Though I admit the stock ones are easier to beat than some player nems. Like the Darkness nems. Those seem to be pretty hard to beat lately.
Well, as I understand it, the Darkness, Gadget, and one or two other sets, for Nemesis/minion usage, are all sort of buggy. So that's not really an issue about stock/nonstock.
You quit because it's too much trouble to actually act like a hero and give it your best?
No, it's because i'm waiting that some "kick ****"es finish their costumes, training a lot and find their "big daddy", before fighting the crime like real superheroes :biggrin: http://www.youtube.com/watch?v=DrKHu2UX1vA
Alerts are the parking scene of the movie
But is your nem beatable?My experience with Darkness nems seem to indicate that it's very, very hard to move their HP bar downwards in alerts. Could be bad luck, I know.
Cryptic/PWE needs to put penalty system for people who leave like....
1.A stat reducing de-buff for a specific amount of time.
2. A de-buff that makes it so you can't enter another alert for a specific amount of time.
Or make it so you can't log out during an alert but although people would still use ALT F4 to leave the game.
I've left a few times when it's just totally going nowhere because I'm in a team that is mainly people just messing around or just standing at the spawn point but a majority of the time if I'm in a group that is actually trying I will and do stick it out because people who leave ruin it for everyone.
I think they also need to remove the ability to knock on Nemesis dockside, knocking up is one thing knocking them around really messes it up.
As far as telling people they need to get a "lunge" that doesn't really help if you are ranged damage.
"I have never questioned the orders or the intelligence of any representative of the Federation. Until now." - James T. Kirk
As far as telling people they need to get a "lunge" that doesn't really help if you are ranged damage.
My ranged PFF tank would like to disagree. (He has Mighty Leap)
"There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
2. People that cry about the knocks, if you don't have the skill to handle knocks just admit you suck. Knock is a mechanic in the game so understand how to deal with it or keep crying I guess.
So sending mobs flying about the map is ok
3. People that run around when they have aggro on the boss
but causing the boss to move about the map chasing the player because there running is bad
Cryptic/PWE needs to put penalty system for people who leave like....
1.A stat reducing de-buff for a specific amount of time.
2. A de-buff that makes it so you can't enter another alert for a specific amount of time.
Or make it so you can't log out during an alert but although people would still use ALT F4 to leave the game.
I've left a few times when it's just totally going nowhere because I'm in a team that is mainly people just messing around or just standing at the spawn point but a majority of the time if I'm in a group that is actually trying I will and do stick it out because people who leave ruin it for everyone.
I think they also need to remove the ability to knock on Nemesis dockside, knocking up is one thing knocking them around really messes it up.
As far as telling people they need to get a "lunge" that doesn't really help if you are ranged damage.
I would support the penalties for people who leave alerts if the same penalties were applied to people who don't meet the "leaver's" performance standards. (note that I dislike this option as much as I dislike punishing people for opting out of a particular alert).
For all you know that guy who left halfway through the alert had already contributed more to the alert's victory conditions than the other four players combined. Punishing the guy who contributed the most seems a bit off to me.
Cryptic/PWE needs to put penalty system for people who leave like....
1.A stat reducing de-buff for a specific amount of time.
2. A de-buff that makes it so you can't enter another alert for a specific amount of time.
Or make it so you can't log out during an alert but although people would still use ALT F4 to leave the game.
I've left a few times when it's just totally going nowhere because I'm in a team that is mainly people just messing around or just standing at the spawn point but a majority of the time if I'm in a group that is actually trying I will and do stick it out because people who leave ruin it for everyone.
I think they also need to remove the ability to knock on Nemesis dockside, knocking up is one thing knocking them around really messes it up.
As far as telling people they need to get a "lunge" that doesn't really help if you are ranged damage.
If Cryptic do different queues for the "standard alerts" for characters from level 35 to 40 only (as gravitar) than the queues for level 6-40, i'm totally ok with this penalty when anybody leaves.
And this give them a reason to scale the alerts for level 40 and not level 30 to avoid to gimp some builds. And up the gear drop rewards to 40, because looting gear level 30 when we're 40 is an aberration, too.
Oh, and you know what people who irk me the most in smashes?
People who waste time sneering at folks for being lowbies and undergeared during the middle of the alert, and -- after we still win the alert -- instead of showing some fricking humility and apologizing, having the gall to continue posting the same complaints in every alert thread. Including this one.
Moral of the story is, bad players will be bad. If it really bugs you that much, quit at the halfway mark so that you won't get queued with the same people next alert.
The only Smashes I queue up for nowadays are the unfailable ones like Black Fang/Sweetland Dustup and most Soul Siphons.
Until I got a character to 40, I didn't even consider them worth doing. They seem more like a quick way to grind out questionite to me and I'd rather play the actual game but, after reading all the comments in this thread, I have to say that I agree that lowbies shouldn't be allowed into alerts.
I don't see anything wrong with locking people below level 20 out of alerts and, personally, think even that may be too lax. Go ahead and lock everyone that's not 40 out of alerts all together, I say. What business does anyone not at the level cap have being in a smash alert anyways?
On top of that, I think that in addition to having to be at the level cap, all of you should have to perform some sort of DPS test at the powerhouse and reach a specific benchmark before alerts unlock for that character. That way, only those that are worthy of joining me on my q grind would get a chance to do so.
/endsarcasm
Alternatively, they could arrange things so that if a full team queues, they all go to the same alert. That way, the 1337 players that are offended by anyone who they don't consider worthy of joining them can't, unless they're incapable of finding four other people that would want to run content with them.
Another possibility is to just get over it. The timed ones only take two minutes. The rest only seem to take two to five. It's not like you've invested hours of time into it so why not tough it out and see how it goes? There's a few names I've come to groan internally over when I find out they're on my alert teams because I've learned that they don't bring a whole lot to the table, either because their build is bad or they're just bad players. I still stick it out though because the rest of the team may be win.
Coincidentally, the ones I see that occasionally make me wish I had chosen to do a different alert tend to be level 40s or close to it. Level =/= proficiency
Also it wouldn't hurt to have Smashes that don't have a timer. One that runs like a Grab. I mean rather run a long Smash that would likely succeed than 5 different timed Smashes that fail.
Nice! I don't think I'll be using that advice since I prefer to not bother with alerts until 40 and think soloing lairs is way more fun than running an alert but, hopefully others will get some good use out of that and be less of a hinderance in the future.
So YOU'RE the one causing my Alert teams to fail with a sliver of health on the boss that could have been beaten if somebody hadn't abandoned the Alert. Thanks loads. Really.
Psssh we've won every alert you and I were in together so don't be all crying about nothing.
Yes even some of your lowbie toons.
Oh, and you know what people who irk me the most in smashes?
People who waste time sneering at folks for being lowbies and undergeared during the middle of the alert, and -- after we still win the alert -- instead of showing some fricking humility and apologizing, having the gall to continue posting the same complaints in every alert thread. Including this one.
Way to make this game fun for people, jerks.
I won't complain in an alert, I'll leave before things get to that point.
I understand the frustrations stated here, and share them.
An alert focused at lower levels that's often required to be carried by high levels, many of which earn no reward unless working towards a perk or daily.
You can't blame the lowbies, new players aren't going to understand the mechanics in depth enough to see the problems. But it's like Nighthawk's mission being available as soon as you step out of the PH. The content isn't balanced towards the players that are targeted. A brand new level 6 in a Baron smash is guaranteed to die short of avoiding combat intentionally, for example.
Oh, and you know what people who irk me the most in smashes?
People who waste time sneering at folks for being lowbies and undergeared during the middle of the alert, and -- after we still win the alert -- instead of showing some fricking humility and apologizing, having the gall to continue posting the same complaints in every alert thread. Including this one.
Way to make this game fun for people, jerks.
Never sneered at people in alerts. I may sigh inwardly, but not to their faces. Even if they're level 30-somethings or 40s even, who don't seem to have any gear or clue how to play their character.
You must be lucky, though, I've only very rarely seen an alert with mostly lower levels succeed, but when we do, I'm always pleasantly surprised.
1. Level 13 and below people
2. People that cry about the knocks, if you don't have the skill to handle knocks just admit you suck. Knock is a mechanic in the game so understand how to deal with it or keep crying I guess.
3. People that run around when they have aggro on the boss
4. People that leave early when there is very good chance of winning
5. Level 13 and below people that leave early acting like they're too good to be queued with other level 13s and below.
6. People that just have to queue for Dockside Dustup over Soul Siphon/Two-Minute Drill but end up crying about people knocking enemies through the interactive obstacles which is abundant in Dockside Dustup.
7. AFKers
You cry when someone is kiting the boss through the area but you say
knock back is ok? lol l2p
But kiting a boss is also a game mechanic; understand how to deal with it or keep crying I guess.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
For example: I smoke and depending on who you ask one cigarette costs me 5 or 11 minutes of my life. A failed Dockside Dustup costs me 1:59 at most. I can deal with that. Just queue for another one and be done with it. :rolleyes:
For example: I smoke and depending on who you ask one cigarette costs me 5 or 11 minutes of my life. A failed Dockside Dustup costs me 1:59 at most. I can deal with that. Just queue for another one and be done with it. :rolleyes:
I understand why you hate math, you're really bad at it.
There is also queue time, time spent waiting for the lowbies to click the Ready button, time spent waiting for the intro/exit cutscene and time spent waiting because that last Smash Alert disappeared while you were watching lowbies flail uselessly.
"1:59 at most" indeed... no.
Glad you can deal with it, because I cannot. Esp. when farming Q on mutliple toons or worse, watching that XP Boost timer tick away. :rolleyes:
Yeah, if my ranged squishy has aggro because no one else can hold it, and the build isn't meant to facetank, you bet your **** that I'll be kiting with it.
The massive prevalence of **** tanks in this game doesn't help matters there. Most of them can't hold aggro over my Hybrids and do less damage.
I understand why you hate math, you're really bad at it.
There is also queue time, time spent waiting for the lowbies to click the Ready button, time spent waiting for the intro/exit cutscene and time spent waiting because that last Smash Alert disappeared while you were watching lowbies flail uselessly.
"1:59 at most" indeed... no.
Glad you can deal with it, because I cannot. Esp. when farming Q on mutliple toons or worse, watching that XP Boost timer tick away. :rolleyes:
Yeah, if my ranged squishy has aggro because no one else can hold it, and the build isn't meant to facetank, you bet your **** that I'll be kiting with it.
The massive prevalence of **** tanks in this game doesn't help matters there. Most of them can't hold aggro over my Hybrids and do less damage.
There is a mechanical issue there, on top of general player competency, gearing issues and whatnot. Maintaining threat in this game is neither easy nor intuitive.
__________
There is no such thing as a free lunch. If you aren't paying for it, you aren't the customer; you are the product being sold.
Dollar, dollar, bill, yo. Cash rules everything around you and me.
They'd much rather tell everyone else to stop running them rather than follow their own advice. I suspect they'd enjoy the experience much more if they made friends and ran alerts with those friends rather than relying on randoms queuing.
But try telling them that and, well ...
__________
There is no such thing as a free lunch. If you aren't paying for it, you aren't the customer; you are the product being sold.
Dollar, dollar, bill, yo. Cash rules everything around you and me.
There is a mechanical issue there, on top of general player competency, gearing issues and whatnot. Maintaining threat in this game is neither easy nor intuitive.
That is true, to a degree. In this game, it's more than "I am in tank stance therefore I am a tank". Damage is still key to threat in this game, along with threat supplements like Crippling Challenge and Challenging Strikes. Many overlook both the damage and threat supplement aspects, in part because they aren't explained anywhere.
Nonetheless, I'm not going to repeatedly faceplant on a squishy ranged character that isn't built for eating hits. The players that probably get it the worst, as far as melee, are Unleashed players, who lack a lunge. Of course, that's one of the more popular ATs.
I understand why you hate math, you're really bad at it.
There is also queue time, time spent waiting for the lowbies to click the Ready button, time spent waiting for the intro/exit cutscene and time spent waiting because that last Smash Alert disappeared while you were watching lowbies flail uselessly.
"1:59 at most" indeed... no.
Glad you can deal with it, because I cannot. Esp. when farming Q on mutliple toons or worse, watching that XP Boost timer tick away. :rolleyes:
Well, you actually don't lose time, if you are farming Q and XP otherwise, but yes I am bad at the math.
That doesn't change anything concerning my point though: The time you lose through the failure of Alerts isn't really that much after all. I can't prove it, but I'd say everyone has already lost more time staring at loading screens throughout the game.
There is a mechanical issue there, on top of general player competency, gearing issues and whatnot. Maintaining threat in this game is neither easy nor intuitive.
I've notice that my munition freeform grabs a lot of aggro all the time. I've had a villain stay aggro to me even when I was barely in sniper range (which means they were just standing there for a long time doing nothing). Heck, they stayed aggro to me even out of sniper range. Once they finally aggro to some one else, I hover back down, shoot them with one power, and BAM, aggro. Sometimes I spend most of the alert way in the sky because of this.
What makes me scratch my hair out is when every new Smash I enter there's a slew of level 6s. What happened to the previous level 6s that dinged at least 5 times? And the level 6s that dinged 5 times sometimes don't have a slotted passive or a toggle... THE FUQ?!?!?!
They'd much rather tell everyone else to stop running them rather than follow their own advice. I suspect they'd enjoy the experience much more if they made friends and ran alerts with those friends rather than relying on randoms queuing.
But try telling them that and, well ...
Most of my friends may not be on when I am or want to run 15 toons through alerts. And being mostly LTSers they get a stipend and don't have to grind for their Zen.
I'm not telling people to not run smashes for Q or XP, mostly because that's about the stupidest thing I have ever read on these forums - that is exactly what alerts are for doing. :eek:
Actually the majority of my alerts run just fine except when someone spends the 2 mins moving the boss all over the map or I get a team that has no clue how to run the alert (Recruitment Drive alerts) or its a team full of sub-15 toons that cannot do enough damage in time to win the alert. And on the occasions when a PUG runs a smooth as silk alert, its a thing of beauty. :cool:
In all cases there are ways to mitigate or at least reduce the time spent on a failed alert. TBH, after running literally 1000's of alerts I've gotten pretty good at determining whether an alert is going to fail or not.
Telling people to team up isnt a soloution, its a workaround, since they are designed speciffically to be instant pugable content.
The only REAL soloution that can be done needs to come from the devs. They either need to level bracket them, tone them down, increase the time limit or increase the minimum level.
I've thought about it, and I think much of the frustration could be solved if the alerts were staggered a bit. As it is, all of the alerts are available at level 6.
In my experience, Soul Siphons (most of them, anyway), are doable at level 8. (or as soon as you get a passive and an attack power besides your energy builder.)
Nemesis dustups, I'd wait to 20 at least.
That's just two examples.
So the suggestion would be as follows: Make it so alerts start appearing at level 8, which takes only a couple of missions after the tutorial anyway. And then, only select alerts at first, then as you level, more and more become available.
Of course, that leaves the problem of making sure there's enough people for each "stage" of alerts and so on. Could possibly be solved by making the alert foes scale with the amount of people in the alert, I suppose.
Telling people to team up isnt a soloution, its a workaround, since they are designed speciffically to be instant pugable content.
The only REAL soloution that can be done needs to come from the devs. They either need to level bracket them, tone them down, increase the time limit or increase the minimum level.
How about all of the above?
^_^
Level bracket into tiers just like PvP. Enemies are at the highest level for that tier. (20, 30, 40)
Tone down the XP reward for Smash Alerts so that it's on-par with questing/missions, tone up the resource reward from Grab Alerts and add Catalyst drops to the Burst Alerts.
Increase the time limit for certain select Smash Alerts by 30 seconds (i.e.: Ao'Qephoth).
Increase the minimum level from none to 15 or 21. (if 21 to 30, then goes into the level 30 tier, 31 to 40 into the level 40 tier, etc.)
These forums have apparently turned into some sort of purgatory where people just have the same two or three conversations over and over again... this being one of them.
I think it should be clear by this point that no gating is going to be implemented for alerts. Try talking about vehicles.
Champions Online: Be the hero you wish you could be in a better game.
So that you can hopefully get another alert with a different group of players.
Who may well also be unsatisfactory, so you quit out of that group, and...
Puts me in mind of the old saying that the one common factor in all of your unsatisfactory relationships is you.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
If there's one assured thing to make me quit the alert is when I see a team member blatantly leeching, as in either standing at the start point or laughably standing next to the Smash boss pretending that they're actually doing something while hoping that the rest of the team are too preoccupied to notice. Sometimes they periodically spam their energy builder to look as if they're actually contributing. I've experienced this happening several times already and it was always a level 6 doing it, though I'm not saying that every level 6 is a leecher by default.
You could say that it's unfair to the rest of the team members who legitimitely contribute for me to quit, but at the same time it's unfair that the leecher is allowed to stay around to mooch off the efforts of others.
Level bracket into tiers just like PvP. Enemies are at the highest level for that tier. (20, 30, 40)
Tone down the XP reward for Smash Alerts so that it's on-par with questing/missions, tone up the resource reward from Grab Alerts and add Catalyst drops to the Burst Alerts.
Increase the time limit for certain select Smash Alerts by 30 seconds (i.e.: Ao'Qephoth).
Increase the minimum level from none to 15 or 21. (if 21 to 30, then goes into the level 30 tier, 31 to 40 into the level 40 tier, etc.)
What do you think about that?
All of this would defeat the purpose of what alerts were meant to be.
If there had never been a COH there would never have been a CO. :cool:
Comments
Though I admit the stock ones are easier to beat than some player nems. Like the Darkness nems. Those seem to be pretty hard to beat lately.
Well, as I understand it, the Darkness, Gadget, and one or two other sets, for Nemesis/minion usage, are all sort of buggy. So that's not really an issue about stock/nonstock.
No, it's because i'm waiting that some "kick ****"es finish their costumes, training a lot and find their "big daddy", before fighting the crime like real superheroes :biggrin:
http://www.youtube.com/watch?v=DrKHu2UX1vA
Alerts are the parking scene of the movie
Well....people must hate my nemesis :P. Demonic Backlash is a darkness nemesis .
1.A stat reducing de-buff for a specific amount of time.
2. A de-buff that makes it so you can't enter another alert for a specific amount of time.
Or make it so you can't log out during an alert but although people would still use ALT F4 to leave the game.
I've left a few times when it's just totally going nowhere because I'm in a team that is mainly people just messing around or just standing at the spawn point but a majority of the time if I'm in a group that is actually trying I will and do stick it out because people who leave ruin it for everyone.
I think they also need to remove the ability to knock on Nemesis dockside, knocking up is one thing knocking them around really messes it up.
As far as telling people they need to get a "lunge" that doesn't really help if you are ranged damage.
My ranged PFF tank would like to disagree. (He has Mighty Leap)
"There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
So sending mobs flying about the map is ok
but causing the boss to move about the map chasing the player because there running is bad
I fail to see the difrence
I would support the penalties for people who leave alerts if the same penalties were applied to people who don't meet the "leaver's" performance standards. (note that I dislike this option as much as I dislike punishing people for opting out of a particular alert).
For all you know that guy who left halfway through the alert had already contributed more to the alert's victory conditions than the other four players combined. Punishing the guy who contributed the most seems a bit off to me.
'Caine, miss you bud. Fly high.
Because defeat is one thing, humiliating defeat is something that takes CLASS.
But for now, I will settle with it being just plain fun.
If Cryptic do different queues for the "standard alerts" for characters from level 35 to 40 only (as gravitar) than the queues for level 6-40, i'm totally ok with this penalty when anybody leaves.
And this give them a reason to scale the alerts for level 40 and not level 30 to avoid to gimp some builds. And up the gear drop rewards to 40, because looting gear level 30 when we're 40 is an aberration, too.
People who waste time sneering at folks for being lowbies and undergeared during the middle of the alert, and -- after we still win the alert -- instead of showing some fricking humility and apologizing, having the gall to continue posting the same complaints in every alert thread. Including this one.
Way to make this game fun for people, jerks.
Sometimes you'll get good teams sometimes you wont. Some people are lowbies get over it.
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
Moral of the story is, bad players will be bad. If it really bugs you that much, quit at the halfway mark so that you won't get queued with the same people next alert.
The only Smashes I queue up for nowadays are the unfailable ones like Black Fang/Sweetland Dustup and most Soul Siphons.
I don't see anything wrong with locking people below level 20 out of alerts and, personally, think even that may be too lax. Go ahead and lock everyone that's not 40 out of alerts all together, I say. What business does anyone not at the level cap have being in a smash alert anyways?
On top of that, I think that in addition to having to be at the level cap, all of you should have to perform some sort of DPS test at the powerhouse and reach a specific benchmark before alerts unlock for that character. That way, only those that are worthy of joining me on my q grind would get a chance to do so.
/endsarcasm
Alternatively, they could arrange things so that if a full team queues, they all go to the same alert. That way, the 1337 players that are offended by anyone who they don't consider worthy of joining them can't, unless they're incapable of finding four other people that would want to run content with them.
Another possibility is to just get over it. The timed ones only take two minutes. The rest only seem to take two to five. It's not like you've invested hours of time into it so why not tough it out and see how it goes? There's a few names I've come to groan internally over when I find out they're on my alert teams because I've learned that they don't bring a whole lot to the table, either because their build is bad or they're just bad players. I still stick it out though because the rest of the team may be win.
Coincidentally, the ones I see that occasionally make me wish I had chosen to do a different alert tend to be level 40s or close to it. Level =/= proficiency
link here
How about finishing them off with the Care Bear Stare- er- Celestial Conduit?
She flew up,2 melee bouncing futily under her because nobody had lunge with nail to the ground.
They left.
3 ranged continued on. we didn't win but we didn't quit.
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Nice! I don't think I'll be using that advice since I prefer to not bother with alerts until 40 and think soloing lairs is way more fun than running an alert but, hopefully others will get some good use out of that and be less of a hinderance in the future.
Psssh we've won every alert you and I were in together so don't be all crying about nothing.
Yes even some of your lowbie toons.
I won't complain in an alert, I'll leave before things get to that point.
I understand the frustrations stated here, and share them.
An alert focused at lower levels that's often required to be carried by high levels, many of which earn no reward unless working towards a perk or daily.
You can't blame the lowbies, new players aren't going to understand the mechanics in depth enough to see the problems. But it's like Nighthawk's mission being available as soon as you step out of the PH. The content isn't balanced towards the players that are targeted. A brand new level 6 in a Baron smash is guaranteed to die short of avoiding combat intentionally, for example.
Never sneered at people in alerts. I may sigh inwardly, but not to their faces. Even if they're level 30-somethings or 40s even, who don't seem to have any gear or clue how to play their character.
You must be lucky, though, I've only very rarely seen an alert with mostly lower levels succeed, but when we do, I'm always pleasantly surprised.
You cry when someone is kiting the boss through the area but you say
knock back is ok? lol l2p
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
(I hate the math, so that's saying something...)
For example: I smoke and depending on who you ask one cigarette costs me 5 or 11 minutes of my life. A failed Dockside Dustup costs me 1:59 at most. I can deal with that. Just queue for another one and be done with it. :rolleyes:
The Doctor on the PDB
Fahrenheit on the PDB
I understand why you hate math, you're really bad at it.
There is also queue time, time spent waiting for the lowbies to click the Ready button, time spent waiting for the intro/exit cutscene and time spent waiting because that last Smash Alert disappeared while you were watching lowbies flail uselessly.
"1:59 at most" indeed... no.
Glad you can deal with it, because I cannot. Esp. when farming Q on mutliple toons or worse, watching that XP Boost timer tick away. :rolleyes:
People are broken. - Lum the Mad
The massive prevalence of **** tanks in this game doesn't help matters there. Most of them can't hold aggro over my Hybrids and do less damage.
Solution: Do not play alerts to gain Q or XP
There is a mechanical issue there, on top of general player competency, gearing issues and whatnot. Maintaining threat in this game is neither easy nor intuitive.
There is no such thing as a free lunch. If you aren't paying for it, you aren't the customer; you are the product being sold.
Dollar, dollar, bill, yo. Cash rules everything around you and me.
They'd much rather tell everyone else to stop running them rather than follow their own advice. I suspect they'd enjoy the experience much more if they made friends and ran alerts with those friends rather than relying on randoms queuing.
But try telling them that and, well ...
There is no such thing as a free lunch. If you aren't paying for it, you aren't the customer; you are the product being sold.
Dollar, dollar, bill, yo. Cash rules everything around you and me.
That is true, to a degree. In this game, it's more than "I am in tank stance therefore I am a tank". Damage is still key to threat in this game, along with threat supplements like Crippling Challenge and Challenging Strikes. Many overlook both the damage and threat supplement aspects, in part because they aren't explained anywhere.
Nonetheless, I'm not going to repeatedly faceplant on a squishy ranged character that isn't built for eating hits. The players that probably get it the worst, as far as melee, are Unleashed players, who lack a lunge. Of course, that's one of the more popular ATs.
Well, you actually don't lose time, if you are farming Q and XP otherwise, but yes I am bad at the math.
That doesn't change anything concerning my point though: The time you lose through the failure of Alerts isn't really that much after all. I can't prove it, but I'd say everyone has already lost more time staring at loading screens throughout the game.
The Doctor on the PDB
Fahrenheit on the PDB
Doesn't this translate to, "learn to play ?"
'Caine, miss you bud. Fly high.
If not for Q or XP...why do them at all? Or are you really suggesting people like to beat up the same boss over and over again for fun?
Considering the tremendous rate of churn in this game that is asking a lot from people who will be here two days at the most.
Most of my friends may not be on when I am or want to run 15 toons through alerts. And being mostly LTSers they get a stipend and don't have to grind for their Zen.
I'm not telling people to not run smashes for Q or XP, mostly because that's about the stupidest thing I have ever read on these forums - that is exactly what alerts are for doing. :eek:
Actually the majority of my alerts run just fine except when someone spends the 2 mins moving the boss all over the map or I get a team that has no clue how to run the alert (Recruitment Drive alerts) or its a team full of sub-15 toons that cannot do enough damage in time to win the alert. And on the occasions when a PUG runs a smooth as silk alert, its a thing of beauty. :cool:
In all cases there are ways to mitigate or at least reduce the time spent on a failed alert. TBH, after running literally 1000's of alerts I've gotten pretty good at determining whether an alert is going to fail or not.
People are broken. - Lum the Mad
The only REAL soloution that can be done needs to come from the devs. They either need to level bracket them, tone them down, increase the time limit or increase the minimum level.
In my experience, Soul Siphons (most of them, anyway), are doable at level 8. (or as soon as you get a passive and an attack power besides your energy builder.)
Nemesis dustups, I'd wait to 20 at least.
That's just two examples.
So the suggestion would be as follows: Make it so alerts start appearing at level 8, which takes only a couple of missions after the tutorial anyway. And then, only select alerts at first, then as you level, more and more become available.
Of course, that leaves the problem of making sure there's enough people for each "stage" of alerts and so on. Could possibly be solved by making the alert foes scale with the amount of people in the alert, I suppose.
Just an idea.
How about all of the above?
^_^
What do you think about that?
Consolidate the currencies! (Please!)
Does your Champion have a theme song? (share it!)
Got a funny in-game screenshot? (share it!)
Please fix the Overdrive energy unlock! (Should help promote thematic build diversity!)
I think it should be clear by this point that no gating is going to be implemented for alerts. Try talking about vehicles.
Champions Online: Be the hero you wish you could be in a better game.
Puts me in mind of the old saying that the one common factor in all of your unsatisfactory relationships is you.
- David Brin, "Those Eyes"
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You could say that it's unfair to the rest of the team members who legitimitely contribute for me to quit, but at the same time it's unfair that the leecher is allowed to stay around to mooch off the efforts of others.
Generally it is not. Like I said before the majority of smashes go ok.
Your old saying does not apply here. :rolleyes:
People are broken. - Lum the Mad
All of this would defeat the purpose of what alerts were meant to be.
If there had never been a COH there would never have been a CO. :cool: