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[Suggestion] Alert Lockout

nazacanazaca Posts: 183 Arc User
edited October 2012 in Suggestions Box
I would like to request a 15 minute lockout timer be added to the "Alerts!", triggered only on those characters which exit the alert prior to its' completion (success or failure).

So:
  • "Alert!" completes as a success, no lockout is applied.
  • "Alert!" completes as a failure, no lockout is applied.
  • "Alert!" is exited prior to completion, 15 minute lockout is applied that prohibits the character from queuing for or entering another alert until the timer expires.

(... not going to happen, but one can wish ...)
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Post edited by nazaca on

Comments

  • klittyklitty Posts: 1,540 Arc User
    edited October 2012
    The main problem with this are the connection issues that some users might suffer from time to time. But I do hate ragequitters that leave us to our fate in a "not going to well at the moment" alert. Sometimes we manage to finish it successfuly, sometimes we dont :c

    But yeah, if there was a way to determine if the disconnection was an exit or a system issue, this would be nice.


    =^ _ ^= Kitty Lives!
  • nextnametakennextnametaken Posts: 2,216 Arc User
    edited October 2012
    Yeah punish people who are already being punished by being forced team with morons.
    While simultaneously encouraging even more leeching than is already going on.
  • vorshothvorshoth Posts: 603 Arc User
    edited October 2012
    I see it more as "punishing those that leave crime unpunished because of impossible odds stopping them, aka weak teammates", which in fairness, is very much against the vibe of heroism that we have going for 51% of all characters.
    I always go through an Alert myself, unless my connection drops or something IRL stops me. Now that I'm used to them, I'm finding them rather enjoyable for some mindless crimebusting without plot. I honestly don't think it's big enough an issue for the ragequitters to be punished though, as the enjoyment you get when you plus a small number of others finally work out a strategy to defeat, say, the Nighthawk Alert, with only 3 people, each of which can be easily one-shotted by the goons, and one guy keeps on getting such severe lag he can't really do much beyond run in with his energy builder and soak up damage for us...
    It's honestly been some of the most fun team based activity I've had, because it was an incomplete team made up of technically failures who couldn't do it normally without the dialogue we eventually had to make.
    So yeah, after some thought, I'm against Alert Lockouts. let them leave! We'll save the day without such cowards!
    [SIGNATURE REDACTED]
  • bobgreenwadebobgreenwade Posts: 186 Arc User
    edited October 2012
    I think a penalty of 5 minutes (of real time) per person remaining in the Alert would be appropriate.

    I also think that the system would be able to tell the difference between someone who is disconnected and someone who uses the "Leave This Area" command to exit.

    I'd also like to point out that, while doing "Stitch in Time" a couple of weeks ago, what started as a team of five ended up as a team of two. I don't recall who the master villain was, but that did turn out to be the only time I've ever been the one to shut off the time machine.

    On the other hand the only way I've been able to figure out to deal with leechers (those who just stand around at the initial spawn point until the Alert is finished) is for everyone else to leave just before it's done. I personally wouldn't mind taking a penalty of 5 to 20 minutes to deal with such a person, but I suspect that I'm in a very tiny minority with that.
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  • blkjackwilliamsblkjackwilliams Posts: 256 Arc User
    edited October 2012
    Problems:

    1. Unsuspecting team goes into an Ao'Qephoth alert. If it's not a smash, they either have to finish or leave the map. Not every team can beat Ao's healing, so those players will be locked out for having to leave the map.

    2. D'bag or two leaves, now the remaining players cannot complete the alert by themselves and they have to leave the map. Those players are now penalized for the D'bags.

    Good intentions, but it won't work.
  • drgmstrdrgmstr Posts: 902 Arc User
    edited October 2012
    klitty wrote: »
    The main problem with this are the connection issues that some users might suffer from time to time. But I do hate ragequitters that leave us to our fate in a "not going to well at the moment" alert. Sometimes we manage to finish it successfuly, sometimes we dont :c

    But yeah, if there was a way to determine if the disconnection was an exit or a system issue, this would be nice.

    This is how I view the alerts these days. I have d/ced out of a few alerts here and there just to return quick enough to help finish the boss off or come back to a empty instance. Others I have close friends who don't have the best connections so they will sometimes load when the match is already half way done. Because of this some will quit seeing there is a missing player and immediately think its a failed alert. Heck I have once won a few alerts where its just 3 of us, I go ahead and PM those who bailed early and tell them "a shame you just missed out on some easy exp".

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  • ashensnowashensnow Posts: 2,048 Arc User
    edited October 2012
    Bad idea in my opinion.

    We dont punish people for lack of performance in an Alert. For all we know that guy who quit on a team did more damage than the rest of the team combined before giving up. At that point you would be insisting that the individual who contributed the most toward the mission's victory conditions be punished.

    Hmm, perhaps if character build and performance along with player skill were added to the list of justifications for lockout it might be fair.

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  • shytalashytala Posts: 74 Arc User
    edited October 2012
    I disagree with this. Somethings are out of our control and being penalized for it is stupid and counterproductive.

    I have gone into a Hi-Pan alert, where we killed all the enemies before him and then went to trigger him and he would not trigger At All, in fact this has happened at least 4 times out of the 20 times we went in to me and the people in my groups, before I stopped going for that alert. We tried for a while and could not get him to trigger, which meant we could not finish the alert. So we all had to leave with the Leave This Map button. This means that would trigger your Lockout on us....thus penalizing us for something we could not control.

    Thus I find the idea of a lockout to be very harsh, especially if we could not control what was going on that forced us to leave.


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  • twg042370twg042370 Posts: 592 Arc User
    edited October 2012
    I say we do it!

    I mean, you can only do a PUG once in your life and then the ghost of Lord British prevents you from ever doing another one for as long as you live and thus the stakes of doing an Alert are that high that you can't simply shrug your shoulders and wait for the next one.

    Ragequitters? I say thee nay!
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  • lotar295lotar295 Posts: 903 Arc User
    edited October 2012
    well,sometimes people that leave may have done more DPS or healing or tanking than anyone else,and then they leave at the end and the alert finishes,now if we had a system to measure their achievement in the alert,if they did XX amount of DPS,XX amount of healing,or XX amount of tanking,then no penalization,if they did under XX,then they get penalized,but the penalization only occurs if they leave the alert early,so it doesn't really stop the other alert problem...leechers.
  • nextnametakennextnametaken Posts: 2,216 Arc User
    edited October 2012
    Anyone who doesn't leave an alert when its obviously going to fail is just stubborn and stupid.
    There is no heroism involved, the alert involves standing around spamming the same attacks over
    and over until the number is decreased.

    There are no people to save. No kittens in trees. No cancer to cure.
    If you think being in an alert is some how heroic you are delusional.
    If you think slaughtering endless goons on the street who simply loiter until you harass them is heroic
    then you are outright psychopathic.
    Its a game, you hit the button or buttons and you get a dopamine reward like any research monkey.

    If your team sucks, as they often do in alerts, then you don't get a dopamine response you get a
    stress induced cortisol response. Cortisol causes brain damage, destruction of neurons, loss of
    short term memory, decreased attention span, gut fat and cancer,

    What the low thinking people in this thread are suggesting are ways to make more people
    angry and stressed.To hate the alert fail team even more than they do.
    The venom in zone against alert teams is already thick and filthy as it is.

    How about we punish selfish people who seek to punish people instead.
    They are whats wrong with this whole world.
  • monaahirumonaahiru Posts: 3,088 Arc User
    edited October 2012
    Well... we have "DC" thing too and lockout may cause other trouble next. :(
  • vorshothvorshoth Posts: 603 Arc User
    edited October 2012
    twg042370 wrote: »
    I say we do it!

    I mean, you can only do a PUG once in your life and then the ghost of Lord British prevents you from ever doing another one for as long as you live and thus the stakes of doing an Alert are that high that you can't simply shrug your shoulders and wait for the next one.

    Ragequitters? I say thee nay!

    I always felt that the king from Knightmare is appropriate for Alerts.
    "Ooh... Nasty..."
    [SIGNATURE REDACTED]
  • jasinblazejasinblaze Posts: 1,366 Arc User
    edited October 2012
    • how about a when someone leaves an alert, a random person in que replaces them.
    • how about a kick option that if 3 out 5 player say so, they can kick a leecher or level 6 out of the alert (I'm sure this can be abused but with 3 out of 5 it would be minimal)
    • how about not letting someone do alerts till level 15 anyway
    • how about ranking the alerts by level the way pvp is
    i think you are confusing an effect for a cause.
  • rokurocarisrokurocaris Posts: 1,079 Arc User
    edited October 2012
    Not signed. The option ot leave alerts early is there for a reason.

    Personally, I don't want to be forced to stay when only 30 seconds are left and the boss is still near full health.If that happens, I'm not risking to lose a star point in a lost battle and definitely want to spare me the fail sequence when I could already be queuing for another try.
    On the other hand, people who leave a winning team, thereby causing it to lose, are idiots. :rolleyes:
  • man515drakeman515drake Posts: 182 Arc User
    edited October 2012
    /Not Signed

    For various reasons some already mentioned there are two problems for me the first being I don't live in a bubble and real life sometimes happens like my doorbell or my phone or my wife has to ask me something so I have to leave the alert rather than leech the alert. Secondly all you will get people doing is going to make a coffee while the alert fails to avoid the lock out it won't solve anything.
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  • zysalianzysalian Posts: 10 Arc User
    edited October 2012
    /Not Signed.

    It is utterly pointless to put in penalties for alert leavers as long as people can leech away at alerts without any penalty. Punishing alert leavers without a system to find and punish leechers would basically mean that people would get punished for refusing to cater to leechers.
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