#Make team-ups take longer than 10 minutes per leave.

1 messages · Page 1 of 1 (latest)

dry parcel
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It's frustrating how people join a team-up using the kiosk, only to leave. It'll make sense for a person to not be able to join any more team ups for 24 hours every time they leave with no exceptions.

vagrant temple
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This game has way too many dungeons with improper clear flags + connection problems to have a 24 hour ban for leaving on first offense

dry parcel
rocky salmon
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I thought teamups were supposed to be forgiving, how am I gonna quest through Azteca on my laptop if I get hit with a 3 hr ban from teamup when someone steps on my charging cord and my connection gets disrupted? And the countdown gets paused when I'm not on that wizard too if I remember correctly

urban spear
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I think lengthening the teamup timeout does not make sense at all.

I've lost connect loading into a teamup and the penalty is already annoying.

I've loaded into a teamup that I requested and no one else showed up to help and I needed help, so I left and got a penalty.

I've rarely had people leave a teamup. And I doubt a bigger timeout would change anything. People who don't want to be there will find other ways to not participate. Like not joining the battle or joining and just not playing any cards. I'd rather have them gone and redo the teamup if necessary. But if someone is creating problem in teamup, it hurts everyone to extend the timeout.

steep snow
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The reason why I leave team-ups is because I'm trying to team up with a friend and we get separated. They should fix the system instead of considering bans.

urban spear
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OK but you know that can happen. It's rude to leave the team up, do the fight and try again with your friend?

worn stag
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It's also opening an obvious hole for trolls to abuse in dungeons where the player on the quest needs to talk to someone or do something that only they can do as the final objective where they could just indefinitely not do something, resulting in the person who helped them get punished and not knowing why.

I remember when Empyrea part 2 came out and the fight against Helena was bugged where if you tried helping someone, it just took you to the area briefly and then kicked you back out, giving you the timer as punishment. The bugs need to be fixed first before more harsh punishments are called into the question

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"Oops, the game thought I quit when in reality, it bugged out and now I can't help the person I was hoping to. Guess I have to wait 24 hours"

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Technically my first paragraph is something that can happen now, but with a 10 minute punishment, that's something I could just use the bathroom while spinning to address

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Something that could help that concern is make it so the punishment won't apply if the last boss is finished, NOT when the dungeon itself is

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Because the only thing people generally need help with in dungeons are fights. If the last fight has been completed, then they won't have to do anything more to progress

vagrant temple
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There's still multiple dungeons that punish you if you leave even after killing the entire dungeon, and multiple dungeons where the entire dungeon isn't even mandatory

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Examples: counterweight west and pink lake respectively

worn stag
urban spear
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But regardless of these various glitches, I simply think it's a bad idea to extend the timeout. Tbh, the last time a person left one of my teamups it was because I had helped them earlier in an easier dungeon and they were not properly geared and all they did was pass. That was an easy dungeon and I had no trouble carrying this person.

But when I entered a teamup I knew would be difficult, I recognized this same person and said, you need to actually help in this fight. And they just left. Was it my fault? I was sincerely trying to help with the fight, but I did not think we could do it without 4 participants and this person was not there to help but to be carried. The other person there had already failed it with 3 people and they decided to just leave also and try for a full team. Should I have gotten more than a 10 min timeout for this?

Whenever I reinstall wiz, I often miss teamups because the instance has to load before it will load me in. Should I get a 24 hour timeout for that?

People leaving my teamup has not been a significant problem. But there are all kinds of bugs and issues why people leave and I don't think it's right to label everyone who leaves as a troll and slap harsh sanctions on them.

dry parcel
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How about a 15 minutes timeout per leave for harder dungeons like Darkmoor?

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Easy dungeons like Bastilla's Bastion in Firecat Alley no need to wait since it's easy for higher levels.

urban spear
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I'm curious why this is such a big problem that you wanted a full day ban? How often does this actually happen and is it that hard to just leave and try the teamup again?

I think putting harsher penalties would severely discourage players from volunteering to help with harder dungeons. If there is an issue, they'd be blocked from using teamup for a day? Be careful what you ask for, do you really want no one to be willing to help you?

worn stag
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Especially with some people who could abuse team up just to troll. For example, if a boss has a specific strategy, and the team up player intentionally refuses to cooperate with a strategy or intentionally sets off cheats to make it basically impossible to win. Or just intentionally runs down the clock every round to test the person's patience to the point that they just take the 10 minute wait or something

harsh plover
viscid moth
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I say that if the boss tapes for people that it should take three people or less to kill that honestly, they should lower a little difficulty to incorporate the chance of somebody leaving and screwing up everybody else because somebody cannot have the decency to stay and actually fight like they intended from the start by teaming up

zenith cobalt
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Here's a scenario that's happened to me quite a few times now

The person who requested the team up is AFK.
If I complete it without them, I get penalized
If I leave, I get penalized
I could wait in the instance for them to be disconnected, but I'd rather not do that

urban spear
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Interesting. I've never had it happen that the requester was afk for more than like a minute.

zenith cobalt
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It happens often if you join a side-quest one or one that it decently old

latent halo
worn stag
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Agreed. And sure, one could argue that you could intentionally invoke a connection loss by disabling the network adapter or something like that, but I don't see being able to get around trolls. Even if you could, you are very much more likely to affect innocent people who act in good faith

steep snow
bold geyser
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The root issue here is bots, no point in punishing actual players.

urban spear
# steep snow Ok sure, I'll just run the darkmoor dungeon while my friend waits.

Look I dual box, I get this problem. There are few q's that pop fast enough that you can't get 2 wizards into the same teamup. One of you request the teamup and the other one immediately join. Or both join at pretty much the same time a teamup that only has one person in it. Works 99 percent of the time. And if it doesn't don't be rude.

That said, KI should make grouping keep players together in a teamup.