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Reader Comments (4)

Posted: Dec 9th 2007 11:08AM Jeromai said

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If there's a group activity that's prearranged and set at a specific time, I like people to do their best to get there on time.

If you can't make it, let people know, so that there isn't a lot of standing around and waiting and wasting other people's time. At least alternate plans can be made. RL -is- more important, but surely you value your online friends enough to at least say "sorry, can't make it on time today."

Unpredictable stuff happens. A few sporadic late arrivals is no biggy. When it's chronic, that's a problem.

10-20 min tardiness for something that'll take a few hours is fine. Past 30 mins is pushing it for me.

If we're all going to be casual about it, then say so. "Let's try to meet at 8pm, and if we've got enough mass, then we'll do this and that." That's fine. Maybe we'll delay it until 10pm, whatever. If I need to leave early, I'll go.

If it's "8pm - such and such a raid / task force, etc," then by 8.15, everyone who wants to participate had better be there, and the thing should be off by 8.30ish.

Posted: Dec 9th 2007 11:23AM (Unverified) said

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I've played both sides of this equation.

I led a competitive guild in Guild Wars for about 7 months. People that didn't show up on time for Guild vs Guild were benched until they started showing up on time. The only way around that was to post to our forums saying you would be late / out etc. I did however always grant a 15 minute immunity...if you were more than 15 minutes late, say hi to the bench for me.

In CoH/CoV I would frequently schedule Task Forces. I would always tell everyone to be ready early, because at the appointed time, if you weren't there your spot was gone. If scheduled for 8:00 PM, at 8:01 I would see if anyone wanted any of the spots open. It might seem a little harsh, but I used to typically do 2-3 Task forces a night, and this was almost a necessity so that things wouldn't get way out of schedule.

I understand real world needs, I have 3 kids...but if you're going to commit to something, commit to it, and make it happen. Show others the respect you expect to receive from them.

Anyway, just my $0.02.

Posted: Dec 9th 2007 5:27PM (Unverified) said

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Speaking of wasting time in a community, you guys seriously need to figure out the kinks with the Blogsmith system. I just spent 10 to 15 minutes typing up a comment only to have it lost. Normally I click back to reapply it (as it has happened numerous times before) but this time I couldn't recover it.

Either make the system so you can post like a blog or have a login that indicates when you're logged in (so you know ahead of time) and even if you time out, it temporarily holds your comment while you login again. I mean the blogging system that I use for my personal site does this, why can't you do the same? All in all, while I enjoy the content here, I'm pretty much tired of my time being wasted.

Posted: Dec 10th 2007 3:44PM (Unverified) said

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The topic of this post is only an issue when you're adventuring in a 25 man dungeon. It's no problem at all for 5 or 10 man content. That's the problem with having large, tightly structured endgame adventuring groups. It's difficult to get the exact same people to log on at the exact same time so that you can all play this "game" together.

With a more flexible endgame adventuring structure, some imaginative gamesmithing, this wouldn't be such a problem. You DON'T HAVE to build encounters to make it difficult for players to assemble a successful group.

Just brainstorming alternatives, I can toss up several different ideas: Allow raids to hire NPC adventurers to fill empty raid slots; Allow understrength raids to fight bosses to a draw rather than a death, resulting in less loot; Split endgame raids into teams to accomplish specific lesser objectives racing against the clock or each other...

There are a LOT of gameplay innovations that could be used and developed to the point of allowing a much more flexible schedule.

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