...but I'm gonna call an exploit an exploit. Three times today I've seen one or two toons hang back at the starting campfire during Master of the Hunt, only to jump in once the Master himself is dead and the event is over so they can collect the treasure chest. This is either botting by gold sellers or individual players using multiple accounts, and either way, it stinks.
How about no advancement past the first encounter unless all toons in the instance are on the field?
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Firstly, a vote can only be initiated after a certain time has passed, so you can find these kinds of 'players' in every shorter instance. Secondly, even if you manage to kick one leech, then you can't kick another one for the next 4 hours.
To fix this, the Vote-to-Kick should be enabled immediately for events and the cooldown should be removed. Nothing else will work because if dealing damage becomes the new gate for getting rewards, the leeches will attack once and then just sit there.
Put in two special re-spawn points at opposite ends in the same area where the players have to fight the final boss. For this encounter all player's in this area will re-spawn at whatever campfire is furthest from the boss. (All other re-spawn points on map should disappear to prevent stupid stuff like having a player engaged in battle re-spawn at the beginning or at an incorrect re-spawn point.) Because there are now no other re-spawn points on the map that should also mean that anyone that gets dead outside of this battle area is automatically forced out of instance. (Presumption here is that all the dangerous stuff that prevent you from getting to the final boss are taken care of already.)
These special re-spawn points should not allow the 30 second wait time to recover from injury and should instead require the use of an injury kit appropriate to the toon's normal unmodified level to remove an injury.
Option 1: Once battle is joined (someone enters area and makes an attack or boss responds to a PC's presence) with the final boss any players that are lagging behind now have 6 seconds (+20 if they were forced to re-spawn during the last encounter before the final boss battle) to get there before the entrance is closed off!
Option 2: Make sure that once the battle is finished that the area becomes totally cut-off from the rest of the map.
In either case, you also need to make the entrance to the area to be a sort of one way door so that a player cannot leave or be knocked back out by an attack.
This method only ensures that everyone is together for the final battle. I think the only real difference now would be that any active player pulling aggro can now (accidentally of course) put those non-participants in a red area.
This also has the potential of making injury kits a bit more useful in the game.