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Alert Auto-Kicking

glomoroglomoro Posts: 31 Arc User
edited December 2012 in Suggestions Box
I just finished a Stitch in Time solo because the alert tried to kick us all out for not having a fifth person. To be completely blunt, this is unnecessary. Any alert that isn't timed is often soloable. Having three other people is just icing on the cake. Two other people, or even one (I'm looking at you, Warlord run that didn't give a crap about there only being two people left at the end 'cause everyone else wimped out, so apparently as long as you START with 5 it could care less who sticks around) is more than enough back up for things that aren't timed if you're a tank. I can't speak for other people in this situation, I guess, since all I've ever really played are tanks. Tanks that despite following a theme first and foremost are overpowered like crazy in this game.

Frankly, even some of the timed alerts only need a small amount of extra warm bodies populating them for some of us to win. My suggestion is simple: The auto-kicking is overzealous, if I click cancel it should stop pestering me so frequently. I will solo any untimed alert if I have to, because I'm too stubborn to give up and re-queue. If there are less than five people at the start of an alert, let US decide if we want to stick it out and give it our best shot regardless of the disadvantage. The only failure in my eyes is the failure to give it a try.
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Post edited by glomoro on

Comments

  • hyperstrikecohhyperstrikecoh Posts: 470 Arc User
    edited December 2012
    I'd agree here.

    Not that I want to see people disappearing, solo, into alerts, never to re-emerge.

    But FORCING exact numbers teaming on alerts is DUMB. Especially when the team involved has more than enough "juice" to kick its way through the mission anyhow.
  • lordgrimmwoodlordgrimmwood Posts: 38 Arc User
    edited December 2012
    OK so as far as I know the only reason for auto-kicking from an alert isn't so much from not having 5 people, but usually because the alert rotations have changed, and the alert your in is no longer viable. When alerts first started this was a pretty big topic for people, and sadly it doesn't seem to have been fixed.
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited December 2012
    When the Alert rotation, rotates, it doesn't care if you're middle of one, it ends.
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  • bobgreenwadebobgreenwade Posts: 186 Arc User
    edited December 2012
    flyingfinn wrote: »
    When the Alert rotation, rotates, it doesn't care if you're middle of one, it ends.

    Actually, if the Alert actually starts before it rotates out, it lets you finish. If it rotates out before it becomes Active, then it kicks everyone.

    But this is something that needs to be fixed.

    As a different but related bug, I've had too often where I see the sign-in for the Alert pop up and then disappear, and then about a minute later I'm notified that I was dropped from it because it's no longer available.

    Both of these, I think, could be fixed by just changing when the Alert becomes unavailable to players. If the dialog has come up to let someone actually start, then it remains active for that player, and only drop if there are fewer than 4 people who press Start. That may be a more complicated programming job than it looks, but I think it would do the job.
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  • glomoroglomoro Posts: 31 Arc User
    edited December 2012
    As a different but related bug, I've had too often where I see the sign-in for the Alert pop up and then disappear, and then about a minute later I'm notified that I was dropped from it because it's no longer available.

    Yeah, that's pretty annoying too. You can tell the alert is still "there," trying to wait for people clicking ready, but no one has any way to do so. So it times out, and the people who were totally ready get ticked off about it. That is probably more on the side of a bug, however, while I'd imagine what I mentioned above is working as intended. Not the sarcastic "working as intended," you tend to see in game communities; the real kind.
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