After reading a bit about what makes looping possible, I think I may have a fairly simple fix:
If a player is kicked or "goes solo" from a party, he can't rejoin the same party until it has traveled at least 1 floor further.
Seems like an easy effective fix to me.
Simple fix to prevent looping levels.
what are you talking about? You just completely ignored what i said. Exactly as I mentioned, if someone returns to haven, then they can't get invited back to the same party until the party has gone down another floor... seems like it would be easy to implement, and fairly straightforward
Not a bad suggestion midget.
While I don't think that looping through a given level repeatedly should be encouraged, what you propose is easy enough to work around. Player A has a group at content that players A and B want to loop through. Player B joins player A's group. Player A then goes through the level, and goes up to Haven at the end. Then player A joins player B's group and goes solo. Player B now completes the level and goes up to Haven at the end, and joins Player A's group. He can join player A's group again because it's a different group from what player A did before, as player A's original group finished the level and disbanded.
I guess that what you propose is progress of sorts, as it does require players taking turns looping through, rather than letting one character anchor for a bunch at once. But it's not that much progress, as all it means is that who anchors the group has to rotate.
that still just seems like simple coding to cover that case as well. I didn't mean to restrict it to 1 persons specific party. I'm sure they can code up a way to include that case.
I had a possible idea where a player who goes solo will be banned from the previous instance, and have that ban list be inherited by all clones of the parent instance. The player that invoked go solo would have to be granted an exception, and be labeled the "Foster" for that cloned instance (more below).
There are 2 flaws with this idea. First, if the player suffers a disconnect that results in him being dropped from the party, he can't rejoin due to the ban list. Second, it doesn't stop an anchor from chaining multiple clones. In order to close the loop holes, the server would have to enforce 3 rules.
1. The Foster is allowed exception from the instance's ban list. This allows the player to join an instance he invoked, but can't join other clones of that instance due to the ban list.
2. A player can NOT invoke go solo in an instance where he is the Foster. (stop chaining)
3. A cloned instance should never be more then 2 generations from the grand parent.
Rule 1 allows go solo to function while preventing him from rejoining future clones due to the ban list (closes one loop).
Rule 2 prevents a player from invoking multiple clones.
Rule 3 serves 2 purposes. First to prevent a foster in one branch of clones from jumping to the other branch and continuing it there. Second, to reduce decay that's somehow inherent with the cloning process*. Given how rarely this option is used in normal gameplay, I don't foresee any major game stopping issues.
*If an instance is cloned enough times, it starts encountering glitches and break downs like the shield bug.
The solution could be to give every new party formed an instance ID like 4.108, if a player leaves to go solo he gets 4.108a, a player cannot join or be invited to an ID he has been in that is still active.
Although your suggestion is nice, people could still loop by going solo, collect the heat, return to haven, then get invited back to the same party.
To me, the simplest fix would be to remove the invite option on all floors in the second half of a tier. It would be an unpopular move, but it would prevent looping in most of the profitable floors.