(PSN)HallDaOnly Posted March 31, 2019 Share Posted March 31, 2019 Host migration is not really a bad thing on it's own. It's a minor inconvenience at worst. It's only a problem when it fails and causes you to lose all progress. Well, maybe not all progress. Whatever affinity you gain persists, but the bonus affinity? You can say goodbye to that. Syndicate standing? Gone! (This is the most important part) Loot?! GONE!! All time spent wasted at no fault of the player. This happens too often in a game celebrating its 6th anniversary. Don't believe me? Try host migration in an endless fissure. Tell me how that works out for you. I personally see an easy fix. You know how your account is updated the moment you unearth a gem or catch a fish on the Plains/Vallis? Why doesn't the same happen when the host leaves? The moment the migration screen pops up your account is updated. That way, if/ when host migration fails, the time you spent isn't wasted. Link to comment Share on other sites More sharing options...
peterc3 Posted March 31, 2019 Share Posted March 31, 2019 4 hours ago, (PS4)HallDaOnly said: Why doesn't the same happen when the host leaves? This is like saying a person should jump out of the way of a car coming towards them after the car has hit them. Host migrations happen when the current host of a squad cannot communicate with DE. More traffic hammering DE's servers will not fix problems. Link to comment Share on other sites More sharing options...
(PSN)HallDaOnly Posted March 31, 2019 Author Share Posted March 31, 2019 49 minutes ago, peterc3 said: This is like saying a person should jump out of the way of a car coming towards them after the car has hit them. Host migrations happen when the current host of a squad cannot communicate with DE. More traffic hammering DE's servers will not fix problems. Host migration isn't the problem. Host migration failing is the problem. I'm suggesting updating the players' accounts when the host disconnects just in case migration fails, not all the time like the Plains/Vallis. So it's like saying to get out of the street if you hear vehicles just in case a car comes through. Link to comment Share on other sites More sharing options...
peterc3 Posted March 31, 2019 Share Posted March 31, 2019 49 minutes ago, (PS4)HallDaOnly said: Host migration isn't the problem. Host migration failing is the problem. I'm suggesting updating the players' accounts when the host disconnects just in case migration fails, not all the time like the Plains/Vallis. So it's like saying to get out of the street if you hear vehicles just in case a car comes through. Explain when the game and the servers should be doing this. The host can just drop completely, no warning. How do you go back in time and get the players' data from before the Host ate it? Link to comment Share on other sites More sharing options...
You_See_Ivan.... Posted March 31, 2019 Share Posted March 31, 2019 What if when the host wanted to leave, there was a 30- second time where accounts would be updated, a new host would be selected, then at the end, the first host would leave. Seamless and no failure. Link to comment Share on other sites More sharing options...
(PSN)Viveeeh Posted April 1, 2019 Share Posted April 1, 2019 16 hours ago, You_See_Ivan.... said: What if when the host wanted to leave, there was a 30- second time where accounts would be updated, a new host would be selected, then at the end, the first host would leave. Seamless and no failure. I honestly have no idea how any of this works, but if this would be possible, DE would have been implemented it years ago. Probably not that simple. Link to comment Share on other sites More sharing options...
GentlePuppet Posted April 4, 2019 Share Posted April 4, 2019 On 2019-03-31 at 7:00 PM, You_See_Ivan.... said: What if when the host wanted to leave, there was a 30- second time where accounts would be updated, a new host would be selected, then at the end, the first host would leave. Seamless and no failure. On 2019-03-31 at 5:53 PM, peterc3 said: The host can just drop completely, no warning. How do you go back in time and get the players' data from before the Host ate it? Link to comment Share on other sites More sharing options...
You_See_Ivan.... Posted April 6, 2019 Share Posted April 6, 2019 On 2019-04-04 at 6:24 AM, GentlePuppet said: Have a timer before the host was allowed to log out? When they hit leave game, the game keeps running for the allowed time? Wait... I'm forgetting shutdowns and power strips. Yeah that was a dumb idea. Link to comment Share on other sites More sharing options...
IllogicalLogic420 Posted April 6, 2019 Share Posted April 6, 2019 I just posted about this haha: Link to comment Share on other sites More sharing options...
Recommended Posts