
(06-28-2017, 07:45 PM)Aaron Wrote:(06-28-2017, 06:13 PM)Unnamed Mercenary Wrote:That may be true but when you consider you were actually USING your retainer nothing changes. The server can register commands being inputted whether it's a simple item cycle or actually taking somethingÂ(06-28-2017, 06:00 PM)Aaron Wrote: I've always wondered if SE could time how long someone could talk to a retainer at any given point.
Because seriously... WHO looks at their retainer for more than 15 minutes at one time? An hour (reaching with this) at the most?
And it doesn't take 30 minutes to craft a fucking item afaik
I spent over an hour reorganizing my retainers today. Literally today. Added two on the mogstation and shuffled a bunch of stuff around between all my inventories.
Also, crafting can be pretty long. You can do up to 99 quick synthesis in a row. ...Now, using a macro to cycle keystrokes is technically considered "botting" and can be reportable if it's being abused. (But I've also done it myself. I set up enough stuff beforehand that would run my in-game crafting rotation/macro so I could walk to the store, buy dinner stuff, and queue up more items to craft. I'd never left it alone for more than maybe 40 minutes though.)
I guess I should rewrite my question. WHO just stared at their retainer for hours on end without inputting a single command? The server should be able to pick that up and auto disconnect seeing as how for example in PvP if you do nothing for two minutes straight you get auto booted
The crafting thing still has a cap though unless people are literally buying enough crafting items to get through an entire day of AFKing?
Back when a friend played in 2.2, he was RICH. He'd buy up materials and craft all day. Made like 25 million gil before he got bored and his sub ran out. It could be done. Should it? Debatable.
I do think idle-time should be determined by the server instead of the client, but that would be additional load and a lot of overhead to keep track of on top of their session info. It's important to note that while there are plenty of good ideas that sound fine, and may work fine for small groups, they scale horribly when you hit thousands of players together.