when I 'disco' it seems to make a pretty good job of remembering what stuff I was holding, and what xp I was on.

So think of the negatives yes.. but dont assume negatives!

I think its an excelent idea AlloyDragon

The Snowman.
logonmas
Well for instance it took me 5 hours to do a 30-1hr mission. Not because my parties weren't any good just because the game kept crashing. So I end up getting left behind after putting together a good party and so on. There are easy ways to stop the negatives of being able to reconnect such as having your character be stuck on there for 30seconds after you log out. That would allow a character this is going to die to die. They could disallow it in PvP setting too. I don't really see a negative side to this if they impliment it like that. It wouldn't make the game more or less challenging just make the games bugs a little less crippling.
AlloyDragon
Quote:
Originally Posted by Loviatar
they (arena) said it was a secutity issue and reconnect was a *dead issue*
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I asked if this would be implemented on the guildwars.com site, and the response was that I should post my suggestion on the forums (thus the spawning of this thread), no mention that this was never going to implemented due to a security issue...
RTSFirebat
Quote:
Originally Posted by Endemion
You people (Negative responses that is) seem to think that by disconnecting, your character is suddenly and immediately gone, and that no harm can be done to it. You think that pulling the plug means you can save yourself from sure death and failure.
That's not what is being suggested. Take the time and think about your (most likely FPS biased) views. In most MMORPGs which have a similar feature (reconnecting to a lost party if you d/c) the actual disconnect keeps you in the game for an amount of time before it removes you. If you are getting hit by a monster, and you pull the plug, your character sits there for a minute or so getting pummled mercilessly by that thug you upset. How is disconnecting in that scenario a benefit? In short, I fully agree. I had a hardware issue that forced me to restart during the start of a HoH game. Luckily I was with guildmates who understood that I wasn't being malicious or anything, but it still upset me that I couldn't join my team on their path to glory. |
I think what he means is when someone "leaves" by quiting, then it should say "xplayer has quit the game" and remove them from the party. No coming back.
In the the case of if someone is discon from the game, the player should stop and just stand there and the game should say "Player x has connection issues, they have 2 mins to rejoin or they will be auto-removed from game"
Now I fail to see how people could cheat from this? If you in battle and pull out your network cable, all that would happen is your stop, stand there, get killed and most like be res or auto-res back at the near srine if your whole team dies.
After 2 mins, they are removed from the game. Plain and simple. Its annoying when your doing a long mission and your ADSL packs in for some reason and you lose over 30 mins of hardwork...

Plus the loss of a player in some missions is hard on a party, for example if the party lost its only Tank or worse their only healer!
Some people on these forums don't read the into the post, only flame.
Pevil Lihatuh
ya know, i wanted this anyway, but ESPECIALLY after last night. The ascension tests; now it takes AGES to get through that darn desert... and 3 areas into it both me and my boyfriend get disconnected. We log in straight away no problem... only to have to do it all again. I would LOVE this feature.
Ok so the negatives: Yes people may 'pull the plug' to avoid death. How does that help? Well you either make it so that if you don't log out in town, the char stays logged in for 1 minute (easily enough to die in) or quite simply, that person is not there for a couple of minutes and so gets none of the experience from a monster that gets killed whilst his teammates are still connected.
If someone can continually force-disconnect and re-connect to avoid death, i see no difference to if they simply left their character afk and let the party pull them through gates; they'll get no exp as they are not engaging with enemies or helping the party.
Alternatively if someone presses F12 and logs out then the character should be immediately logged out and IMMEDIATELY removed from any instances they were in.
There should definately be a time limit; 3 mins would be good to me as broadband users would just be able to re-login within about 30 seconds, and even a dial up should never really take longer than 1min to dial. And if your ISP is having issues then, well, you wouldn't want to go back into that instance 3 hours later anyway.
Of course people who leave by going to a town is different. I'd love to be able to travel and stay in the party but that is for another topic. Those people who complain it is too hard for them and just leave to e.g. lions arch should simply not be allowed to reconnect because by map travelling they have left the party, effectively it would be handled the same way as pressing F12 by immediately removing them.
Ok so the negatives: Yes people may 'pull the plug' to avoid death. How does that help? Well you either make it so that if you don't log out in town, the char stays logged in for 1 minute (easily enough to die in) or quite simply, that person is not there for a couple of minutes and so gets none of the experience from a monster that gets killed whilst his teammates are still connected.
If someone can continually force-disconnect and re-connect to avoid death, i see no difference to if they simply left their character afk and let the party pull them through gates; they'll get no exp as they are not engaging with enemies or helping the party.
Alternatively if someone presses F12 and logs out then the character should be immediately logged out and IMMEDIATELY removed from any instances they were in.
There should definately be a time limit; 3 mins would be good to me as broadband users would just be able to re-login within about 30 seconds, and even a dial up should never really take longer than 1min to dial. And if your ISP is having issues then, well, you wouldn't want to go back into that instance 3 hours later anyway.
Of course people who leave by going to a town is different. I'd love to be able to travel and stay in the party but that is for another topic. Those people who complain it is too hard for them and just leave to e.g. lions arch should simply not be allowed to reconnect because by map travelling they have left the party, effectively it would be handled the same way as pressing F12 by immediately removing them.
AlloyDragon
I was thinking longer then 2 or 3 minutes, in case someone needs to reboot their machine inorder to get back in, but 30 seconds would be better then what we've got now

Loviatar
not being able to break into the instance was explained as a security issue
griefers cant break in and you cant either after you are gone
give some mechanism of breaking into an instance and someone will hack it.
griefers cant break in and you cant either after you are gone
give some mechanism of breaking into an instance and someone will hack it.
AlloyDragon
Quote:
Originally Posted by Loviatar
not being able to break into the instance was explained as a security issue
griefers cant break in and you cant either after you are gone give some mechanism of breaking into an instance and someone will hack it. |
Sarus
Please Please Please Anet .... allow PvP to reconnect if they get disconnected. You promised this so many times and it ruins PvP totally when you're in tombs and you loose a key team member. It happens ALL the time. Either a flaky internet connection or GW crashing.