Except we dont know the fine print. How long does it take to make a camp, what does it need, ect. If its super ez to make a camp then there was no reason to add the 30 min thing and they could have just made it a 5 min logout timer like a lot of us want. And if its annoying to make a camp then its still a bad change because we would all be better with a 5 min logout timer instead. So theres very few cases where a camp is better.Literally just have to place a camp to log out so you can't really do it in combat. None issue.... except for combat loggers.
I don't see how the logout system is related to survival games? I haven't played them much, but I'm assuming most of them have logout mechanics like this?I am not sure why they are trying to make this into a survival game when it is supposed to be an MMO.
Survival games suck in the long term, they are only interesting for a few days. This is supposed to last us for another 10 years.
This is all assuming things work they way you imagine them to. Im fairly sure we won't have to worry about being killed while logging out unless you literally just have to go and log out somewhere random. We have to wait and see how easy camps are to set up. It will also give more purpose to guild houses and Inns. Maybe I just have a different perspective...but I can see it being good for the game as long as more is added to it (which I assume will).The new logout system is unacceptable. Being able to get killed after you are logged out is pretty much one of the worst systems an mmo can have. I dont put time into making gear and roaming so I can be killed while my character is waiting to log out when I can't fight back. Staying logged in after logging out was my least fav feature about games like Conan Exiles, which I quit paying extremely quickly. In MO2 its only for 30 mins luckily, but thats still enough to risk dying offline, which just shouldn't be a risk at all.
All this change will do is kill roaming. The world is too big so I'm going to want to log out and not ride back to town if I don't have a need to ride back. But I'm not going to want to risk dying when a random person finds me logged out in the 30 mins before I disappear, which will happen more often if the player base is good. Theres no benefit to this system besides making people like me not want to play because I'm just going to die logged out.
My counter proposal. Just make it a 5-10 min logout timer in the wild. But once you log, your logged out. This will kill combat logging. Also make it so boulders are dropped to the ground / you cant logout with them.
New Dungeon logout system is fine.
You can not place camps tho, they are not ingame. There for it is a issue for everyone right now. Also if they did have camps how much time will it take to make one or the cost which could be burdensome and effect non combat loggers.Literally just have to place a camp to log out so you can't really do it in combat. None issue.... except for combat loggers.
Who cares. It's beta not release. we will see how burdensome they actually are when they are here.You can not place camps tho, they are not ingame. There for it is a issue for everyone right now. Also if they did have camps how much time will it take to make one or the cost which could be burdensome and effect non combat loggers.
I disagree but we will have to see when camp is outExcept we dont know the fine print. How long does it take to make a camp, what does it need, ect. If its super ez to make a camp then there was no reason to add the 30 min thing and they could have just made it a 5 min logout timer like a lot of us want. And if its annoying to make a camp then its still a bad change because we would all be better with a 5 min logout timer instead. So theres very few cases where a camp is better.
Oh yes, getting a massage when you log in saying who killed you would be great.I hope at least that whoever kills during this time is visible.
The issue is all about time, everything in game is traded for time, whether you make it yourself or trade for it, it represents a chunk of time. It's the factor in the risk vs reward calculation that a player has to figure before talking any action. Right now in the beta everything is super quick/safe mode but when the game is live and full of people the risk in playing away from town will outweigh the reward for anyone who can't be sure of 2 hours of uninterrupted playing time.I never log out of cities. I don't play red and so I am not familiar with these issues. All I know is that it is a beta, it needs testing, and the for the sake of their development schedule they decided to do it in this order without the camps. I understand the issues it solves from MO1, and some of the issues it brings right now. It sucks for some players. The ephasys being "right now" until we get the camps, which I hope is shortly. And I agree 30 mins is too long. 10 mins would be long enough IMO.
As for the "what if something happens in real life and I have to lose everything in game?" 1) you lose your inventory, in game banks exist. 2) Are you seriously having second thoughts about real life or ingame priorities? It's just a game. Losing a cronite weapon is hardly a big deal compared to any real life issue.
Yes, a shorter in game offline time would be good, especially now without camps, but it's not the end of the world.
Having your character stay in game after you log out is a system directly from casual survival games, games designed for people to play just to pass the time, they are wiped every so often, and gathering, building, and siegeing are very easy. Progression is handled very differently, and there is no living, persistent world. In short, nothing, including loss matters very much. Things like crafting and combat are dumbed down. So now we are getting more and more elements from that genre into MO2.I don't see how the logout system is related to survival games? I haven't played them much, but I'm assuming most of them have logout mechanics like this?
This is all assuming things work they way you imagine them to. Im fairly sure we won't have to worry about being killed while logging out unless you literally just have to go and log out somewhere random. We have to wait and see how easy camps are to set up. It will also give more purpose to guild houses and Inns. Maybe I just have a different perspective...but I can see it being good for the game as long as more is added to it (which I assume will).
As far as people saying "just make it this way around dungeons". I thought that initially....then I realized I don't want to have to rely on Star Vault to determine what is considered a dungeon or hotspot to implement the logout timers. We will see...
Edit: I will admit I'm biased right now because I'm not playing so the current issue doesn't effect me. I'm more looking at the end result. However, you would think they would have implemented at least some basic form of a camp with these changes.
The new logout system is unacceptable. Being able to get killed after you are logged out is pretty much one of the worst systems an mmo can have. I dont put time into making gear and roaming so I can be killed while my character is waiting to log out when I can't fight back. Staying logged in after logging out was my least fav feature about games like Conan Exiles, which I quit paying extremely quickly. In MO2 its only for 30 mins luckily, but thats still enough to risk dying offline, which just shouldn't be a risk at all.
All this change will do is kill roaming. The world is too big so I'm going to want to log out and not ride back to town if I don't have a need to ride back. But I'm not going to want to risk dying when a random person finds me logged out in the 30 mins before I disappear, which will happen more often if the player base is good. Theres no benefit to this system besides making people like me not want to play because I'm just going to die logged out.
My counter proposal. Just make it a 5-10 min logout timer in the wild. But once you log, your logged out. This will kill combat logging. Also make it so boulders are dropped to the ground / you cant logout with them.
New Dungeon logout system is fine.
I see a entire thread of people who care. You were absolutely wrong about camps and are just doubling down.Who cares. It's beta not release. we will see how burdensome they actually are when they are here.
A concern of mine too, but I think the campfires are planned to disappear when you log off. But then the other issue is that people who dont own the campfires will have trouble using the campfire. So campfires could be a solo thing that every player makes.Another thing... when they gonna add these campfire... all you have to do is roam around looking for campfire... when you find one you look if someone is loggin off... Oh someone is sleeping there in Oghy ! Free loot ... that kinda cringe.
I think SV has said that camps will be placeable and that your character will stay in game for five minutes after your game closes.From reading all these posts it seems most are in agreement with the dungeon ect system the issue is the 30 minute logout .
and most seem to somewhat agree with the camp concept .
So that leaves sv to come up with an option other than the 30 minutes afk log out .
Im kinda leaning towards a 5 minute logout timer while in game until the camps can be implemented .
once the camps are implemented we can then complain or cheer about them .
My take on the camps is it will probably have no cost it will just be something to do while a timer counts down .
I really hope they dont have the character ingame after log out , a prolonged logout system would come in lineI think SV has said that camps will be placeable and that your character will stay in game for five minutes after your game closes.
That was in a stream a little while ago so, they aren't always clear on details in those.