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Sharkgoblin

about the extraction timer in survival

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there is always the guy that join a survival and for a reason or another he leaves at 5

this is not a problem because now the guy can extract and let other ppl play

but the timer lasts 60 seconds

60 seconds is too much

because the guy will draw aggro from enemies

it happens every single time

and then everyone is forced to run at extraction since all enemies are all there and we need reactant to open the relic

make it like 10 seconds

if the guy wants to leave

let him leave

trust me 60 seconds doesn't discourage people from leaving at 5 min in survival

really make the timer 10 seconds so he can just #*!% off leave

and let others play the mission in peace

jesus

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1 minute ago, Sharkgoblin said:

but the timer lasts 60 seconds

What I don't understand is. Didn't this timer used to be 30 sec in survival before the solo extract update.

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10sec is too low to catch up with the extracting player if he's the host. 30sec at the very least imo.

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40 minutes ago, Sharkgoblin said:

trust me 60 seconds doesn't discourage people from leaving at 5 min in survival

really make the timer 10 seconds so he can just #*!% off leave

 and let others play the mission in peace

If this is your approach you probably shouldn’t run on public. Yes, it is annoying when people do this, but if you don’t recruit a squad what do you expect? Sometimes people just need to finish the node so only stay for five minutes.

 

I do not think a 10 second timer is a good idea. It is too low. A 30 second timer would be far more suitable.

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Solo mode is bad for relic missions. No relic reward options from not having other players open relics. Solo have less chance of uncommon or rare.

A few players just "Abort mission", knowing that all opened relic rewards in endless missions are kept on mission abort, although most other rewards and drops may be lost.

 

There are 2 problems with solo extraction.

1. After a player (client) solo extract, but not yet "Left squad", extraction stops working. Requires to have all players go away from extraction, then extraction will work. This may be a bug.

2. Player number 1 (host) solo extract or abort mission may have some host migration problems. The new host might have death in a middle of "Migrating host" that can end the mission in a middle of migrating hosts. Bad, because up to 2 players that connect to new host too late, lose everything. No XP gains. No Arbitration rotation rewards. Video game consoles like PS4 and Xbox one have very slow host migrations.

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Posted (edited)

Sometimes when the connection between host and person who want to leave is not good, there is no timer at all. And he does indeed get a lot of enemies drawn to him

Edited by spliffy69

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The timer itself seems to be "fine" because people really need time to "catch up" to the player extracting. 10, 20 or even 30 seconds isn't enough time to both notice that one player has wondered off to extraction and catch up to them if you decided, I might as well extract too. A shorter timer increases the likelihood that players are going to be caught in migration loops where the player extracting first is the host, then the next host gets to extraction and leaves etc.

The problem is how the game handles spawns when a player is extracting, the game should shift priority to players who are not currently in a countdown to extract. 

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