Captcha wrote:Sorry, I strongly disagree. If you activate something, it activates - whether you're there or not. Anything else would be highly unrealistic, a bit like my dog when he covers his eyes with his paws and thinks I can't see him if he can't see me. Or switching on your oven and having to watch while it warms up to be sure your food gets hot.
Staying there while it all happens is a workaround, not a fix.
My post was really for the devs - you're entitled to your opinion of course but it's up to them to decide what they consider a bug; I'm not sure why so many people reply here who are not part of the dev team... but that's just my personal view of course.
As you already been told, this is how the game is supposed to work, it doesn't matter if you agree with it or not, feel free to report this "bug" to Blizzard. You can't blame the video game just because something in there is unrealistic, you either agree with some conventionalities and accept them or leave them be and move along (perhaps in search for another, more realistic game).
After a certain amount of time (I believe it's 12*10 = 120 server ticks) if there is no active clients in the area each and every unit like monster or item is serialized (packed) to preserve server memory and CPU time. It's a bit oversimplified, for example there is no need to save something like preset (static) objects or something else that doesn't have a volatile state. Even though missile is unit by itself, it's useless to save something as temporary as missile, so they are simply destroyed during this process. Pretty much all dynamic fancy effects like the portals to Pools of Wisdom and Halls of Valor, or the whole animation sequence while summoning Rathma and Mendeln is created by using missiles. If you're leaving the area before the animation was finished, get ready that nothing will gonna happen when you came back. Animation sequence was prematurely "killed" because you left the area and there was no other active clients (players) in there. There would be no portals and no monsters, they were never generated by the game.
Is there a workaround? Sure, for example you can extend this time period (120 frames) but it would have a certain impact on the game (server) performance for sure, that would be a dumb decision to make. Another workaround is to shorten these animations but it would hurt game aesthetics. There is no simple fix for this corner case to make.