The sport getting stuck has nothing to do with AFK'ers » Gaming Central Forums

The sport getting stuck has nothing to do with AFK'ers

I have had several cases where a participant was afk the whole game of One Card, and also a couple of games in which all 3 of my competitions were afk. This drags on the sport far too long and frequently times the game just stops. I'd like if there was a way to kick a player from a game if the other 3 people in the match were to say they were "cheating" (afking). There obviously could be individuals who misuse this, however I see it doing far Maplestory2 Mesos more good than poor.

The sport getting stuck has nothing to do with AFK'ers. It happens when someone selects a color (after playing a Color Change or Irena card) overly slow. The game will time out, 11 minutes after the cards have been dealt, and you will receive points as to get a maximum-length game.

If you quit you get no issues and can not play for 10 minutes anyway, so you are better off staying in the match and hoping everyone else does also. Since if one person quits, the game gets partly unstuck: players still can not click their cards but turns do move from one to the other and also the AI plays for everyone. And then at the end (which usually happens at the identical 11-minute timeout) the game punishes everyone for "AFK'ing" since they did not play with their cards and let the AI do it to them...

In terms of voting people out: no.It would indicate that anybody who's down to a card would get kicked out from another three, who may not be friends but are all in agreement that they don't buy Maple Mobile Mesos need him winning.As Loonacm said, the game itself needs to be stricter with AFK'ers. Thus, it should only kick them out, instead of continuing to play for them after waiting their ends out.BTW, within my experience, there are not that many AFK'ers. A great deal of botters, but the robots do perform, so that they are much less of an annoyance. Some of the bots don't draw from the deck, so if they don't have a card to perform their switch drags on, but that is not quite as bad as somebody who never plays immediately. Nobody gains anything from truly AFK'ing, so people do not do that on purpose.

This is largely about the Madhouse, however, it applies to too many events in Maple, that have a part of RNG and restricted attempts. An event needs to have a way to be certain everybody wins, provided they strive hard enough.

Examples for your Madhouse event: Allow going back if reaching the Escape room, without using up another pass. It's still possible to never find a certain page, even when allowed to wander the Madhouse eternally, but it gets vanishingly unlikely. Make it feasible to purchase any diary page you are missing by paying some (big) amount of coins.

Make the opportunity for obtaining a page out of the proper reactor go up with the amount of attempts that you make, until it reaches 100% or until you get the page. Consequently, if the prospect of a Test Tube dropping Page 2 starts out in 5%, then each time you trigger a Test Tube it'll go up by another 5%, until after 20 Test Tubes you are guaranteed of getting that page. Once you receive the webpage the opportunity resets to 5 percent and stays there.

I'm certain different methods can be thought of. MapleStory The important part is, again : make sure everybody who makes a sincere effort can finish the occasion. Making us work hard for our benefits is fine. But which makes us work hard and after that fail because of random chance, is bothersome, enraging, and unfair. Real Life does that, but we play games to escape the frustrations of actual life, not to acquire more of these.

3 weeks, 5 days ago

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