Post by unnone on Jul 18, 2007 7:15:17 GMT
With the advent of the autoreset system, temporary tags are now extremely transistory. A person no longer has a day or two, or a weekend to complete their tag - they usually have only a few hours now. Unless a group does back to back runs, a temporary tag very rapidly turns into no tag due to auto resets.
If the intent of the temporary tag is to force/allow the group to do back-to-back runs to get some unfortunate group member tagged, then it is serving its purpose. If the intent is to allow a group/guild/player a bit of leeway rather than forcing back to back runs, or to allow the player a single shot at continuing his progression in the next plane, then the lifetime of a temp tag and the method in which is is implemented may need to be altered. A situation in which the next layer in the progression has been completed is also a minor concern - if someone dies during Tiamat, and Dis has already been completed, then that player has to wait for a hellstone. This is much more likely as the number of Minauros needing toons increases and Dis becomes the new Desert/Thids.
Possible suggestions follow. I am unsure of the temp tag implementation. I was told that tags are maintained in a seperate database from character data, so I am unsure how viable some of these are.
1) 48 hour temp tag lifetime, only on one server, no matter the number of resets/crashes.
2) 24 hour temp tag lifetime, viable on any servers. This allows a group to avoid having to deal with delaying the autoreset every 15 minutes, or a reset server in which the desired plane is immediately jumped.
3) Option to use GP to purchase tag extension, via the Sage, prior to reset.
4) One shot non transferable permanent item to port player to the start of the next plane in the progression, exactly as if he had travelled through the portal - a Dis magnet. When used, this would give a character a temporary tag or item in inventory that was scripted to interact with the death of the plane boss. This new item/tag would be scripted to disappear upon server reset.
If the intent of the temporary tag is to force/allow the group to do back-to-back runs to get some unfortunate group member tagged, then it is serving its purpose. If the intent is to allow a group/guild/player a bit of leeway rather than forcing back to back runs, or to allow the player a single shot at continuing his progression in the next plane, then the lifetime of a temp tag and the method in which is is implemented may need to be altered. A situation in which the next layer in the progression has been completed is also a minor concern - if someone dies during Tiamat, and Dis has already been completed, then that player has to wait for a hellstone. This is much more likely as the number of Minauros needing toons increases and Dis becomes the new Desert/Thids.
Possible suggestions follow. I am unsure of the temp tag implementation. I was told that tags are maintained in a seperate database from character data, so I am unsure how viable some of these are.
1) 48 hour temp tag lifetime, only on one server, no matter the number of resets/crashes.
2) 24 hour temp tag lifetime, viable on any servers. This allows a group to avoid having to deal with delaying the autoreset every 15 minutes, or a reset server in which the desired plane is immediately jumped.
3) Option to use GP to purchase tag extension, via the Sage, prior to reset.
4) One shot non transferable permanent item to port player to the start of the next plane in the progression, exactly as if he had travelled through the portal - a Dis magnet. When used, this would give a character a temporary tag or item in inventory that was scripted to interact with the death of the plane boss. This new item/tag would be scripted to disappear upon server reset.