Town portal and area reset need countdown timers.
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Last edited by Asayus#5871 on Dec 19, 2022, 5:24:36 PM
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"There is already a limit of one portal open, the last one. That is why I suggested it. |
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Yeah, I think the reset timers are a bit fast, always feel rushed every time I go back to town to sell etc.
A few ideas: Have a portal keep the instance saved either forever, or a longer period of time, (at least 15-30 mins) have the timer increased to 15-30 mins or have the latest non-town instance not reset at all or with an extended timer. |
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" +10000000000000 to this |
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" So, on the opening night of the stress test, I was perusing through the D3 forums and I happened stumble upon a post with a link to a live game demo of POE with Kripp (for those that are not ware, this dude is apparently one of the first people in D3 to beat the inferno level pre-patch/nerf and is apparently well known among the hardcore gaming community) and interview/commentary by Chris J. Wilson (please tell me he isn't related to the other) online. The show was actually very informative regarding the game. So one of the few challenges of the stress test was the problem with memory overload. With subsequent patch/upgrades, the memory requirement for the servers increased and with so many players joining into the night of the stress test a few changes had to be implemented to prevent the game from crashing. 1) A login que to keep from a massive overload from too many people logging in at once. 2) Town portal/Reset timers were reduced. The problem is that the game remembers every detail of an area (location of corpses, how many corpses, weapons etc) for 15 whole minutes which is not too bad for a smaller community. The devs. made preparations for the stress test planning out for just a limited number of potential fans loggin in (which backfired since there was a lot more than anticipated). So a 15 - 30 mins time wont be too problematic for the closed beta (even though, I believe, there are a lot more members now) but its definitely not a solution for the Open Beta and hence. To me, I don't think its the amount of time that is not enough, there is just no indication of any sort that we can keep track of it. I think we can micro manage time efficiently if there was some sort of a visual overhead display whenever a portal is opened or a character dies in an area. Regarding character death, I would appreciate any input on how the reset timer works when a character dies. There is a resurrect window that pops up on death after a character is defeated in combat. Say, if a user decides to take a bathroom break or smoke a cig before pressing the resurrect option when does the timer start? Does it start immediately upon death or does it start as soon as one presses the resurrect button? "How would you like it if I snuck into your country and did this job over there... and not cash in any of your friggin checks?!! You WONT!! Because you will be right here!!" - Master Shake.
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" Another +1 to this |
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TBH... if it came down between laggy servers and resetting instances, i would rather have the smooth servers and instance resets.
a suggestion i might have would be to store any open instances locally on the users machine and delete the info after he logs out of the character... less strain on the server, unlimited amount of time keeping it open |
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" I tend to agree. The time limit doesn't bother me all that much, but some type of countdown clock would very welcome. Last edited by risingfish#4559 on Jul 30, 2012, 11:54:17 PM
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Last edited by Asayus#5871 on Dec 19, 2022, 5:24:59 PM
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Obviously you have been holding yours in for a long long time and its causing you to get distracted when reading a post or you just don't comprehend texts well. You just repeated what I said and tried to use it as a point against it.
"How would you like it if I snuck into your country and did this job over there... and not cash in any of your friggin checks?!! You WONT!! Because you will be right here!!" - Master Shake. Last edited by Fartfinder#0474 on Jul 31, 2012, 3:06:36 AM
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