Allow party leaders to adjust the time limit between actions.
Sometimes you just want a quick dungeon romp. Let them enter the number of minutes they want to wait between actions, ranging from 1 to 1440.
While Vacation mode is great, the 24 hour delay is for the most extreme cases.
It would be great if a Party Leader could select how long the party prefers to wait for other members to make decisions and have it be something that is a sliding scale (1-24 hours).
As well, if someone is "zombied" more than once consecutively, it'd be a nice option to have it autoflag that player as AFK and that they're in Real-Time Zombie mode until they return to the game.
like actually taking a turn more often for high speed matches if u dont want to disturb the flow to much
Let the party leader be able to set auto advance time for "zombie" players. Not just 24 hours, but accordingly to the party need.
Configure the max time to wait for action when Listing a party. Also, give party leader the option to skip vs kick a PC
Let the party decide the time window for zombie party member actions. Like "weekdays , 8 a.m. To 8 p.m. PST, party member is skipped after 3 hours idle, otherwise 24 hours".
Let the party leader choose a time interval for how often "zombie" action are taken for people offline. 24 hours can be a long time to wait in the heat of battle!
It’s very likely we will make a change along these lines. There are some complications to work out, most importantly how to make sure parties don’t get auto-advanced through many rounds while players are asleep (without forcing them to constantly remember to change their time limit before bedtime). We have some ideas here, but also encourage you to post your own solutions.
making the timeout changeable by the party leader is definitely easy and should be done first. one member of our party is currently awol, so we're only making 1 move per day. that their character isn't contributing any damage output hasn't impacted us yet, but default actions should be fairly simple to code: move forward until the closest target is in range and attack with the class' "basic" attack (to borrow a d&d 4e term, which is basically auto-attack "white damage" in WoW).
AdminDerek (Manager, 10x10 Room) commented
Larry, that's a good point. While it wouldn't help parties that want to play at a faster pace, it would certainly help when someone just forgets to submit a turn for the day.
I agree with Larry, incorporating some kind of basic "default AI" for inactive players might be helpful.
If a better "inactive" solution was created, I don't think changing the auto advance timer would be as much of an issue. I posted a suggestion for this on this forum actually.
Right now the issue with auto advance is that inactive players actually increase the difficulty of the challenge a lot due to the number of monsters scaling on party size but not taking into account the players that aren't taking any meaningful actions.
You could borrow a page from online chess/go. With those games (on rated servers), you select a "nighttime" window, and sometimes also a "weekend" window, and the clock doesn't advance for you during that window.
Of course, your current model doesn't seem to track idle time individually per player, so that might now work well without modifying it somewhat.
Kyle Essary commented
I think for this to work, they would have to be preset time-frames. Such as 15minutes, 1hour, 3hour, 6hour, 12hour and 24hour (current model.) That way it can be be selected with an easy menu, and displayed somewhere (maybe even color coded for easy recognition....?)
I certainly agree with the idea of being able to change the time limit though.
Also, could you implement something so that instead of automatically Defensive Posture + Recuperate, instead after 24 hours or X time determined, other players could select the zombie action instead? Perhaps have some kind of flag to indicate this?
It can be difficult to defeat some scenarios when people zombie.