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EnfinitiStarr8
08-31-2007, 12:22 PM
<span class="postbody">Persistent zone, how will they work really? I'm still a little unsure of how I work this. Especially with a zone like Unrest where you need drops, and get chess sets, all that. If I go to Priest then we all leave, does it end once the first person from that group goes back to finish it? Any help for a lost Kerra please!</span>

Jal
08-31-2007, 12:27 PM
Group entersGuardFuryNecroWizardRangerAssassinKills to gnome then has to leave.Necro comes back and zones into that instance but then recruits new people to help finish it.Ranger zones into zone after necro and new group have cleared it zone is still cleared.Youre still locked out as normal when you zone out so cant go into a new instance until the lockout expires but you can re-enter your old zone until its timer expires.

Anastasie
08-31-2007, 01:03 PM
Wow - this change will make people not want to do pick-up groups so they don't get screwed out of finishing a zone.

FaeDesi
08-31-2007, 01:08 PM
<cite>Sioned@Befallen wrote:</cite><blockquote>Wow - this change will make people not want to do pick-up groups so they don't get screwed out of finishing a zone.</blockquote>Are you claiming that as it stands now, without persistence, that doing a pickup group doesn't include the risk of not finishing a zone?

Remeo
08-31-2007, 01:33 PM
<p>My question is it persistant, as in Temple of Cazic Thule?  Where any number of people can enter and ruin your fun.  Or persistant as in remembers your progress in the instance and goes from there.</p><p>For the life of me, I can not see any good reason at all, to open the instance up.  I'm certain you all could give me some reasons why, but none of them will be worth the idea of losing it as an instance.</p><p>Losing Unrest as an instance = bad idea. (imo)  Do not apply this to public, I beg you Sony.</p>

Deila
08-31-2007, 01:37 PM
<cite>Remeo@Befallen wrote:</cite><blockquote><p>My question is it persistant, as in Temple of Cazic Thule?  Where any number of people can enter and ruin your fun.  Or persistant as in remembers your progress in the instance and goes from there.</p><p>For the life of me, I can not see any good reason at all, to open the instance up.  I'm certain you all could give me some reasons why, but none of them will be worth the idea of losing it as an instance.</p><p>Losing Unrest as an instance = bad idea. (imo)  Do not apply this to public, I beg you Sony.</p></blockquote><p>No, the term 'persistent' is being applied to instances that remember your progress for a number of days so that you don't have to do very long dungeons in one session. It shouldn't be confused with 'non-instanced', such as the Temple of Cazic-Thule.</p><p>Just thought I'd quell some fears there before any confusion set in.</p>

Cathars
08-31-2007, 01:50 PM
<cite>Sioned@Befallen wrote:</cite><blockquote>Wow - this change will make people not want to do pick-up groups so they don't get screwed out of finishing a zone.</blockquote>Pickups will continue as before.

Remeo
09-01-2007, 05:51 PM
<p>Then I am not against the idea.  Thanks for the clarification.</p>

TaleraRis
09-01-2007, 06:33 PM
How does it work with a pickup group that all have different timers. Does it go by the person that went farthest, closest to the start, or first to zone in?

PaganSaint
09-02-2007, 03:13 AM
After set amount of time you can choose to reset your completion timer.IE:6man group enters, kills everything up to priest. They have to call it a night. They zone out and have, lets say 36 hours before the zone resets on them from where they left off to a brand new instance.The next day, 3 of the 6 return and recruit new people for the last 3 slots, they get to start in a zone cleared right up to the priest.Later that day, the remaining 3 of the original 6 form a group. They enter and find the zone completely cleared. They zone out. They then go to their zone timers page, select the Persistent Zone tab, highlight Estate of Unrest, click the Reset Zone Timer button at the bottom. They can now zone into a brand new instance of Unrest.

retro_guy
09-02-2007, 03:57 AM
<cite>Entoine@Antonia Bayle wrote:</cite><blockquote><span class="postbody">Persistent zone, how will they work really? I'm still a little unsure of how I work this. Especially with a zone like Unrest where you need drops, and get chess sets, all that. If I go to Priest then we all leave, does it end once the first person from that group goes back to finish it? Any help for a lost Kerra please!</span></blockquote>I seriously hope there is a option when your group zones in to choose a new zone without any of the mobs killed.What happens if 1 person in your group has cleared most of the zone (or killed mobs and drops are missing you need) with a group previously, don't they basically screw it up for the rest of the group?I'm very uneasy about these persistent instances unless they are optional.

Terrius
09-02-2007, 04:44 AM
<cite>PaganSaint wrote:</cite><blockquote>Later that day, the remaining 3 of the original 6 form a group. They enter and find the zone completely cleared. They zone out. They then go to their zone timers page, select the Persistent Zone tab, highlight Estate of Unrest, click the Reset Zone Timer button at the bottom. They can now zone into a brand new instance of Unrest.</blockquote><p>Is that how persistant zoning is working on test? </p><p>I figured from what i read, you are taged with a unique signature dictating where you left off in the zone. if that's the case then, group 1 (the 3 who went in earlier) would beable to clear the zone by bringing in 3 others (who from what i read cant have a ID tag) and group 2, would beable to do the same. Otherwise leaving an entire zone open like that suggests would be hell on server resources :/ and wouldnt make any sense why the other 3'd be ripped off like that.</p>

Jacien
09-02-2007, 08:48 AM
So...whomever gets back to the zone first, gets to spawn the zone with the previously stored data?Group clears to the Priest, have to call it a night. One person can't sleep or gets out of whatever they had to do, comes back, gets a full group together and can spawn the zone cleared up the priest.This removes the option from the others in the original group right? It's whomever gets back to the zone first that uses the "saved" semi-cleared zone?Everyone else who returns, say the next day, will find a fully cleared zone then have to zone out, reset their timers, and start a whole new, freshly spawned, instance?And what if the 2nd PUG couldn't finish the instance. Will the original group members be able to zone in and find the newer "saved" instance where the 2nd PUG cleared past the priest?Interesting idea.

Triste-Lune
09-03-2007, 11:00 AM
this zone really didnt needed to be persistant. if it s because the zone was taking too long then you must really suck. this zone take about 1H15-30 min. if you are stuck with a lock out timer for the statue serve you right, you should have planed it instead of being brainless :/

redde
09-03-2007, 12:57 PM
<cite>Triste-Lune wrote:</cite><blockquote>this zone take about 1H15-30 min.</blockquote>Maybe if you have a full guild group wearing mostly fabled you can do the whole zone start to finish in 1 hour 15 but I highly doubt you've always finished the whole zone within 1 hour 30 every time you've been in there.We've all had our slow groups, mishaps and connection problems in there and I would guess that most people who have been to unrest several times have had at least one run that took over 3 hours.No it doesn't <b>need</b> to be persistent, but don't make out it takes an hour per run every time. There are tricks to speed it up, buying items, charming shards, FD training, yes, but new groups in particular will definitely benefit from this. I hate the way people like you respond to these. Just because you did 1 run and it only took 1hr 15 doesn't mean everyone does it like that, nor will you do it that fast every time. Get a grip.

HBP
09-04-2007, 03:03 AM
I just see no need to make heroic instances persistent.  Just leave it with the epic zones.  Because there are too many different people than can go into a heroic instance, while a raid zone is usually with the same raid force. Interesting idea, but I don't think it'll work good with heroic instances.

shadowgate
09-04-2007, 12:25 PM
My guildies and I see the potential for even more problems with this choice of zone to have persistant with all its one time only keys and such. You could total get messed up if these are spread out among a pick-up group...not that it cant already happen this just adds to it.

Tuppen
09-04-2007, 03:42 PM
<p>I think that all instances should be persistent zones.</p><p>Personally, I am glad that they are making Unrest one of them.  </p><p>It gives us more choices with regard to playstyle.  Anything that gives us more choice is a good thing.</p>

Cathars
09-04-2007, 04:15 PM
<cite>Tuppen wrote:</cite><blockquote><p>I think that all instances should be persistent zones.</p><p>Personally, I am glad that they are making Unrest one of them.  </p><p>It gives us more choices with regard to playstyle.  Anything that gives us more choice is a good thing.</p></blockquote>Exactly.  How can having an extra choice that takes away nothing be a bad thing?  If your group didnt finish the zone the first day, it would have been gone and lost anyways.  Making it persistant only offers up the choice of continuing the next day.  Or just start a new one and pretend the feature doesn't exist.

Skua
09-04-2007, 04:26 PM
less trash les persistent <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

DocFlareon
09-04-2007, 07:01 PM
I'd like to point out that the plan is to make <b>all</b> instanced zones persistent, world-wide.

TaleraRis
09-05-2007, 02:36 AM
<cite>shadowgate wrote:</cite><blockquote>My guildies and I see the potential for even more problems with this choice of zone to have persistant with all its one time only keys and such. You could total get messed up if these are spread out among a pick-up group...not that it cant already happen this just adds to it. </blockquote>I can see the headache there, but I'm not sure what the best solution would be. Making it the first person to zone would leave the choice in the group's hands. Making sure that zoning in resets where they are in the zone progression would also prevent farming. But it means that if only one from a given group can get back the next night, the rest of the group isn't cut out of the chance to continue where they left off.

Ventisly
09-06-2007, 07:51 AM
<cite>Ekaunek@Lucan DLere wrote:</cite><blockquote>I'd like to point out that the plan is to make <b>all</b> instanced zones persistent, world-wide.</blockquote>Persistent zones world-wide would be fine but I'd like to see a lockout timer on the saved instance of something like 2 hours.  This would keep groups from zoning out of an instance just to get repaired at the mender.  Without this saved instance lockout, repair kits and mender bots (for raids) would become useless.What would be even better would be a configurable lockout timer with a minimum value of 2 hours.  When the group is breaking up, they could agree to meet at a certain time, say 8 hours from now.  When the group leader leaves the zone they'll be able to set the lockout timer to 7.5 hours to keep anyone from being sneaky and coming back and clearing the zone without the rest of the group.Gaktar SsssaltyTailEverfrost