View Full Version : Adventure Lockouts
Domel
06-09-2009, 05:37 PM
After I finished an adventure today, it took a good 45 - 50 min for the database tables :adventure_details and adventure_members to clear out to allow me to grab another adventure. The adventure window said "You cannot request an adventure because you are still resting from your last one." (SoF and Titanium[tho I didnt time how long in titanium])
Also, The rescue mission despawns your pet when you hail the npc to rescue (with no monsters nearby). From the message I got at that point I presume it was intentional ? Is there a way to have him follow you without killing fluffy or is it too much of a bugger to do ?
cavedude
06-09-2009, 07:45 PM
The rest timer is hardcoded into the server as KLS can correct me if I am wrong, but I also believe the client enforces it as well. That means we couldn't change it if we wanted to.
On Live, rescue missions do indeed depop your pet when the NPC begins to follow you. To change that behavior would require a code change.
gaeorn
06-09-2009, 08:51 PM
Yet another reason rescue missions were, shall we say, less than popular?
We could change the timer if we wanted. It's set to 30 minutes in the strings file so that's what I set it to.
ChaosSlayerZ
06-09-2009, 10:52 PM
umm 30 min wait timer on regular LDON?
I remeber my LDON days and when I was on LDOn rampage trying to get my 1492 points Guk tunic I once did 8 LDONS runs in 1 day.
It was defently not a 30 min wait time between missions. As soon as we finished we would go out and immiditaly pick a new one.
There was a hard wait timer on a FAILED mission when you were waiting for your corpses to pop out after instance have closed itself - now that one was 30 min. I remember how we once failed the mission, and half of the group left WIHOUT exiting the adventure so the other half was stuck waiting for 30 min for instance to release our corpses.
Domel
06-09-2009, 10:53 PM
Ooooo, I didn't know it killed the pet on live. Now that I think of it, I dont recall ever doing a LDoN rescue mission, no one ever wanted to do it, I seem to recall people complaining about the pathing and losing the NPC. Other rescue types on live didnt kill my pet tho, like rescue Cierco. But thats cool.
I was hoping to be able to adjust the timer so I could test easier.
So far this Adventure system is looking awesome KLS, nice job :cool:
joligario
06-10-2009, 06:44 PM
I seem to remember a wait timer on successful mission, but it is from the initial request time, not the completion time. So if you could do an adventure in 10 minutes, you had to wait 20 more to get the next one. The deal was, most adventures were still ongoing when the original wait timer expired. So you would hardly ever see a wait timer.
ChaosSlayerZ
06-10-2009, 08:28 PM
yep thats feels about right.
I defently didn't had to wait 30 min between full adventures which run its entire course
But this is not why we need a custom lock out timer- its to set LONGER lock out time- like couple days on special raid zones
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