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Make Alerts easyer

ginonovantaginonovanta Posts: 75 Arc User
edited July 2012 in Suggestions Box
I've a proposal to you?Could you maybe remove minions,make villains a bit weaker or remove the time limit in some alerts?????I'm tired of people who don't understand the main villain must be defeated within the time lapse and loose to much time on minions letting to the inevitable failure of the mission!It's four or five days i cannot succeed in an Xp alert anymore!!
Post edited by ginonovanta on

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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited July 2012
    I got a way better suggestion. Find a team that can, stop running with fail pugs.
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  • klittyklitty Posts: 1,540 Arc User
    edited July 2012
    Alerts are fine.

    Bunch of noobs that attack random mobs instead of the boss in recruitment drive, is not!


    =^ _ ^= Kitty Lives!
  • lotar295lotar295 Posts: 903 Arc User
    edited July 2012
    Its the team that makes the alert either success-able or make the alert unwinnable.If you're on the smashes like recruitment Drive,Just go for the first three guys in your way,then head for the boss,if the team goes for the minions,aggro the boss and pull her to the team.

    For dockside dustups my advice is to either have a good team for draconis,and the other bosses,but for Black fang and Guy sweetland,u can have a random group for Black fang and sweetland,just attack the main boss while using AoEs to wipe the minions.

    For 2 min drills, u must focus everything on the boss,EVERYTHING,you have a limited time to beat said alert boss,so focus every offensive power you have to do so,and also use AoEs to wipe mobs.
  • ginonovantaginonovanta Posts: 75 Arc User
    edited July 2012
    i have not a team,i queque solo so the team i'm in is the one i found there....i cannot choose
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited July 2012
    You queue in, see people who actually have sense what to do, you ask if they want to team for more. Simple. There are people willing to team you know.
    And sometimes the team fails and sometimes it wins, that's teaming in Pugs. It's like a box of chocolate, you never know what you get....
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  • secksegaisecksegai Posts: 1,354 Arc User
    edited July 2012
    I've a proposal to you?Could you maybe remove minions,make villains a bit weaker or remove the time limit in some alerts?????I'm tired of people who don't understand the main villain must be defeated within the time lapse and loose to much time on minions letting to the inevitable failure of the mission!It's four or five days i cannot succeed in an Xp alert anymore!!

    If you're going for streaks that long - you can't just blame the pugs on that one. I've done plenty, carried plenty, failed plenty, but easily succeeded far more than failure.

    If you're pugging solo, if you find the people in the alert q's less than capable, avoid the harder smashes ;)
  • smoochansmoochan Posts: 2,567 Arc User
    edited July 2012
    I've a proposal to you?Could you maybe remove minions,make villains a bit weaker or remove the time limit in some alerts?????I'm tired of people who don't understand the main villain must be defeated within the time lapse and loose to much time on minions letting to the inevitable failure of the mission!It's four or five days i cannot succeed in an Xp alert anymore!!

    You can get questionite by running adventure packs solo.
    You can get xp by running missions.

    The solution for your problem is allready built into the game. Players who cannot succeed within a group have plenty of avenues to achieve their goals by themselves.



    And yes, if you're a pugger, like I am, then one of the things that you have to accept is that in pugs, strong players often have to pull a win out when weaker players make things hard. If you do not enjoy this, then you need to learn how to not care about having a less than 100% success rate ( or start soloing ).


    i have not a team,i queque solo so the team i'm in is the one i found there....i cannot choose

    Well there's ur problem.

    Champions Online: Be the hero you wish you could be in a better game.
  • dynamechdynamech Posts: 111 Arc User
    edited July 2012
    Well, while we're at it, can we get team-triggerable roots for the ranged folks who pull the enemy away from the meleers and then run them all over the map while the time is ticking down? I think we need that, too. And something for flyers and ... maybe just some kind of thing that allows healers to draw health from people who aren't smacking the big bad and transfers it to people who do.

    :biggrin:
  • vorshothvorshoth Posts: 603 Arc User
    edited July 2012
    klitty wrote: »
    Alerts are fine.

    Bunch of noobs that attack random mobs instead of the boss in recruitment drive, is not!

    I'm guilty of this. I kinda have this... THING in RPGs, as well as MMOs... My natural instinct is to take out the mooks of low health, since if you kill as many as possible of them, there's just one attack from the Big Boss to deal with, rather than lots of attacks from the mooks plus the still-surviving Boss.
    I know that doesn't apply when in a Alert that has you on a quick timer, but it's the most natural way that comes to me and many other players after years of RPGs.
    I agree that it's not a good tactic in an Alert though. It's just NATURAL, ya know?
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  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    vorshoth wrote: »
    I'm guilty of this. I kinda have this... THING in RPGs, as well as MMOs... My natural instinct is to take out the mooks of low health, since if you kill as many as possible of them, there's just one attack from the Big Boss to deal with, rather than lots of attacks from the mooks plus the still-surviving Boss.
    I know that doesn't apply when in a Alert that has you on a quick timer, but it's the most natural way that comes to me and many other players after years of RPGs.
    I agree that it's not a good tactic in an Alert though. It's just NATURAL, ya know?

    Yeah .. i also remember situations in EQ2 or LotRO where if you don't kill all the trash
    in an area and you attack the boss, suddenly they all turn against you and kill you in
    just some seconds :eek:
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  • klittyklitty Posts: 1,540 Arc User
    edited July 2012
    beldin wrote: »
    Yeah .. i also remember situations in EQ2 or LotRO where if you don't kill all the trash
    in an area and you attack the boss, suddenly they all turn against you and kill you in
    just some seconds :eek:

    Yeah, I know the feeling, Wo-Wa has the same problem.

    It seems that the mobs here are thinking "screw this! I'm not getting paid enough for this" and just stand there while you are spanking the living stuffing out of their boss. :cool:


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  • youganyougan Posts: 117 Arc User
    edited July 2012
    has anyone thought about the part where the minions kill everyone when you only focus on the boss?
    it's a common mistake to kill the boss first, kill the minions first so any secondary damage doesn't exist and you only have to focus on the boss.

    the alerts don't need a change, players strategies do.
  • sockmunkeysockmunkey Posts: 864 Arc User
    edited July 2012
    yougan wrote: »
    has anyone thought about the part where the minions kill everyone when you only focus on the boss?
    it's a common mistake to kill the boss first, kill the minions first so any secondary damage doesn't exist and you only have to focus on the boss.

    the alerts don't need a change, players strategies do.

    And its for this very reason we have AOE attacks.

    Its so very face palm worthy to watch some noob spend time trying to solo some henchie. Just out of range of the group. When he could simply bring said henchie to the group and watch it melt under the group AOE spam.

    There by removing the henchie AND contributing to the team.
  • xaogarrentxaogarrent Posts: 632 Arc User
    edited July 2012
    klitty wrote: »
    Alerts are fine.

    Bunch of noobs that attack random mobs instead of the boss in recruitment drive, is not!

    The problem is, depending on which boss and which mobs, they often have to be dealt with. VIPER X and his VIPER flunkies are a prime example of this, if you ignore the mobs someone on the team is almost guaranteed to be knocked into them eventually. Then you're swimming in angry Brickbusters and the whole team wipes.

    ...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
  • smuggl3rsmuggl3r Posts: 56 Arc User
    edited July 2012
    xaogarrent wrote: »
    The problem is, depending on which boss and which mobs, they often have to be dealt with. VIPER X and his VIPER flunkies are a prime example of this, if you ignore the mobs someone on the team is almost guaranteed to be knocked into them eventually. Then you're swimming in angry Brickbusters and the whole team wipes.

    Havent seen this happen yet-only fought Viper X and his goons couple dozen times so far though so maybe Ive been lucky. What would cause it to be almost guaranteed ?

    Course if the mobs are in between you and the boss you should deal with them first. If you meant those are the ones have to be dealt with..yeah gotta agree. almost never a good idea to aggro an enemy and leave him at your back. If youre referring to the spawns off to the side and such..yeah never had a problem.
  • bioshrikebioshrike Posts: 5,491 Arc User
    edited July 2012
    smuggl3r wrote: »
    Havent seen this happen yet-only fought Viper X and his goons couple dozen times so far though so maybe Ive been lucky. What would cause it to be almost guaranteed ?

    Course if the mobs are in between you and the boss you should deal with them first. If you meant those are the ones have to be dealt with..yeah gotta agree. almost never a good idea to aggro an enemy and leave him at your back. If youre referring to the spawns off to the side and such..yeah never had a problem.

    The problem is that a good team steamrolls the alerts, while a bad team faceplants time and time again.

    Now, I think that the above is how things *should* play out, but I find that many players on PUGs don't like taking direction. I actually have a bind set up which says "Defeat the 1st group of 3 enemies, then pull the boss back to us, for best result", and more often than not, someone on the team feels they have a better way, and it ends up getting everybody killed.

    Viper-X is also annoying to fight as he uses concussor beams and chest beam on you, both of which knock you back.
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  • dynamechdynamech Posts: 111 Arc User
    edited July 2012
    It's in the "Pull enemy to location" where most teams fail in the Smashes; Sometimes I just want to quit out when the martial artist runs into the middle of a Soul Siphon while the firearms spammer who came with him sprays bullets all over.

    I think what alerts really need is to enforce some mandatory time after failure to stand around and listen to what strategies SHOULD have been implemented, rather than immediately kicking you back (or worse leaving the boss to knock another star out of you.) I'd like to believe that most players would take the direction with grace and appreciation so they don't faceplant on the next mission.

    Like when I get into a PUG on my healing toon and I see three other crosses in the team; and I KNOW that at least one of them is only a cross because they suh-huck at END management. Or when you see the aforementioned Firearms loon dragging aggro from all points of the map. Or the aforementioned blaster who lays into a boss, dragging it away from the high-damage melee toons because no one's a tank and the blaster won't even stay in range of a heal.
  • smoochansmoochan Posts: 2,567 Arc User
    edited July 2012
    dynamech wrote: »
    It's in the "Pull enemy to location" where most teams fail in the Smashes; Sometimes I just want to quit out when the martial artist runs into the middle of a Soul Siphon while the firearms spammer who came with him sprays bullets all over.

    Some of us don't have to do any of this nonsense and have a success rate so high that we complain about how alerts are too easy. Just saying. :cool:

    Champions Online: Be the hero you wish you could be in a better game.
  • secksegaisecksegai Posts: 1,354 Arc User
    edited July 2012
    sockmunkey wrote: »
    And its for this very reason we have AOE attacks.

    Its so very face palm worthy to watch some noob spend time trying to solo some henchie. Just out of range of the group. When he could simply bring said henchie to the group and watch it melt under the group AOE spam.

    There by removing the henchie AND contributing to the team.

    You're assuming there is group aoe spam - when was the last time you did an alert =P

    I had 3 folks leave on me because I was having to clear the minions who happened to be spread out and a melee's aoe isn't going to cover that range. (2 min drill) Still pulled it out with just me and one other person.

    Considering the fact that most mobs have ranged attacks, its not as simple as generate threat, pull to group.
  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    smoochan wrote: »
    Some of us don't have to do any of this nonsense and have a success rate so high that we complain about how alerts are too easy. Just saying. :cool:

    So you are that good that you can beat a PFF Nemesis alone ? Or any other Boss .. if the
    rest are just leechers ?

    "Some Groups" have a high success rate, but "Some of us" just as a single person in PUGs
    can maybe make the chance a little better, but can not guarantee a win if the rest is simply
    that bad.
    R607qMf.jpg
  • smoochansmoochan Posts: 2,567 Arc User
    edited July 2012
    beldin wrote: »
    So you are that good that you can beat a PFF Nemesis alone ? Or any other Boss .. if the
    rest are just leechers ?

    "Some Groups" have a high success rate, but "Some of us" just as a single person in PUGs
    can maybe make the chance a little better, but can not guarantee a win if the rest is simply
    that bad.

    Did I mention I always pug alerts because I enjoy the chaos? :cool:

    RIDE THE CRIMSON SHOTGUN BABY!! :biggrin:

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  • cascadencecascadence Posts: 505 Arc User
    edited July 2012
    beldin wrote: »
    So you are that good that you can beat a PFF Nemesis alone ? Or any other Boss .. if the
    rest are just leechers ?

    "Some Groups" have a high success rate, but "Some of us" just as a single person in PUGs
    can maybe make the chance a little better, but can not guarantee a win if the rest is simply
    that bad.

    This....

    That's why I only (or try to) queue with my lvl 40s, makes heck of a difference on Alerts. I rarely fail them unless its a really bad/lowbie team.
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  • smoochansmoochan Posts: 2,567 Arc User
    edited July 2012
    cascadence wrote: »
    This....

    That's why I only (or try to) queue with my lvl 40s, makes heck of a difference on Alerts. I rarely fail them unless its a really bad/lowbie team.



    you know... ussually when you say "This...." ...your post is then supposed to agree with and relate to the post that you're "This...."-ing...

    Champions Online: Be the hero you wish you could be in a better game.
  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    smoochan wrote: »
    Did I mention I always pug alerts because I enjoy the chaos? :cool:

    Sometimes its really nice if you see a group just of lowbies and you have maybe a LR-Nemesis
    and you beat her :cool:
    And then the next run you have only highs and you fail on a generic Nemesis .. and you just
    want to smash your head on your desk :biggrin:
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  • theapygoostheapygoos Posts: 384 Arc User
    edited July 2012
    lmfao, easier?
    please do, i like getting characters to 40 in a day
  • lotar295lotar295 Posts: 903 Arc User
    edited July 2012
    Why do people even post here,the alerts aren't hard at all(at least some smashes)and there the only ones with time limits,grabs and burst are INCREDIBLY easy,its just the teams that give u a hard time,and the smashes dont need to be dumbed down anyways,their just meant for a challenge and are already a ridiculously easy way to lvl already
  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    lotar295 wrote: »
    Why do people even post here,the alerts aren't hard at all(at least some smashes)and there the only ones with time limits,grabs and burst are INCREDIBLY easy,its just the teams that give u a hard time,and the smashes dont need to be dumbed down anyways,their just meant for a challenge and are already a ridiculously easy way to lvl already

    Ever tried to beat a PFF Nemesis ? I didn't fought Draconis before he was nerfed, but maybe
    this Nemesis type still needs the same nerf. Also Darkness Nemesis .. if the bug that they
    disapear in fight is ever fixed, they will maybe also be near impossible to kill.
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  • lotar295lotar295 Posts: 903 Arc User
    edited July 2012
    I mean the majority of the alerts such as the recruitment drive,2 min drill for some people who are good at them,and black fang,everybody can totally own black fang.But I know Draconis and PFF nems are hard because of that annoying little force field they have on them,I have also been in fights with darkness nems,they really need to fix that bug btw
  • beldinbeldin Posts: 1,708 Arc User
    edited July 2012
    Another one that was really annoying was Mechassassin .. i only tried him once however
    so not sure if it was just a bad roll or if its always that way. However it felt like i was spamming
    my Z key for nearly 50% of the fight, because of massive hold-spam.

    Since i'm not really a tank, but find myself having the aggro in 90-95% of alerts, i really
    really hate if hold spams are overused .. its just plain annoying :redface:
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  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited July 2012
    I've a proposal to you?Could you maybe remove minions,make villains a bit weaker or remove the time limit in some alerts?????I'm tired of people who don't understand the main villain must be defeated within the time lapse and loose to much time on minions letting to the inevitable failure of the mission!It's four or five days i cannot succeed in an Xp alert anymore!!
    ...

    /jranger
  • sockmunkeysockmunkey Posts: 864 Arc User
    edited July 2012
    I've a proposal to you?Could you maybe remove minions,make villains a bit weaker or remove the time limit in some alerts?????I'm tired of people who don't understand the main villain must be defeated within the time lapse and loose to much time on minions letting to the inevitable failure of the mission!It's four or five days i cannot succeed in an Xp alert anymore!!

    http://progressquest.com/

    Here you go, easy at its best. You simply cant fail at it, and no need to turn CO into autopilot online.

    You can thank me later
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