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Heres a suggestion: Let people who quit early keep their resources so host migration victims can prosper


Sorise
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How does one do anything in plains w/ a party especially eidolon fights w/ a peace of mind when host migration can easily ruin it and take back all the drops you got leaving you w/ nothing when you return to the same party?

You can always figure out how to deter people from quitting other missions early. Like for example, any item a player would obtain through unique things like cache/bosses, etc. the player obtains through mission reward and everything else that drops anywhere especially all things in the plains can be something the players can keep after quitting. Would that be hard to implement, these are rewards obtainable through unique methods, you should treat them as special rewards

 

In an open world MMO, you do NOT lose any resources you find just because you teleported away or quit a dungeon. Why can't Warframe be the same? Quitting a mission isn't a big deal, you did the mission a million times, jus slows down farming for no good reason(in fact, you kill a boss at the end of a dungeon, not before). In fact, cannot recall in any MMO or an online game where you lose your resources for quitting early in dungeon based or otherwise and things are jus peachy.

If you had placed the boss at the end of a mission like a normal game would, you wouldn't have this anti quit system. Kill boss and hop skip and jump over everything, what's the point?

 

You got all 3 cache, why stay? You finished the mission weeks ago.It's all pointless. And if ditching other players is the issue, why punish those who solo? Why punish players in the plains who want to leave and the others are jus...fishing. no one else is needed for that(especially those w/ no bait). Why stick around longer than you want in survival jus because others want to stay? The players that wants to leave can jus sit at extraction. it's happened already... a lot, hasn't it? it's jus one broken system.

It's not that big a deal anymore. Let it go.

 

W/ the introduction of the plains, the benefits of the anti quit system is far outweighed by the risk of host migration kicking players out of a Plains run or eidolon fight and after the eidolon fight stealing all their well earned rewards/resources jus cause something out of their control happened.

 

Host migration is ruining your new semi-open world and its because folks who get kicked by host migration lose everything and it's due to this anti quit system

 

Jus can't have this system around any longer, at least disable it until you figure out how to stop host migration from stealing all your rewards, especially from eidolon fights.

 

Not a good idea to have a solution to anti quit system when it can screw over players in the plains, even those who may not be able to leave the plains whenever he wants(due to other players much like survival) and keep everything.

 

Wheres the sense in all this?

 

It's not worth waiting until you find a solution to host migration to do something about this. Considering acting now.

Edited by Sorise
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57 minutes ago, Jeffrey94 said:

Rewarding players when they quit will only further incentivize people to do it

Well, good things drops aren't rewards, they are finds...like treasure.

 

There's nothing wrong w/ keeping what you get especially if you lose nothing after host migration...especially if players are in solo mode.

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3 hours ago, Sorise said:

What's the worse that could happen?

People join, get resources, and get back out without finishing the mission, leaving the rest of the team alone. Kuva Siphons/Floods would be a disaster. Nobody would finish the mission, if they didn't have to. Why bother finishing the level 60 bounty, when you already have the argon crystals/oxium/[insert rare resource here] that you need?

The same sort of trolling happens in defense missions, where people pretend to continue playing, but then quickly leave 1-2 seconds before the countdown ends, essentially trapping the remaining members in the game for another 5 rounds, and that gets quite annoying after wave 40.

I agree though, that DE should find a way to reduce host migrations and the impact it has on the players, but allowing you to keep resources without finishing the mission kinda defeats the purpose of a mission based system, where completion is mandatory.

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It's very likely(99%) the rest of the team is there for the same reason and shall quit as well. Not a big deal. This is the way other online games/MMOs function. it's not an issue.

 

Not to mention, it's quite simple to bulletjump through all enemies and makes it to extraction in one piece especially w/ 4 revives. 

In plains, the bounty rewards are actual rewards so it's different, but once the bounty is finished they should be allowed to quit and keep everything.

 

If people could keep rewards after quitting, no one would be stuck in defense missions alone. Whatever happened to keeping everything you got for completing past waves even if you quit? It's supposed to prevent this nonsense.

 

This is more like a dungeon based system, the actual mission rewards is jus crumbs, making resources a part of that doesn't change anything. You already completed that mission 5000 times, why complete it again, it's not new. Why do solo players especially have to finish?

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9 minutes ago, Sorise said:

This is the way other online games/MMOs function. it's not an issue.

Warframe is not really considered an MMO. Check the website it’s a shooter game. So, why constrain it to MMO rules?

10 minutes ago, Sorise said:

In plains, the bounty rewards are actual rewards so it's different, but once the bounty is finished they should be allowed to quit and keep everything.

I have tested this. You can keep almost everything. The only thing you seem to lose is sentient items. And if you are fighting Eidolons, it really is better to just go back to the gate.

12 minutes ago, Sorise said:

If people could keep rewards after quitting, no one would be stuck in defense missions alon

With the introduction of the “all pick the same option and instantly progress” system I figured this would be gone. If someone is undecided or is sitting on extract. You are at fault if you carry on. Of course they will leave. Survivals and excavations This might be a valid concern.

 

The main issue with keeping your loot when you quit: what happens when you get three host migrations and then fail to reconnect, losing all your stuff? Because you are yet to propose a solution to the actual problem. The host migration is fine, provided you reconnect. If you fail to reconnect, the information is not stored/maintained and you will lose stuff.

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11 minutes ago, krc473 said:

Warframe is not really considered an MMO. Check the website it’s a shooter game. So, why constrain it to MMO rules?

I have tested this. You can keep almost everything. The only thing you seem to lose is sentient items. And if you are fighting Eidolons, it really is better to just go back to the gate.

With the introduction of the “all pick the same option and instantly progress” system I figured this would be gone. If someone is undecided or is sitting on extract. You are at fault if you carry on. Of course they will leave. Survivals and excavations This might be a valid concern.

 

The main issue with keeping your loot when you quit: what happens when you get three host migrations and then fail to reconnect, losing all your stuff? Because you are yet to propose a solution to the actual problem. The host migration is fine, provided you reconnect. If you fail to reconnect, the information is not stored/maintained and you will lose stuff.

Also said "Online Games". That's Warframe.

Have quitted and lost the one iradite found so you don't keep that stuff which includes Eidolon stuff, it's not good to lose cores either.

 

You can head to the gate, but if others decide to fish or w/e, you may as well pitch up a tent there. But the real issue is failing to reconnect.

This is more of a workaround rather than a solution.

The obvious solution would be to let players keep everything if they fail to reconnect during host migration. Guess they can't figure out how to do that.

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7 hours ago, Jeffrey94 said:

Rewarding players when they quit will only further incentivize people to do it

 

7 hours ago, Ferah_Frithu said:

This will definitely encourage griefing, though.

that more speculation on you, but ofc there are problems that could arise.

so i guess something like a compromise would be best - let them keep the resources and maybe even gained standings from bounty-stages, but not the rewards IF they leave on themself - if a migration bugs out again (and we all know that happen still far too often), every thing a player earned should add to the account...

but here lies the real problem and probably the reason DE never put something like that into the game: the way data gets handled between host, the clients and the server. during a mission, the host is handling everything and only after the run is done, syncronisation between the host and the server is conducted... everyone who knows a thing or two about data correlation of running systems with multiple user having access at the same time will see the potential problems (especially when some user might want to "rig" the data toward them) but also the possible solutions.

in short terms, the constant syncronisation of all players is likely unwanted by DE for the amount of load for the controll servers (and therefore quite amount of costs they wuold have to cover for a hardware that can handle this). the problem of users from around the globe with different latencies to each is not too much a problem, but still must be adressed if one would aim for such a solution.

the best solution (in my opinion) to handle such data correlation is by only syncronize all data between the host and the clients during the mission, but not only with the host as the sole point where the data is stored, but on all 4 (or 8 in case of raids) players of a mission. there would have to be a encryption used for the data ofc, or it would be far too easy to manipulate it if a team of players is working together on this - and the private/public key of the RSA and Diffie-Hellman key exchange are widely used and working methods for many years now. the data can furthermore be cross-checked by the server in case of players "falling out" of a mission for different reasons and with simple timestamps in the logfiles for the mission, even a player whos machine is crashing hard, could get any reward earned upto the crash added to the account thanks to the logfiles of the other players.

the amount of calculation time for the server as well as the host and clients is not very much, and even DE would likely nort need any hardware upgrade because of that - the handled data is, afterall, only plain text of a few KB and the encryption of such is far less problematic than using your browser to open a secure website (which should be the default way these days).

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