Jump to content
Naval Games Community

Recommended Posts

Posted (edited)

I'm perplexed by the commentary about people shouldn't go AFK for more than 30 minutes when travelling, are these comments coming from someone who has all their resources intact around their production ports perchance?

 

When one has to sail from say Port Royale to Chiriqui just for Iron and Oak, it takes longer than 5 days sailing in-game and two rotations of the wind around the compass, it begs the question why should I have to interfere with the ship's heading for the sake of preventing an AFK kick? When weather is introduced properly and I can tell in advance I'm approaching a storm front that could sink me then I will actively monitor my journey, but besides that there is no point, my accuracy is less than one town left or right of my target when transiting half the map and I would prefer to keep it that way.

 

The solution has been partially suggested earlier in this thread:

 

(Easiest way is to write it like a script)

#Check if player is in port or OW

If player = OW then

- If Nil input for past 30 minutes then

- - If Location (coords) = same then kick

If player = Port then

- If Nil input for past 30 minutes then kick

 

This will remove abusing the speed check as someone may turn their ship towards the shallows and leave their speed at deadslow and just sail right into the coast not going anywhere.

 

EDIT: Formatting, spelling

Edited by JJWolf
  • Like 1
Posted

I think Devs that you could implement tha afk timer at least one hour. One hour is enough to test your heading and where are you and enough to kick the afkers.

 

 
It's just my personal opinion.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...