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Critical Design flaw--too much time waiting?

12/6/2014 1:06:20 PM
Avatar notyad

So when I am actively playing NF2 I have enjoyed it.  But there is too much time spent not playing, waiting.  And by waiting I mean waiting at the end of the battle after I have been sunk.

This waiting at the end of matches to get the full exp/credits was the aspect of NF1 I detested the most, and one of the principal reasons I moved on to other games--the ability to jump into another match and then find out how I did later on.

This means that the cycle time of matches goes down precipitously and leads to the long queue waits while other people also wait for the end of matches.

If there is a way to "lock" the captain into a battle until it is over (and score the full exp/credit), and let the player leave the battle to pilot another captain it would greatly improve the pace/cycle of the games, and will be much more likely to hold more players (and my own) attention longer than just a novelty.

I can understand the slow cycle of games do to small player base--but artificially slowing it by forcing players who can no longer participate in a battle to hang out and wait greatly exacerbates the situation

 

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