The maplestory itself needs to be more powerful with AFK'ers

Rshop2018
Mensagens: 12

The maplestory itself needs to be more powerful with AFK'ers

Mensagem#1 » 03 Nov 2018, 02:43

I have had several cases where a participant has been afk the entire game of One Card, and even a buy Maple M Mesos few games in which all 3 of my opponents were afk. This drags on the game much too long and often times the game just stops. I would like if there was a way to kick a player from a match if the other 3 people in the match were to say they were "cheating" (afking). There clearly could be people who abuse this, but I see it doing a lot more good than poor.

It happens when someone chooses a colour (after playing a Color Change or Irena card) too slow. The sport out time, 11 minutes after the cards have been dealt, and you will get points as for a maximum-length game.

If you stop you get no issues and can't play for 10 minutes anyway, so you're better off remaining in the game and hoping everyone else can also. Because if one person quits, the game becomes partially unstuck: gamers still can not click on their cards but turns do move from one to the other along with also the AI plays for everybody. And then at the end (which generally happens at the same 11-minute timeout) the match punishes everybody for "AFK'ing" since they did not play with their cards and let the AI do it for them...

In terms of out voting people: no.It would indicate that anybody who is down to a card would get kicked out by the other three, who might not be buddies but are all in agreement that they don't want him winning.As Loonacm said, the match itself needs to be stricter with AFK'ers. Thus, it should only kick them out, rather than continuing to play for them after waiting their ends out.BTW, in my experience, there are not that many AFK'ers. Lots of botters, but the robots do play, so they are far less of a nuisance. Some of the bots don't draw from the deck, so if they don't have a card to play their switch drags on, but that's not as bad as somebody who never plays immediately. Nobody gains anything from truly AFK'ing, so individuals do not do this on purpose.

This is mostly concerning the Madhouse, but it applies to too many events in Maple, that have an element of RNG and limited attempts. An event ought to have a way to make sure everybody wins, given they try hard enough.

Examples for the Madhouse occasion: Allow going back when reaching the Escape room, without using up another pass. It's still possible to never find a certain page, even if allowed to roam the Madhouse eternally, but it gets vanishingly unlikely. Make it feasible to buy any journal page you are missing by paying a few (big) amount of coins.

Make the opportunity for obtaining a page from the proper reactor go up with the number MS2 Mesos of attempts that you make, until it reaches 100% or till you get the webpage. So, if the prospect of a Test Tube dropping Page 2 starts out at 5 percent, then each time you activate a Test Tube it'll go up by another 5%, until after 20 Test Tubes you are guaranteed of getting that page. When you receive the page the opportunity resets to 5 percent and stays there.

I'm sure different methods can be thought of. The key part is, again be sure everybody who makes a sincere effort can finish the event. Real Life does this, but we play games to escape the frustrations of actual life, to not acquire more of them.

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