Flashpoint waiting line are currently long enough, for people to it is in quitting the moment they obtain in there simply wastes everyone"s time, and also if you do this you space pure trash. Critical time i was ~ above here, ns proposed 24 hour flashpoint lockouts for human being that quit in ~ the very first fifteen minutes of the flashpoint and also explained the if friend don"t prefer playing with pugs, then don"t queue v them, that"s your option. I agree the 24 hour lockouts, however, would certainly make queue times even longer.But ns disagree that it wouldn"t it is in a useful deterrent. I"m getting sick that the quitters. Three times in a row, today, I"ve queued because that flashpoints and also had someone quit within the first couple of moments. They don"t also have time to examine everyone"s gear, they just leave. This people, i deduce, room either not acquiring the flashpoint lock want, or lock are just trolls, and also it"s for sure abhorrent due to the fact that now, those people remaining either have to wait because that a replacement, run it v a companion, or likewise leave, wait because that the 15 minute lockout, and also requeue. When a tank or healer leaves, because of replacement waiting times, the leave and also requeue option is normally the best one, or you"re simply standing about getting nothing done and also wasting playtime.So ns propose, instead, that world who perform this ~ above a repeated basis acquire increasingly longer lockout timers. The very first one is fifteen minutes, the 2nd thirty, and also it doubles each time they do it. I acquire that in hardmodes or even consistent flashpoints you get the odd player that is undergeared, or the strange bounty hunter wearing strength gear for some factor - same as above, if you are planning come quit if a pug is undergeared or doesn"t know what they"re doing, then don"t queue through pugs. Sign up with a guild and run it with world you understand are geared best from the beginning.


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Quote: initially Posted by Idoya
Flashpoint waiting line are currently long enough, for world to be quitting the moment they get in there just wastes everyone"s time, and if you do this you space pure trash. Critical time i was top top here, ns proposed 24 hour flashpoint lockouts for human being that quit in ~ the first fifteen minutes of the flashpoint and explained that if girlfriend don"t like playing through pugs, then don"t queue through them, that"s your option. I agree that 24 hour lockouts, however, would certainly make queue times even longer.But i disagree that it wouldn"t it is in a helpful deterrent. I"m getting sick the the quitters. 3 times in a row, today, I"ve queued for flashpoints and also had who quit within the first few moments. Lock don"t also have time to check everyone"s gear, they just leave. This people, i deduce, space either not getting the flashpoint they want, or they are just trolls, and it"s absolutely abhorrent since now, those civilization remaining either have to wait because that a replacement, run it through a companion, or likewise leave, wait because that the 15 minute lockout, and also requeue. As soon as a tank or healer leaves, due to replacement waiting times, the leave and requeue alternative is typically the finest one, or you"re simply standing roughly getting nothing done and wasting playtime.So i propose, instead, that human being who carry out this on a recurring basis gain increasingly longer lockout timers. The first one is fifteen minutes, the 2nd thirty, and also it doubles each time they carry out it. I acquire that in hardmodes or even continuous flashpoints you gain the weird player the is undergeared, or the weird bounty hunter put on strength gear for some factor - very same as above, if you are planning to quit if a pug is undergeared or doesn"t recognize what they"re doing, then don"t queue v pugs. Sign up with a guild and also run it with civilization you recognize are geared right from the beginning.
I agree through a longer lockout duration for quitters, probably an hrs or more, however not 24 hours, occasionally stuff comes up, but my theory is, don"t join a fp or ops if you don"t have actually time to carry out it.

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So, if you are in a HM FP, and also the healer or tank lose their net connection or leave and also cant get back and the que is slow. You want to be completely stuck? You want to need to sit in the FP forever till another person Q"s or quit and also face a 24 hour or even 1 hour lockout? because that yourself?i think not

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Quote: originally Posted by Smuglebunny
So, if you space in a HM FP, and also the healer or tank shed their net link or leave and cant get earlier and the que is slow. You desire to be completely stuck? You want to need to sit in the FP forever till one more person Q"s or quit and face a 24 hour or also 1 hour lockout? because that yourself?i think not
The video game can tell when someone disconnects as opposed come quits, and also disconnects are rare. The excuse won"t fly through me.

stuff happens, a 24 hour lockout simply isn"t walking to occur (or shouldn"t).As the stands, 15m seems fairly pointless... That is the perfect time to run a WZ or GSF, or execute a daily...Or, switch alts and poof, no lockout. I have 22 alts, no lot of lockout timers will certainly make any difference, and also if it becomes heritage bound, climate I"ll simply log off and also do other else... Favor not pat this game...

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Quote: initially Posted by Idoya
The video game can tell as soon as someone disconnects together opposed come quits, and also disconnects room rare. The excuse won"t fly with me.


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No it yes, really can"t... Want to simulate a disconnect, press Alt-F4. It will display you as DCed in the group and also if you log back in, you"ll still be there...If you in reality log out of the game or quit the game, it clears you ideal away indigenous the group...Could that be changed? Maybe... Yet people can constantly open task manager and also kill the process...