@wsurftvveeds said in Accessibility: AFK timer:
@wolfmanbush said in Accessibility: AFK timer:
I see people as people which is why I have typed my opinion in this thread as I have. I know that it's an opinion many will not share. I know that people see this as a delicate conversation to have approaching it from an accessibility point of view.
The thing is it doesn't have do be delicate at all. You have proof that this feature would be beneficial to a small, but still significant portion of the community.
In order to show that it's a bad idea you need to show that adding it would have a significant negative impact to the rest of the community. You haven't really been convincing on that point imo - like an extra 10 mins afk on a ship you were unlikely to see anyway isn't significant. Feel free to prove me wrong on that - maths on it is preferred :)
Anything else (other so called "solutions" for example) isn't really relevant to the thread.
The premise of your suggestion is that people that take longer during their afk breaks (out of their control) should be able to float around in the ocean longer while having treasure.
The only way this suggestion makes sense at all is if treasure is involved. This isn't a prove wrong or right thing. You think the environment benefits by doubling the time of afk and I do not.
No matter how risky or not risky you think a random server is it is a fact that more time = more risk. More afk time = more danger/risk.
You think people should have that chance and I do not think there has been enough brought to the thread to suggest is actually helps people from an accessibility point of view. It does serve a preference of a pirate but I don't think that preference has anything to do with accessibility within the game.
This is actually a suggestion that involves risk/reward and preferences of a pirate. This is because holding treasure and afking is a risk/reward choice, not an accessibility issue.
The reason that it's important to identify what is a risk/reward issue because if we get into risk/reward for accessibility that opens up literally everything. Selling loot, picking up loot, carrying loot, on and on. This is because there are personal struggles that effect every part of risk/reward for some people. There are also fears that people have that involve risk reward. We can try to serve people as much as we can until it starts effecting server activity and the risk/reward environment.
The game still has to remain balanced for risk/reward in the end and still has to lean towards keeping servers active.
Creating more content that focuses on people being able to get some loot and sell some loot at a mostly low risk level within 20-25 minutes would continue to make content more accessible to people that have long or unpredictable afk times. It will allow them more consistency so they can work around whatever they are going through outside of the game.
Approaching it from this angle has no negative effects on the environment (it will have positive loot production results as this is how more and more people prefer to play) and still serves people that you are trying to help with this suggestion.