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QOL - Remove Team Size Requirements

mcgarnacklemcgarnackle Posts: 37 Arc User
edited January 2023 in Suggestions Box
Hi there!

I've been playing Champions Online off and on since launch and still enjoy many aspects of the game. The character creator, power choices and customization are still a lot of fun. The content is okay. It was never on par with City of Heroes, but still enjoyable for the most part. The one thing I really liked about COX was practically no waiting for most of the content.

Waiting isn't fun. It's frustrating and boring.

Unfortunately, waiting is unavoidable sometimes for Cosmics if certain roles are not available but for a lot of the other content the wait could be reduced or eliminated by removing team size requirements. Nemesis Confrontation and Alerts in particular should have their team size requirements removed or at least give players the option of selecting something along the lines of "Launch When X Have Queued" where X=the number of players you are comfortable launching with.

Something like this should have been done a LONG time ago when the player base dropped off. Now? It's a necessity.

Dear Devs, please look into this.

Thanks!

Comments

  • h4forumsh4forums Posts: 273 Arc User
    One way to accomplish this might be to change them from queue system to walk-in content. Difficult 5 man content such as TA or TT can be walked in solo to test stuff out, because they don't depend on the queue system. Adventure Packs also have this benefit. I think NemCon, Lemuria Crisis, and MI crisis could be changed to a walk in system and away from a queue system. Nemcon can use the teleporter in UNTIL that it originally used. The 2 crisis can use the superjet.

    Alerts on the other hand, I think the min size preference thing would be nice but unsure if thats something they can implement. One possible solution is to allow premade teams to alert with less than 5 players. I suspect this is doable because premade rampage can start with 8 and go up to 10, compared to the pub queue wanting 10. I think teams of 3 and 4 should be able to enter alerts undermanned, while teams of 2 would stay with the normal system. While I'm sure plenty of people are capable of solo or duoing an alert, a team of 2 staying with the normal system might make more sense for the hypothetial new player + friend wanting to queue together.
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