Prompt to continue mission from a log out


AkuTenshiiZero

 

Posted

"You have an active mission from your last log in. Whould you like to continue?"

It's mainly for server disconnects


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server

 

Posted

Yes yes yes yes.

I've had a few too many instances (just one time is too many) where I have been on a kill all, there are only a couple enemies left, and then a mapserver occurs.

Then when I log back in, the mission has reset. Most of the time when this happens, I have already used my drop, so I end up having to go through it all again.

So in short...

/signed


 

Posted

I don't see any way to abuse this privalege, and it would certainly help with the occasional DC.

/signed


My Virtue Projects

AE: 38959 - Invasion of the Dark Realm

 

Posted

As long as all remaining enemies are restored to full health/end/etc., then HECK YEAH!!! I've had many times this would have been nice to have.


 

Posted

[ QUOTE ]
As long as all remaining enemies are restored to full health/end

[/ QUOTE ]

Unless it's a mission with an AV you've been soloing for a while, and you manage to get him down to 10% health and then you DC. Log back in, and you find you've just wasted 5-10 mins and probably a crap load in inspirations.


My Virtue Projects

AE: 38959 - Invasion of the Dark Realm

 

Posted

[ QUOTE ]
hmm.

Basically, you're asking for the server to keep a mission after everyone drops "warm" for, oh... several minutes after a quit. Can be done I think.

[/ QUOTE ]

I was seeing this as a major benefit for soloists. Team play, however, I'm not so sure.


My Virtue Projects

AE: 38959 - Invasion of the Dark Realm

 

Posted

Not that different than logging out of a TF I would imagine.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

/signed



 

Posted

[ QUOTE ]
[ QUOTE ]
As long as all remaining enemies are restored to full health/end

[/ QUOTE ]

Unless it's a mission with an AV you've been soloing for a while, and you manage to get him down to 10% health and then you DC. Log back in, and you find you've just wasted 5-10 mins and probably a crap load in inspirations.

[/ QUOTE ]I was assuming we'd reload with all health/endurance/etc. restored, like we do now. But if it can save the enemies' levels, it can save ours, too. So that's not the problem I thought it was.

Should it drop us outside the mission entrance, using the current game mechanics already in place, just not reset the mission? Or should it drop us exactly where we were when we DC'ed?

I think it should be at the entrance because if you've got a slower loading system, any mobs in aggro range when you left are going to be VERY happy to see you come back where they can reach you before you finish loading. That may give the AV some time to recover, but that's better than them getting a free shot before you finish loading. ESPECIALLY if you're also weakened.


 

Posted

As long as this is technically possible within the constraints of the servers and such (which we have no evidence to believe that it is): /signed



 

Posted

Good idea, and probably quite feasable. Only I wouldn't include Mayhems/Safeguards as savable. Simply because they fall into a very differant, time-sensitive catagory, and that may be a problem if you log back in and find you have only a minute or two to rob the bank.


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Virtue Forever.

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
As long as all remaining enemies are restored to full health/end

[/ QUOTE ]

Unless it's a mission with an AV you've been soloing for a while, and you manage to get him down to 10% health and then you DC. Log back in, and you find you've just wasted 5-10 mins and probably a crap load in inspirations.

[/ QUOTE ]I was assuming we'd reload with all health/endurance/etc. restored, like we do now. But if it can save the enemies' levels, it can save ours, too. So that's not the problem I thought it was.

Should it drop us outside the mission entrance, using the current game mechanics already in place, just not reset the mission? Or should it drop us exactly where we were when we DC'ed?

I think it should be at the entrance because if you've got a slower loading system, any mobs in aggro range when you left are going to be VERY happy to see you come back where they can reach you before you finish loading. That may give the AV some time to recover, but that's better than them getting a free shot before you finish loading. ESPECIALLY if you're also weakened.

[/ QUOTE ]

Yes, I was thinking that just didn't put it down. Your character would load at the mission entrance instead of where you were disconnected at. As you have already stated the reason why.

And for saving enemy hit points. I think that would be a good idea, because you won't want to log back in to fight an enemy that took awhile to get it's hit points down just to have to do it all over again risking another disconnect depending on the users internet connection. But as my post suggest this would be a prompt, so you can log in at saved hit points, endurance, buffs, powers recharging or not use it and log in at normal.

Saves at the start of the disconnect.


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server

 

Posted

[ QUOTE ]
Good idea, and probably quite feasable. Only I wouldn't include Mayhems/Safeguards as savable. Simply because they fall into a very differant, time-sensitive catagory, and that may be a problem if you log back in and find you have only a minute or two to rob the bank.

[/ QUOTE ]

Saves at the start of the disconnect.


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server

 

Posted

At the start of the "Loss connection to mapserver" error; Hit points, endurance, buffs/debuffs, status effects, toggles, powers recharging and if part of the mission; time, will be saved. If the game can reconnect it gets erased. This to prevent people from exploiting this for time missions. It's an unfortune for people that will disconnect then connect then disconnect then connect then finally disconnect log enough to end up back at the log in screen.


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server

 

Posted

I've suggested this idea in the past. So of course I'm going to give it a big thumbs up. I hate when I've almost completed a mission and it suddenly resets. Especially on the large Orenbega or Crey Lab maps.


Don't count your weasels before they pop dink!

 

Posted

This will be for single player missions. Since being on a team you can just rejoin and you'll be pretty much were you left off.


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server

 

Posted

Snippet:
[ QUOTE ]

And for saving enemy hit points. I think that would be a good idea, because you won't want to log back in to fight an enemy that took awhile to get it's hit points down just to have to do it all over again risking another disconnect depending on the users internet connection. But as my post suggest this would be a prompt, so you can log in at saved hit points, endurance, buffs, powers recharging or not use it and log in at normal.


[/ QUOTE ]
I think that saving an enemy's hitpoints remaining would be a bit too convenient. For instance, say that you are beating up an AV and suddenly your doorbell rings. What you have effectively created here is a [Pause] key. Part of the nature of this variety of game is NOT having the ability to pause. I think that having the option to force a disconnect as a means to "save your game" is a bit too nice.

However, I don't think that a person with a bad connection should be penalized by totally replaying a mission over and over again either. I stand by my previous post, and hope that a happy medium can be acheived.



 

Posted

[ QUOTE ]
Snippet:
[ QUOTE ]

And for saving enemy hit points. I think that would be a good idea, because you won't want to log back in to fight an enemy that took awhile to get it's hit points down just to have to do it all over again risking another disconnect depending on the users internet connection. But as my post suggest this would be a prompt, so you can log in at saved hit points, endurance, buffs, powers recharging or not use it and log in at normal.


[/ QUOTE ]
I think that saving an enemy's hitpoints remaining would be a bit too convenient. For instance, say that you are beating up an AV and suddenly your doorbell rings. What you have effectively created here is a [Pause] key. Part of the nature of this variety of game is NOT having the ability to pause. I think that having the option to force a disconnect as a means to "save your game" is a bit too nice.

However, I don't think that a person with a bad connection should be penalized by totally replaying a mission over and over again either. I stand by my previous post, and hope that a happy medium can be acheived.

[/ QUOTE ]

There's already something that works like a pause button, yet doesn't require waiting to log out and log back in. Agro range.


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server

 

Posted

I'm not sure what you mean exactly. (I assume you meant "agro"... but that isn't the source of my confusion.)



 

Posted

[ QUOTE ]
I'm not sure what you mean exactly. (I assume you meant "agro"... but that isn't the source of my confusion.)

[/ QUOTE ]

In your last post you were saying, saving the game to the exact would create a pause button. Where I was saying, by just getting far enough from the enemy to no longer chase you, is an equally effective pause button. The save still starts you on the outside of the mission, so you'll still have make your way back to were ever it was you were at. Is there really a problem with adding convience to get rid of a little frustration?

A problem I can see with saving only foes killed and clues clicked with recharged health, endurance, and powers. Is you get to change the out come of the alpha-strike. Let's say you have a stalker and you try to AS an EB, but it misses. You could log out than log back in and try again, as many times it takes to get a hit on the first stike. Also lets say that EB has really powerful attack that knocked your stalkers health to a quarter. You could log out and log back in as many time it take for the EB to miss with its very long recharge Uber power.


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server

 

Posted

For this very least; have this activated while the log in screen says "This account is already logged in".


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server