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Port-able dungeons/fixing the AFK problem.

AuthorMessage
Archon
Feb 07, 2011
3175
Last night, I was in some tower in Avalon (the first one you visit when entering The Wild) with 2 teammates- a pyro, and a thaumaturge. We made it past the first 2 bosses, and had gotten into the final battle when... Surprise! BOTH teammates went AFK.

One eventually fled/disconnected and the other got hit with a critical something and was defeated, so I asked a friend to try and port in (which, of course, he couldn't). So I was stuck in this tower, with 4 bosses, a non-functioning teammate, and no way to get help... I'm not about to waste pips healing someone who's inanimate, so I healed myself and brought in a level 80 Life henchman to keep me alive while I finished the job (if that's a marketing move, I'm not impressed).

-

My suggestion is, if someone goes AFK, they'd automatically get booted from that battle after 3-5 rounds and have to start over (passing wouldn't count, since it still requires someone to press the button); also dungeons should be port-able, which would allow players abandoned by their groups to call for backup.

Example: I'm in a dungeon with Sarah, Kieran, and Fred (all names are random). Let's say I go to get a drink, or Fred needs to check on his kid- fine; life happens. But we both come back, and keep going.

Example #2: Same group goes into the dungeon, but Sarah and Kieran go AFK . After 5 rounds, the game kicks them from the fight, which leaves only 2 of us; Fred and I call our friends Amber and Sean in to help out- they port, and we finish the fight; the 4 of us get our rewards, and the others have to complete the instance again.

What do you guys think?

L.S.

Geographer
Nov 26, 2011
860
Champion
Mar 19, 2009
429
I disagree. When I go AFK, I am not as quick as a bunny, and for some reason someone else might minimize and do something else for the 5 vital rounds, so maybe 10-13 rounds?

Archon
Feb 07, 2011
3175
sparky1233334444 wrote:
I disagree. When I go AFK, I am not as quick as a bunny, and for some reason someone else might minimize and do something else for the 5 vital rounds, so maybe 10-13 rounds?


When I'm doing solo stuff, I minimize- that said, I'm alone, so me being AFK at that moment is not affecting someone else's progress.

If there are 4 enemies and 3-4 teammates, 5 rounds is more than sufficient. All of those spells, plus the visuals before anyone even gets a shot off... multiply that by 7 or 8, and you have more than enough time to get back to the keyboard before your next turn. If I'm in a group and need to go AFK, I always pick my spell first- that way, I'm back before the next round starts.

That said, if you're in a smaller group (say, with just one other person), 7 rounds might be fair, as any more than that seems a little excessive... not to mention unfair/disrespectful to your teammate.

I'm a Balance wizard- as with Life and Death types, just because I /can/ shield or heal you while you're inanimate doesn't mean that I'm obligated to do so.

Happy travels,

L.S.
transcended/76

Defender
May 21, 2011
104
I am sorry, I do not agree with this. some newbies, do not know about the pass button, I didn't find out about it until my mum told me to pass and I was very confused.

So as i was saying they might not want to do anything and not know about the pass button, or they are deciding what cards to keep or whatever. if they are non-speakers they cant tell you this, so it appears they are AFK. the thing that boots them, will think they are afk, and boot them from that battle.

I was going to suggest an AFK button, but i already know that would cause trouble, it would be like either it makes you pass every round until you turn it off, or it moves you to the main area of that world (like the commons in wizardcity) but I know that there would be trolls who didnt do anything and didnt press afk, or if it was one where they get teleported back to wizard city, wizards would use it instead of flee, which is like cheating, because they dont loose their mana. there would also be people just not pressing AFK when they do AFK.

~Taylor Skywalker

Explorer
Jan 14, 2011
78
Hmm, I guess this would be a good idea, except I would raise the number of rounds from 5 to about, oh I don't know, 8 or 9 I guess. Truthfully, I did not know that you could not port into a dungeon if one of the four original people left. I suppose that would be sort of annoying.

Haley Fairygarden
Level 41 Life/Fire Wizard


<3 pa-pa-pa-pa-panda-neko! <3

Explorer
Apr 05, 2012
63
Why is anyone going away from their keyboard while in a fight? Wait until the end of a battle to get a drink of water.
A child bleeding, a knock at the door or the house burning are examples that anyone should need to go away from the computer while in a fight.

                                                              ~^v~^v~^v~^v~^v

However. I would like to comment on another idea mentioned.
I have been in dungeons with two other people. One of them had a friend port in during a fight and then not do anything the remainder of the battle. When the battle was over they moved on to the next one. This continued for a few battles until we asked him to either help out or leave the dungeon. They flat out refused to leave. The dungeon was now full so we could not ask a friend to join us that would actually contribute.

It would be great if the first person on the sigil at the start of an instance had a "dungeon controls" button, that they could use to remove people that were not helpful, or un/lock the porting feature.

Archon
Feb 07, 2011
3175
vollans wrote:
Why is anyone going away from their keyboard while in a fight? Wait until the end of a battle to get a drink of water.
A child bleeding, a knock at the door or the house burning are examples that anyone should need to go away from the computer while in a fight.


I shouldn't have to list the reasons~ there are medical conditions, natural impulses, family members coming home from work/school... stuff like that. If my boyfriend comes in from work while I'm in a dungeon, I'll get up from my chair and go say hello, give him a hug and ask him how his day was... at that moment, staying glued to the screen just seems rude. But I always let my teammates know first, and I don't expect them to keep me alive while I'm AFK.

Otherwise, my apartment is small, so everything I need is within a few feet of me at any given time; as it were, I also have a mini-fridge in my living-room, about two feet from my computer... So I pick my spell, go get whatever it is I need, and am back before the next round starts. It's really not that complicated.

vollans wrote:
However. I would like to comment on another idea mentioned.
I have been in dungeons with two other people. One of them had a friend port in during a fight and then not do anything the remainder of the battle. When the battle was over they moved on to the next one. This continued for a few battles until we asked him to either help out or leave the dungeon. They flat out refused to leave. The dungeon was now full so we could not ask a friend to join us that would actually contribute.

It would be great if the first person on the sigil at the start of an instance had a "dungeon controls" button, that they could use to remove people that were not helpful, or un/lock the porting feature.


A "kick from battle" feature would be nice, if someone had proven him/herself incapable of contributing to the team. Even if not in the traditional sense, the person you mentioned is a kill-stealer~ letting you guys do the work, and taking the credit (because they'll still get XP, and whatever they need, in the case of a defeat-and-collect quest). It's not fair to those teammates actually doing the work, and they deserve the option to kick this leech from their fight. Sitting through multiple rounds and doing nothing is disrespectful, and needs to end, stat.

Armiger
Feb 25, 2009
2425
I agree that the dungeons should be portable. I have run into similar problems and it gets very frustrating.

Waiting more than 5 rounds for another player to be booted out of the dungeon is plenty. Anymore than that and the chances of getting another player in fast enough to do any good would be greatly reduced. For some, waiting more than 5 rounds means they are going to die before help arrives.

Explorer
Jun 16, 2012
55
I agree 100% :)

~Love,
Emily Skyblade, Lvl 15 Fire Wiz.

Defender
May 21, 2011
104
vollans wrote:
Why is anyone going away from their keyboard while in a fight? Wait until the end of a battle to get a drink of water.
A child bleeding, a knock at the door or the house burning are examples that anyone should need to go away from the computer while in a fight.

                                                              ~^v~^v~^v~^v~^v

However. I would like to comment on another idea mentioned.
I have been in dungeons with two other people. One of them had a friend port in during a fight and then not do anything the remainder of the battle. When the battle was over they moved on to the next one. This continued for a few battles until we asked him to either help out or leave the dungeon. They flat out refused to leave. The dungeon was now full so we could not ask a friend to join us that would actually contribute.

It would be great if the first person on the sigil at the start of an instance had a "dungeon controls" button, that they could use to remove people that were not helpful, or un/lock the porting feature.


nto always you can wait for things, because they are talking about long, big battles which go on for about twenty minutes each, otherwise they wouldt complain, would you wait that long for the bathroom?

Archon
Feb 07, 2011
3175
sydneypixie wrote:

nto always you can wait for things, because they are talking about long, big battles which go on for about twenty minutes each, otherwise they wouldt complain, would you wait that long for the bathroom?


Exactly what I meant by "natural impulses"... LOL.

I don't expect anyone to keep it in, starve themselves, etc... in for the entirety of Waterworks, or some other obscenely-long dungeon that requires job-length hours~ that's unfair, and unnatural. If you've gotta go, you've gotta go, but at least tell me you're going AFK. Don't just stand there and think that I'll sustain you~ I could, if I really wanted to, but my contributing teammmates would be looked-after first.

Again, I'm all for an auto-kick feature~ after 3-5 rounds, the inactive person would be booted and have to port/re-enter through the sigils. I also agree with goldendragon that the # of rounds is not unrealistic. I don't like quoting myself, but this is the case I made for it, further up:

vonawesome1 wrote:
If there are 4 enemies and 3-4 teammates, 5 rounds is more than sufficient. All of those spells, plus the visuals before anyone even gets a shot off... multiply that by 7 or 8, and you have more than enough time to get back to the keyboard before your next turn.


^ It's true~ with all of those fancy pre-casting anims, there's absolutely no reason, other than the examples vollens listed, for anyone to be gone longer than 5 rounds (and even that's pushing it, IMO) unannounced. Seriously, guys... BRB is 3 letters; not complicated.

-El Veeb

Defender
May 21, 2011
104
I agree more that you can lock battles or dungeons, the battles, the limited amount of time. but the dungeons, its only fair because its your dungeon.

Mastermind
Jul 08, 2011
305
sydneypixie wrote:
I agree more that you can lock battles or dungeons, the battles, the limited amount of time. but the dungeons, its only fair because its your dungeon.


Uhh.... not sure if you noticed, but any dungeon that gives experience as part of the questline from zafaria and above including ToTH and WW are no port dungeons anyways. All of the other dungeons arent all that hard and you should not need help with them. If you do, then great you can ask someone to port to you and thats that. IMO this isnt an urgent issue

Defender
Jul 10, 2011
187
vonawesome1 wrote:
Last night, I was in some tower in Avalon (the first one you visit when entering The Wild) with 2 teammates- a pyro, and a thaumaturge. We made it past the first 2 bosses, and had gotten into the final battle when... Surprise! BOTH teammates went AFK.

One eventually fled/disconnected and the other got hit with a critical something and was defeated, so I asked a friend to try and port in (which, of course, he couldn't). So I was stuck in this tower, with 4 bosses, a non-functioning teammate, and no way to get help... I'm not about to waste pips healing someone who's inanimate, so I healed myself and brought in a level 80 Life henchman to keep me alive while I finished the job (if that's a marketing move, I'm not impressed).

-

My suggestion is, if someone goes AFK, they'd automatically get booted from that battle after 3-5 rounds and have to start over (passing wouldn't count, since it still requires someone to press the button); also dungeons should be port-able, which would allow players abandoned by their groups to call for backup.

Example: I'm in a dungeon with Sarah, Kieran, and Fred (all names are random). Let's say I go to get a drink, or Fred needs to check on his kid- fine; life happens. But we both come back, and keep going.

Example #2: Same group goes into the dungeon, but Sarah and Kieran go AFK . After 5 rounds, the game kicks them from the fight, which leaves only 2 of us; Fred and I call our friends Amber and Sean in to help out- they port, and we finish the fight; the 4 of us get our rewards, and the others have to complete the instance again.

What do you guys think?

L.S.
I'm really confused. A lot of people keep saying blah blah AFK blah blah blah blah AFK blah AFK but what does AFK even stand for?!?!?!

Mastermind
Jul 08, 2011
305
eric123456789028 wrote:
vonawesome1 wrote:
Last night, I was in some tower in Avalon (the first one you visit when entering The Wild) with 2 teammates- a pyro, and a thaumaturge. We made it past the first 2 bosses, and had gotten into the final battle when... Surprise! BOTH teammates went AFK.

One eventually fled/disconnected and the other got hit with a critical something and was defeated, so I asked a friend to try and port in (which, of course, he couldn't). So I was stuck in this tower, with 4 bosses, a non-functioning teammate, and no way to get help... I'm not about to waste pips healing someone who's inanimate, so I healed myself and brought in a level 80 Life henchman to keep me alive while I finished the job (if that's a marketing move, I'm not impressed).

-

My suggestion is, if someone goes AFK, they'd automatically get booted from that battle after 3-5 rounds and have to start over (passing wouldn't count, since it still requires someone to press the button); also dungeons should be port-able, which would allow players abandoned by their groups to call for backup.

Example: I'm in a dungeon with Sarah, Kieran, and Fred (all names are random). Let's say I go to get a drink, or Fred needs to check on his kid- fine; life happens. But we both come back, and keep going.

Example #2: Same group goes into the dungeon, but Sarah and Kieran go AFK . After 5 rounds, the game kicks them from the fight, which leaves only 2 of us; Fred and I call our friends Amber and Sean in to help out- they port, and we finish the fight; the 4 of us get our rewards, and the others have to complete the instance again.

What do you guys think?

L.S.
I'm really confused. A lot of people keep saying blah blah AFK blah blah blah blah AFK blah AFK but what does AFK even stand for?!?!?!


When someone says "afk" they mean the are Away From Keybord

Archon
Feb 07, 2011
3175
eric123456789028 wrote:
I'm really confused. A lot of people keep saying blah blah AFK blah blah blah blah AFK blah AFK but what does AFK even stand for?!?!?!

Hey, Eric~ AFK stands for Away From Keyboard, meaning that the person is not at their computer and/or unresponsive. Not to be confused with passing, which still requires someone to push a button.

The reason this is a problem is because some people will go AFK during dungeons and leave their teammates to do the work.~ it's unfair, because they still get the XP and rewards (as well as what they need, in the case of a defeat-and-collect quest), without doing anything to earn it... In most other MMOs, this is called "kill-stealing" and is highly frowned-upon.

Hope that clears it up for you!

El Veeb

Mastermind
Dec 11, 2011
333
vollans wrote:
Why is anyone going away from their keyboard while in a fight? Wait until the end of a battle to get a drink of water.
A child bleeding, a knock at the door or the house burning are examples that anyone should need to go away from the computer while in a fight.

                                                              ~^v~^v~^v~^v~^v

However. I would like to comment on another idea mentioned.
I have been in dungeons with two other people. One of them had a friend port in during a fight and then not do anything the remainder of the battle. When the battle was over they moved on to the next one. This continued for a few battles until we asked him to either help out or leave the dungeon. They flat out refused to leave. The dungeon was now full so we could not ask a friend to join us that would actually contribute.

It would be great if the first person on the sigil at the start of an instance had a "dungeon controls" button, that they could use to remove people that were not helpful, or un/lock the porting feature.


Thats a wonderful idea, however, let it go down to a "vote" as in Xbox live, or something along that line.

Defender
May 19, 2012
191
I haven't gotten to Waterworks yet. In fact, my Storm Wizard has only just gotten to Celestia. I do tend to agree though, with some of the points that have been made here about people joining a dungeon and not doing their part. It would be nice if some kind of control were in place to help out with that. I have mixed feelings though, about a person having controls over kicking a person out of a dungeon, based on what I have seen in other mmo's.

Some people go on this power kick, because they can control who is in the dungeon or not, and when they get to a boss they want all the loot from, they wait until the boss is nearly dead, then BOOM, all of a sudden you find yourself kicked from the dungeon. Not that you did anything wrong...you carried your own weight and contributed and did your part. You are just a victim. If you find someone in your party is not carrying their own weight, there are other ways to handle it.

You and the other party members who are contributing could leave, regroup, and start over again.

You could make the person who is not doing their job miserable by letting their character die and not reviving it (let them run into battle first or everyone just stands around), until maybe they get the idea that they better start contributing or they will be doing a lot of running back (I would definitely remove from friends if they are on list, and ungroup so they can't port back to you and have to run back).

Or just ride it out and put them on your ignore list at the end of the dungeon.

As for afk players, I agree that four or five rounds should be sufficient time for them to do what they need to do and get back to their keyboard. Unless this game has lock out timers on dungeons, though, I don't really see a reason for dungeons not being portable. I do, however, think they need to be level appropriate (meaning you don't port a level 13 player into a level 70 dungeon). Dungeons should have a minimum level requirement on them.

Armiger
Feb 25, 2009
2425
Although there does need to be a fix on the AFK issue, I for one would really like to see the dungeons made Port-able again.

I currently have 2 accounts and there are times that one of my wizards needs help with a particularly difficult dungeon or boss. I have in the past been able to use one of my lower wizards to help keep the main one alive long enough to complete the quest. Now, I can no longer do that and will not use the New henchmen. It is very rare that one of my friends is on the same time I am, so I either have to wait, or just let my wizard set.

I realize that there are problems with un-wanted porters and I do think there needs to be a way to control that once a player/s have entered the dungeon. But for those of us that don't have friends playing when we are, we need a way to be able to port one of our own from another account and others need to be able to request help from friends not already in the same dungeon with them. So Please make them open to Ports.

Defender
May 21, 2011
104
thejordanator wrote:
sydneypixie wrote:
I agree more that you can lock battles or dungeons, the battles, the limited amount of time. but the dungeons, its only fair because its your dungeon.


Uhh.... not sure if you noticed, but any dungeon that gives experience as part of the questline from zafaria and above including ToTH and WW are no port dungeons anyways. All of the other dungeons arent all that hard and you should not need help with them. If you do, then great you can ask someone to port to you and thats that. IMO this isnt an urgent issue


what i am saying is that if your in marleybone or something and you in a dungeon, and some random person ports in when your waiting for friends or something, its annoying, and i mentioned battles as well. o _ o