I wonder if there's a way to to allow players to run back from the spawn point and rejoin the battle with Cybermind rather than being permanently barred from the room due to death? I may be going out on a limb here, but I suspect that would greatly reduce the fail rate of the alert due to irritated ragequits. Also, it might go a long way toward reducing the impression that some features are devised by a room of poorly trained monkeys. If that is not an option, it might be helpful, to indicate that "call for help" is mandatory when that little box pops up on defeat.
Yes this is sarcastic, but I just had an entire team save two players barred from the fight because they decided to select an option other than "call for help", leaving them standing just outside the boss room, bashing their heads impotently against the invisible forcefield.
Cybermind alert is like Warlord or Gravitar alert! Once you get defeated and u recover you cannot re enter! Is strongly recommented a healer for this alert and a formed team, you cannot finish the alert wit random teams! Also buy some Thriumph Packs (AH/players) or Serums (Siver Recognition Vendor) to be able to resurect if nobody can resurect you in the boss area!
Also if you know the boss mechanics (how to defeat him) is quite easy to defeat him! For example I already got 2 of his AFs today! ^^
So first you must find some guys who know what to do in the alert and the rest will be piece of cake!
I know this is the standard retort to complaints on the internet, but Nope.
The solution isn't "all you have to do is painstakingly assemble the perfect team of veterans and bring along a specific series of items and it's easy!" or "I've beaten him eleventy three times without even turning my computer on!"
I know how to beat him. Next time just click on "call for help" and tadaa! no lock out. The problem is that the design of the alert is idiotic. Why on earth would you present players with two choices if one of them traps them as spectators in the alert? Why wouldn't it just kick them out? Why isn't "call for help" the only option? Why isn't the other option "log out"? Why isn't there notification? Who do they seriously think would knowingly choose to only be halfway removed from gameplay after the first defeat?
Erm...Do you even know what the 'Call for Help' button does? Because your post is making it sound...Odd.
And also the fact that it's a default option for when you get defeated? As is Recover? (In fact it used to be JUST recover, Call for Help was added a few months ago.)
The lockout is to prevent mindless zergs, as well as to keep the mission fluid. What if there was no forcefield? Well, you could just sit there and snipe him from the doorway, no difficulty at all. Viral Storm won't get you. Nothing would happen, and you'd win.
I wonder if there's a way to to allow players to run back from the spawn point and rejoin the battle with Cybermind rather than being permanently barred from the room due to death? I may be going out on a limb here, but I suspect that would greatly reduce the fail rate of the alert due to irritated ragequits. Also, it might go a long way toward reducing the impression that some features are devised by a room of poorly trained monkeys. If that is not an option, it might be helpful, to indicate that "call for help" is mandatory when that little box pops up on defeat.
Yes this is sarcastic, but I just had an entire team save two players barred from the fight because they decided to select an option other than "call for help", leaving them standing just outside the boss room, bashing their heads impotently against the invisible forcefield.
The playerbase is spoiled. Cybermind isn't so much challenging as players are lacking in skill. The other day, ran a pug with an sg mate, we were last two standing within moments. Run with a full premade, the entire thing was a breeze.
As frustrating as lockouts are for pugs, without them players would have little incentive to bother doing anything more then attacking till death and repeat. The people who complain so quick can't grasp even the simplest concepts.
My biggest complaint with this mission is that the phase 3 boss keeps killing everyone because with the debuffs, the DoTs, the effects of every color under the sun on him (I've seen yellow, red, green and blue electricities, fires, demolish debuffs, etc etc on him) and when he flies up and leaves the '1010101 computer body' behind, you can't see what freakin color he is, then he hits you with that super blaster and one-shots you. If I could read what color he is, I know I have to go to the appropriate color column for protection. I strongly think they need to either have the debuffs not show on him, or they need to make some other way to see what color he is (have the square he's on light up under him or something?) We're dying because of graphics, and inability to see what is going on. That's a bit harsh I think.
Erm...Do you even know what the 'Call for Help' button does? Because your post is making it sound...Odd.
And also the fact that it's a default option for when you get defeated? As is Recover? (In fact it used to be JUST recover, Call for Help was added a few months ago.)
The lockout is to prevent mindless zergs, as well as to keep the mission fluid. What if there was no forcefield? Well, you could just sit there and snipe him from the doorway, no difficulty at all. Viral Storm won't get you. Nothing would happen, and you'd win.
Or you could be out of range, or he could charge out of the room to attack you. If the entire group has chosen recover, and is huddled at the door, there's very little reason he'd keep hanging out in the centre of the room. To make that work you'd have to have players holding aggro while the others snipe.
Also I'm not sure what you're asking about default options. They can't both be default options. You've got a choice between call for help or recover. You've got to pick one. Making recover the only option (as you say it used to be) is just more stupid since it surprises players with a no death or be locked out of the fight restriction.
Also, why doesn't it just kick you from the alert instead of leaving you inside but unable to participate? How does that better prevent zerging or increase difficulty?
As someone else has already said, some sort of notification of the consequences would go a long way to alleviate the frustration.
Also so everyone stops waving their gritty hardcore gamer cred around, I went back and beat the alert, so despite the standard saber rattling about spoiled and unskilled players, it turns out the (the not at all in question or relevant) difficulty of the villain himself is low. So I'm super awesome too. High five.
Or you could be out of range, or he could charge out of the room to attack you. If the entire group has chosen recover, and is huddled at the door, there's very little reason he'd keep hanging out in the centre of the room. To make that work you'd have to have players holding aggro while the others snipe.
Also I'm not sure what you're asking about default options. They can't both be default options. You've got a choice between call for help or recover. You've got to pick one. Making recover the only option (as you say it used to be) is just more stupid since it surprises players with a no death or be locked out of the fight restriction.
Also, why doesn't it just kick you from the alert instead of leaving you inside but unable to participate? How does that better prevent zerging or increase difficulty?
As someone else has already said, some sort of notification of the consequences would go a long way to alleviate the frustration.
Also so everyone stops waving their gritty hardcore gamer cred around, I went back and beat the alert, so despite the standard saber rattling about spoiled and unskilled players, it turns out the (the not at all in question or relevant) difficulty of the villain himself is low. So I'm super awesome too. High five.
I know this is the standard retort to complaints on the internet, but Nope.
The solution isn't "all you have to do is painstakingly assemble the perfect team of veterans and bring along a specific series of items and it's easy!" or "I've beaten him eleventy three times without even turning my computer on!"
I know how to beat him. Next time just click on "call for help" and tadaa! no lock out. The problem is that the design of the alert is idiotic. Why on earth would you present players with two choices if one of them traps them as spectators in the alert? Why wouldn't it just kick them out? Why isn't "call for help" the only option? Why isn't the other option "log out"? Why isn't there notification? Who do they seriously think would knowingly choose to only be halfway removed from gameplay after the first defeat?
Oh boy! digitaltwist all u know is only to complain here! "why it doesn`t kick u from alert?" "why is a lockdown?" "why u need to log off to exit the alert?" "why after I recover I can`t go back to the boss room?"
Dude stop complaining here and at least use the solutions I gaved you, if you can`t use your brain, which is btw lacking of any neurons, to find some solutions to your problems! Now really, what is your biggest problem about this alert? The lockdown?! hahahaha
Dude, if the lockdown is your bigest problem here then you didn`t did any of Warlord or Gravitar Alerts! BECAUSE... if you did at least one of those alerts just ONCE, you would be a little more experienced with the Lockdowns Alerts like this one is!
And let me make some things clear enough for ya!
"Call for Help" is to use ONLY but ONLY when you have someone in your team that HAVE something to resurect you (device, power or whatever)! "Call for Help" WILL NOT BRING YOU BACK TO LIFE ONCE YOU CLICK IT!Is not an option which bring you character magically back to life where it was defeated! If you really think "Call for Help" will do such thing to you, well, sry to say that but you are just like any other noobs who spam "I`m down! I need help!" by using "Call to Help" option, believing that will magically, bring their characters back to life!
"Recover" is to use to bring your char back to life at a checkpoint! And here in this alert IN THE BOSS ROOM is not really recommended and you know why!
And if you could read my reply carefully, is cleary that YOU DIDN`T DID THAT, you don`t have to use the "Recover" in the boss room! All you need is some TRIUMPH PACKS OR SOME SERUMS FROM THE SILVER RECOGNITION WHICH ARE BTW EXTREMELY CHEAP, ONLY 3 SILVER RECOGNITION EACH! THEY ARE THE MOST CHEAPEST RESURECT DEVICE IN THE WHOLE GAME! By using caps I hope you could pay more attention to what I already said in my first reply!
So... please use some resurect devices in the boss room and stop complaining about the lockdown!
Dude, I really didn`t said "gather your super OP team to be able to defeat the almighty Cybermind"! I really didn`t said that in my first reply and that wasn`t the ideea of my advice!
What I wanted to say by gathering a team for Cybermind is that by doing that you could teach your team what to do in the boss room (if they don`t know how the boss fight works like). AND... when you gather team for Cybermind you could also recruit a HEALER (if that healer have resurect power it would be awsome) to keep you and your team ALIVE in the boss fight!
The alert is live for only 3 days and I doubt every single player that is 40s know how to deal with the boss! So that why is recommended to make a team for this alert so everyone know what to do!
Why it doesn`t kick you from team when you are outside the boss area?
Because maybe some of your team mates are still ALIVE IN THE BOSS AREA and THEY ARE STILL FIGHTING THE BOSS HOPING THAT THEY WILL WIN! And they do win if they know what to do! I have done a CyberMind alert WITH a RANDOM TEAM where 3 of the guys were outside the boss area and me with a FF was fighting with the boss! And we did finish that alert and everybody in the team could get their drop after the boss fighting was over! So yea... that`s why the system doesn`t kick you from alert, so guys like you can get their drops even if you didn`t fight the boss so long like others did!
Why you must log off to exit the alert?
First of all that is a bug! Second you don`t need to log off to be able to exit the alert! All you need to do is to use Teleport to Ren Cen Device to be able to exit the alert!
Or you could be out of range, or he could charge out of the room to attack you. If the entire group has chosen recover, and is huddled at the door, there's very little reason he'd keep hanging out in the centre of the room. To make that work you'd have to have players holding aggro while the others snipe.
You can reach him from the doorway with any 100ft attack. Tested during some runs with TT and some forum people.
Charging out of the room to attack you would completely undermine the entire point of the mechanics of the alert, and turn it back into the usual faceroll tank and spank this game is.
If the entire group recovers he gets replaced with a Cybermind that has full health. You wiped? You get to try again, unlike Warlord where you have to redo the entire alert over again. Welcome to knockback hell.
Also I'm not sure what you're asking about default options. They can't both be default options. You've got a choice between call for help or recover. You've got to pick one.
Yes, they are BOTH the default options.
Example of a default option : Male or female in the character creator. Both are selectable. Both are unlocked and available. Both are options, available by default.
Making recover the only option (as you say it used to be) is just more stupid since it surprises players with a no death or be locked out of the fight restriction.
I repeat, do you even know what 'Call for Help' does?
It sends a message into local saying 'I need help!'. That's it.
You're team doesn't have a rez power? You're SOL buddy. Better hit that recover button like everyone else.
Also, why doesn't it just kick you from the alert instead of leaving you inside but unable to participate? How does that better prevent zerging or increase difficulty?
It increases difficulty and prevents zerging by making it so you don't consistently respawn and throw yourself at the boss. This game has zero repercussions for dying as it is. Look at Dockside Dustup. You die? You hit recover and are back in the fight against the same boss in three seconds.
The reason it doesn't kick you, as I said above, is if your team wipes, you can try again. Oh, bad viral storm timing that got you when you were knocked back and didn't have time to get to a pillar? Shucks, good thing you can try again instead of wadding through all that stuff beforehand, right?
Also so everyone stops waving their gritty hardcore gamer cred around, I went back and beat the alert, so despite the standard saber rattling about spoiled and unskilled players, it turns out the (the not at all in question or relevant) difficulty of the villain himself is low. So I'm super awesome too. High five.
I don't even get what you're trying to prove here, aside from supporting the point that it's possible for those without 'super uber builds'. Which, it is, so I don't get why people are complaining about that.
Well, I finally did this mission. I'd done my homework- I knew what the procedure. Only died once getting into the last fight, and pretty soon it was only me and one other guy.
Like I said, I knew how the boss mechanics worked. We were absolutely fine until the orbs appeared- at which point my defenses were overwhelmed. Even though I was doing everything as right as I could, I still died. Luckily, my teammate had a rez... which he used on me.
And then I immediately died. Heck, I died before I could even stand up- I went through the rez animation knowing I'd already died.
So he rezzed me again.
And then I immediately died again.
So he rezzed me again.
And then I died yet again.
All told, it took him ten tries to rez me. If he hadn't had a reusable rez, I would have joined our teammates outside the door. We would have watched one guy very s l o w l y whittle Cybermind down.
Yep, that's fun. I didn't do anything wrong- I just didn't have a build that worked well for this mission. Boss fights, when well designed, are supposed to punish failure. They're supposed to teach you how to win. This fight doesn't do that- you're being, effectively, randomly punished.
Oh, and I should add: my reward for going through it was money.
Yeah, not really feeling the urge to go through it again.
Maybe a healer would change the situation. Anyway I got 2 AFs from that alert so I`m going to do it again and again till I get the costumes I want to have!
I'll take the blame for setting the flamey tone with my "trained monkey" crack, so I guess that excuses the "neuron" zinger and all the fun with the Caps Lock in your post.
I will however point out that your initial advice wasn't relevant at all to my original post. At no point did I complain that Cybermind was too hard. My issue was not with beating him, it was with the mechanics of the lock out and the resulting player reaction I'd observed. Sure I could have custom built a team etc, but my character's built well enough that I could just pay better attention to beat him. (though there probably would have been another failure when I clicked on "call for help" and realized it just sent a message in local) But It seemed to me like a workaround for the worst kind of artificial difficulty. You can overcome nearly anything in this game, bugs included if you prepare or build well enough.
You're nearly correct in assuming that I haven't played any of the other Alerts of this type. I've only ever attempted a Gravitar run previously, and that ended in much the same way as this one: Players were locked out one by one as they were defeated, at which point they complained in team chat and then logged out ensuring failure. That time I just shrugged, thought "that was dumb" and then went back to running regular content and alerts. Maybe it was because I wasn't particularly invested, and was just checking out the alert out of curiosity.
This time though, I was all psyched to play the culmination of the Cybermind arc, hopped into the Alert and didn't realize it was set up the same way as Gravitar until I ate pavement, and tried to run back in. Then, just like the previous experience players started stacking up outside the forcefield and then dropping team.
At this point, I'm 2/2 for failing an alert due to a gaming mechanic that makes (made) no sense to me. Now I've got no problem solving my in-game problems or rising to a challenge (up to and including retconning an underperforming character or suffering from scrapperlock) But I'm (was) still pretty irritated and absolutely wondering why on earth the lockout was deemed a good idea.
Also, at this point, I've never clicked on "call for help" nor have I seen the end of a mission where players have been locked out, so I have no idea you get to retry if the team wipes, nor do I know that you get the drops if the stragglers manage to dispatch the boss. None of this is particularly clear to the person running such a mission for the first time.
fudgemonsta
Yes, they are BOTH the default options.
Example of a default option : Male or female in the character creator. Both are selectable. Both are unlocked and available. Both are options, available by default.
Yeah that was a bit of a brain fart. I've finally gotten what you meant though (that those are the two default options now for any defeat) I guess I haven't been dying often enough or paying enough attention though, since the last time I remember seeing the additional option was in that Gravitar mission.
The reason it doesn't kick you, as I said above, is if your team wipes, you can try again. Oh, bad viral storm timing that got you when you were knocked back and didn't have time to get to a pillar? Shucks, good thing you can try again instead of wadding through all that stuff beforehand, right?
This is info I didn't have when I came blazing into the forums, infuriated by the mechanic.
I don't even get what you're trying to prove here, aside from supporting the point that it's possible for those without 'super uber builds'. Which, it is, so I don't get why people are complaining about that.
Yeah, I added that because the the underlying tone of some of the responses was that I was just in here whining because the game wasn't as much of a carebear cakewalk as I was used to.
I'll take the blame for setting the flamey tone with my "trained monkey" crack, so I guess that excuses the "neuron" zinger and all the fun with the Caps Lock in your post.
I will however point out that your initial advice wasn't relevant at all to my original post. At no point did I complain that Cybermind was too hard. My issue was not with beating him, it was with the mechanics of the lock out and the resulting player reaction I'd observed. Sure I could have custom built a team etc, but my character's built well enough that I could just pay better attention to beat him. (though there probably would have been another failure when I clicked on "call for help" and realized it just sent a message in local) But It seemed to me like a workaround for the worst kind of artificial difficulty. You can overcome nearly anything in this game, bugs included if you prepare or build well enough.
You're nearly correct in assuming that I haven't played any of the other Alerts of this type. I've only ever attempted a Gravitar run previously, and that ended in much the same way as this one: Players were locked out one by one as they were defeated, at which point they complained in team chat and then logged out ensuring failure. That time I just shrugged, thought "that was dumb" and then went back to running regular content and alerts. Maybe it was because I wasn't particularly invested, and was just checking out the alert out of curiosity.
This time though, I was all psyched to play the culmination of the Cybermind arc, hopped into the Alert and didn't realize it was set up the same way as Gravitar until I ate pavement, and tried to run back in. Then, just like the previous experience players started stacking up outside the forcefield and then dropping team.
At this point, I'm 2/2 for failing an alert due to a gaming mechanic that makes (made) no sense to me. Now I've got no problem solving my in-game problems or rising to a challenge (up to and including retconning an underperforming character or suffering from scrapperlock) But I'm (was) still pretty irritated and absolutely wondering why on earth the lockout was deemed a good idea.
Also, at this point, I've never clicked on "call for help" nor have I seen the end of a mission where players have been locked out, so I have no idea you get to retry if the team wipes, nor do I know that you get the drops if the stragglers manage to dispatch the boss. None of this is particularly clear to the person running such a mission for the first time.
So like I said in the second reply the lockdown is your problem!
And my so called "caps lock fun" was to make you to pay attention to what I have written, because is cleary that you have some attention problem since you don`t read what I have posted! And the "neuron thing" is true because you don`t even listen to the more experienced players like flyingfinn and me and many others who answered to your thread! All you know is to keep on whipping about the lockdown alert! What`s the problem here?! You don`t like challenges? The little BABY want to come to MAMA?
Sure I could have custom built a team...
So now what?! Your reasonable? After you said...
The solution isn't "all you have to do is painstakingly assemble the perfect team of veterans and bring along a specific series of items and it's easy!" or "I've beaten him eleventy three times without even turning my computer on!"
So after I explained why you need a custom build team, you are now accepting this ideea?
Why you didn`t politely ask from the beginning: "Please explain why I do need a costum team for this alert?" but I understand you, dude. Guys like you will never be polite from the beggining!
(though there probably would have been another failure when I clicked on "call for help" and realized it just sent a message in local)
So the LITTLE BABY just found out what, the magic button, called "Call for Help!" does, after of course I explained, not so politely, in my second post in this thread! All that I can say is that you are a "fast" learner, if someone explains to you "clear" enough!
This time though, I was all psyched to play the culmination of the Cybermind arc, hopped into the Alert and didn't realize it was set up the same way as Gravitar until I ate pavement, and tried to run back in.
At this point, I'm 2/2 for failing an alert due to a gaming mechanic that makes (made) no sense to me. Now I've got no problem solving my in-game problems or rising to a challenge (up to and including retconning an underperforming character or suffering from scrapperlock) But I'm (was) still pretty irritated and absolutely wondering why on earth the lockout was deemed a good idea.
Look dude, let me explain to you, "trained monkey" (you perfectly described yourself in that post, congratulations!) why is the lockdown iin this alert!
TT (@trailturtle) said that this alert will be a tough one! And it is tough! WHY?! Because, mainly of the lockdown! WHY BECAUSE OF THE LOCKDOWN? Well it`s easy! If it wasn`t any lockdown in this alert, where would be the challenge then? After you got beaten by the boss, you could, verry easy to recover and reenter in the boss room, so the battle can continue!
Do you really want that sort of alert? With no challenges at all? So we all, PUGs or not, can easy finish any alert? Even the Gravi one? If that is all that you want then you really make me sick!
Also, at this point, I've never clicked on "call for help" ...
(though there probably would have been another failure when I clicked on "call for help"...)
Is really amaizing how easy is for you to lie, even in same post lol! I`m not stupid dude!
...nor I have seen the end of a mission where players have been locked out, so I have no idea you get to retry if the team wipes, nor do I know that you get the drops if the stragglers manage to dispatch the boss. None of this is particularly clear to the person running such a mission for the first time.
Okay dude! If you don`t understand why a lockdown is necessary in an alert, just please avoid these things in the future! And do me a favour and stop with the complining and the whipping!
I wonder if people would prefer the Teleiosaurus and Kigatilik style of gaining health upon a kill instead... especially considering Cybermind's attacks.
Grind for the Grind God! Tokens for the Token Throne!
Yep, that's fun. I didn't do anything wrong- I just didn't have a build that worked well for this mission. Boss fights, when well designed, are supposed to punish failure. They're supposed to teach you how to win. This fight doesn't do that- you're being, effectively, randomly punished.
Oh, and I should add: my reward for going through it was money.
Yeah, not really feeling the urge to go through it again.
Rezzing and immediate death aren't out of the ordinary. That's typical of any instance where you actually feel a need to rez. Rezzing at the wrong time means a waste.
If I happen to go down because the buff doesn't take and the viral rain kills me, I don't try to rez instantly - you just die again. A better player realizes you actually have to wait for an opportunity to rez, its not as simple as I haz rez, I rez now.
Honestly, this alert is cake - with the premades we run, its a monotonous breeze, and everyone knows what to do. The only reason some of us avoid runs is constantly seeing a reward of 3g over and over again. It may be "easy" for a skilled team, but its still time consuming.
But really, the concept is really simple. I saw more complex situations in Wow years ago in their raiding system - and I quit that long before I touched CO.
If anything, the fact that its open to all levels is the worst part about it.
So like I said in the second reply the lockdown is your problem!
And my so called "caps lock fun" was to make you to pay attention to what I have written, because is cleary that you have some attention problem since you don`t read what I have posted! And the "neuron thing" is true because you don`t even listen to the more experienced players like flyingfinn and me and many others who answered to your thread! All you know is to keep on whipping about the lockdown alert! What`s the problem here?! You don`t like challenges? The little BABY want to come to MAMA?
So now what?! Your reasonable? After you said...
So after I explained why you need a custom build team, you are now accepting this ideea?
Why you didn`t politely ask from the beginning: "Please explain why I do need a costum team for this alert?" but I understand you, dude. Guys like you will never be polite from the beggining!
So the LITTLE BABY just found out what, the magic button, called "Call for Help!" does, after of course I explained, not so politely, in my second post in this thread! All that I can say is that you are a "fast" learner, if someone explains to you "clear" enough!
Look dude, let me explain to you, "trained monkey" (you perfectly described yourself in that post, congratulations!) why is the lockdown iin this alert!
TT (@trailturtle) said that this alert will be a tough one! And it is tough! WHY?! Because, mainly of the lockdown! WHY BECAUSE OF THE LOCKDOWN? Well it`s easy! If it wasn`t any lockdown in this alert, where would be the challenge then? After you got beaten by the boss, you could, verry easy to recover and reenter in the boss room, so the battle can continue!
Do you really want that sort of alert? With no challenges at all? So we all, PUGs or not, can easy finish any alert? Even the Gravi one? If that is all that you want then you really make me sick!
Is really amaizing how easy is for you to lie, even in same post lol! I`m not stupid dude!
Okay dude! If you don`t understand why a lockdown is necessary in an alert, just please avoid these things in the future! And do me a favour and stop with the complining and the whipping!
Wow, so you're married to the idea of continuing the ragey tone eh? Do me a favour and re-read my post and not just the bits you've cherrypicked. If people complaining about stuff they don't understand whips you into such a frenzy, you should probably avoid online discourse altogether.
None of what you said above makes any sense outside of giving you the opportunity to sling some pretty standard and uninspired carebear insults. Which incidentally don't apply because I was obviously able to complete the alert after making my initial post WITHOUT assembling a custom team. Turns out that even with the lockout, it's not that hard.
But whatever, if it makes you feel better to believe I was complaining about the alert being hard do your thing.
I wonder if people would prefer the Teleiosaurus and Kigatilik style of gaining health upon a kill instead... especially considering Cybermind's attacks.
That's probably a more subjective question. I'd probably say more in-game info on the lockout mechanic would be helpful since it makes better sense once you know the reasoning behind it. Also, it would prevent players from bailing out of the mission thinking they're out of the fight.
Granted, I've only run two of these mission types, but during my first failure, when I asked in local why they had the lockout, the response I got was "It's to encourage teamwork" Which as has been explained in the thread already isn't really the reason.
If anything, the fact that its open to all levels is the worst part about it.
Unrelated, but this is my problem with the regular smash/grab/etc alerts. It would go a long way to reducing the rage in Zone about lowbies causing failure if they were gated with a minimum level requirement (though what level that should be depends on who you ask).
If you did the same for Cybermind, you'd have to also gate the missions leading up to it I'd imagine.
Wow, so you're married to the idea of continuing the ragey tone eh? Do me a favour and re-read my post and not just the bits you've cherrypicked. If people complaining about stuff they don't understand whips you into such a frenzy, you should probably avoid online discourse altogether.
None of what you said above makes any sense outside of giving you the opportunity to sling some pretty standard and uninspired carebear insults. Which incidentally don't apply because I was obviously able to complete the alert after making my initial post WITHOUT assembling a custom team. Turns out that even with the lockout, it's not that hard.
But whatever, if it makes you feel better to believe I was complaining about the alert being hard do your thing.
Do me a favour and re-read my post and not just the bits you've cherrypicked.
Actually I commented all you complains about this alert and how you my advices doesn`t make sense to you!
Wow, so you're married to the idea of continuing the ragey tone eh?f people complaining about stuff they don't understand whips you into such a frenzy, you should probably avoid online discourse altogether.
No, im not "married" to the rage tone ideea! If you would read my first post, my tone wasn`t raged from the begginig! I was actually quite nice and calmed, like I ussually am! But your arrogance and your ignorance, really annoyed me! The fact that a persons like you ignores all the advices from the more experienced people, believeing they are more intelligent like they really aren`t, makes me really angry! That`s why I had this raged tone!
If you could be a little more polite and more understanding person like you are now, none of these things would happen!
None of what you said above makes any sense outside of giving you the opportunity to sling some pretty standard and uninspired carebear insults. Which incidentally don't apply because I was obviously able to complete the alert after making my initial post WITHOUT assembling a custom team.
Again, your arrogance and ignorance kicks in! You really can`t be more polite?
Turns out that even with the lockout, it's not that hard.
Lol, so after I did a hard work explaining why this alerts needs a lockdown, you finish by saying "after all the lockdown isn`t so hard"! Why you couldn`t admit that I was right? You could at least say: "lunaw78 you were right! lockdown isn`t such a noobis thing and useless like I said before and thank you for explainig why this alert needs a lockdown!" You really couldn`t say that?!
Anyway, since you understand why this alert needs a lockdown my mission is complete here! So I won`t reply to any of your posts!
Comments
Also if you know the boss mechanics (how to defeat him) is quite easy to defeat him! For example I already got 2 of his AFs today! ^^
So first you must find some guys who know what to do in the alert and the rest will be piece of cake!
Nemcon and Nemesis Guide
Custom Alerts of Champions Online Complete Guide
I know this is the standard retort to complaints on the internet, but Nope.
The solution isn't "all you have to do is painstakingly assemble the perfect team of veterans and bring along a specific series of items and it's easy!" or "I've beaten him eleventy three times without even turning my computer on!"
I know how to beat him. Next time just click on "call for help" and tadaa! no lock out. The problem is that the design of the alert is idiotic. Why on earth would you present players with two choices if one of them traps them as spectators in the alert? Why wouldn't it just kick them out? Why isn't "call for help" the only option? Why isn't the other option "log out"? Why isn't there notification? Who do they seriously think would knowingly choose to only be halfway removed from gameplay after the first defeat?
And also the fact that it's a default option for when you get defeated? As is Recover? (In fact it used to be JUST recover, Call for Help was added a few months ago.)
The lockout is to prevent mindless zergs, as well as to keep the mission fluid. What if there was no forcefield? Well, you could just sit there and snipe him from the doorway, no difficulty at all. Viral Storm won't get you. Nothing would happen, and you'd win.
Deliciously nutritious!
"If you choose this option, you will be unable to return to the fight. Are you sure you wish to recover? Yes No"
The playerbase is spoiled. Cybermind isn't so much challenging as players are lacking in skill. The other day, ran a pug with an sg mate, we were last two standing within moments. Run with a full premade, the entire thing was a breeze.
As frustrating as lockouts are for pugs, without them players would have little incentive to bother doing anything more then attacking till death and repeat. The people who complain so quick can't grasp even the simplest concepts.
Or you could be out of range, or he could charge out of the room to attack you. If the entire group has chosen recover, and is huddled at the door, there's very little reason he'd keep hanging out in the centre of the room. To make that work you'd have to have players holding aggro while the others snipe.
Also I'm not sure what you're asking about default options. They can't both be default options. You've got a choice between call for help or recover. You've got to pick one. Making recover the only option (as you say it used to be) is just more stupid since it surprises players with a no death or be locked out of the fight restriction.
Also, why doesn't it just kick you from the alert instead of leaving you inside but unable to participate? How does that better prevent zerging or increase difficulty?
As someone else has already said, some sort of notification of the consequences would go a long way to alleviate the frustration.
Also so everyone stops waving their gritty hardcore gamer cred around, I went back and beat the alert, so despite the standard saber rattling about spoiled and unskilled players, it turns out the (the not at all in question or relevant) difficulty of the villain himself is low. So I'm super awesome too. High five.
Oh boy! digitaltwist all u know is only to complain here! "why it doesn`t kick u from alert?" "why is a lockdown?" "why u need to log off to exit the alert?" "why after I recover I can`t go back to the boss room?"
Dude stop complaining here and at least use the solutions I gaved you, if you can`t use your brain, which is btw lacking of any neurons, to find some solutions to your problems! Now really, what is your biggest problem about this alert? The lockdown?! hahahaha
Dude, if the lockdown is your bigest problem here then you didn`t did any of Warlord or Gravitar Alerts! BECAUSE... if you did at least one of those alerts just ONCE, you would be a little more experienced with the Lockdowns Alerts like this one is!
And let me make some things clear enough for ya!
"Call for Help" is to use ONLY but ONLY when you have someone in your team that HAVE something to resurect you (device, power or whatever)! "Call for Help" WILL NOT BRING YOU BACK TO LIFE ONCE YOU CLICK IT! Is not an option which bring you character magically back to life where it was defeated! If you really think "Call for Help" will do such thing to you, well, sry to say that but you are just like any other noobs who spam "I`m down! I need help!" by using "Call to Help" option, believing that will magically, bring their characters back to life!
"Recover" is to use to bring your char back to life at a checkpoint! And here in this alert IN THE BOSS ROOM is not really recommended and you know why!
And if you could read my reply carefully, is cleary that YOU DIDN`T DID THAT, you don`t have to use the "Recover" in the boss room! All you need is some TRIUMPH PACKS OR SOME SERUMS FROM THE SILVER RECOGNITION WHICH ARE BTW EXTREMELY CHEAP, ONLY 3 SILVER RECOGNITION EACH! THEY ARE THE MOST CHEAPEST RESURECT DEVICE IN THE WHOLE GAME! By using caps I hope you could pay more attention to what I already said in my first reply!
So... please use some resurect devices in the boss room and stop complaining about the lockdown!
Dude, I really didn`t said "gather your super OP team to be able to defeat the almighty Cybermind"! I really didn`t said that in my first reply and that wasn`t the ideea of my advice!
What I wanted to say by gathering a team for Cybermind is that by doing that you could teach your team what to do in the boss room (if they don`t know how the boss fight works like). AND... when you gather team for Cybermind you could also recruit a HEALER (if that healer have resurect power it would be awsome) to keep you and your team ALIVE in the boss fight!
The alert is live for only 3 days and I doubt every single player that is 40s know how to deal with the boss! So that why is recommended to make a team for this alert so everyone know what to do!
Why it doesn`t kick you from team when you are outside the boss area?
Because maybe some of your team mates are still ALIVE IN THE BOSS AREA and THEY ARE STILL FIGHTING THE BOSS HOPING THAT THEY WILL WIN! And they do win if they know what to do! I have done a CyberMind alert WITH a RANDOM TEAM where 3 of the guys were outside the boss area and me with a FF was fighting with the boss! And we did finish that alert and everybody in the team could get their drop after the boss fighting was over! So yea... that`s why the system doesn`t kick you from alert, so guys like you can get their drops even if you didn`t fight the boss so long like others did!
Why you must log off to exit the alert?
First of all that is a bug! Second you don`t need to log off to be able to exit the alert! All you need to do is to use Teleport to Ren Cen Device to be able to exit the alert!
Nemcon and Nemesis Guide
Custom Alerts of Champions Online Complete Guide
You can reach him from the doorway with any 100ft attack. Tested during some runs with TT and some forum people.
Charging out of the room to attack you would completely undermine the entire point of the mechanics of the alert, and turn it back into the usual faceroll tank and spank this game is.
If the entire group recovers he gets replaced with a Cybermind that has full health. You wiped? You get to try again, unlike Warlord where you have to redo the entire alert over again. Welcome to knockback hell.
Yes, they are BOTH the default options.
Example of a default option : Male or female in the character creator. Both are selectable. Both are unlocked and available. Both are options, available by default.
I repeat, do you even know what 'Call for Help' does?
It sends a message into local saying 'I need help!'. That's it.
You're team doesn't have a rez power? You're SOL buddy. Better hit that recover button like everyone else.
It increases difficulty and prevents zerging by making it so you don't consistently respawn and throw yourself at the boss. This game has zero repercussions for dying as it is. Look at Dockside Dustup. You die? You hit recover and are back in the fight against the same boss in three seconds.
The reason it doesn't kick you, as I said above, is if your team wipes, you can try again. Oh, bad viral storm timing that got you when you were knocked back and didn't have time to get to a pillar? Shucks, good thing you can try again instead of wadding through all that stuff beforehand, right?
I don't even get what you're trying to prove here, aside from supporting the point that it's possible for those without 'super uber builds'. Which, it is, so I don't get why people are complaining about that.
Deliciously nutritious!
Like I said, I knew how the boss mechanics worked. We were absolutely fine until the orbs appeared- at which point my defenses were overwhelmed. Even though I was doing everything as right as I could, I still died. Luckily, my teammate had a rez... which he used on me.
And then I immediately died. Heck, I died before I could even stand up- I went through the rez animation knowing I'd already died.
So he rezzed me again.
And then I immediately died again.
So he rezzed me again.
And then I died yet again.
All told, it took him ten tries to rez me. If he hadn't had a reusable rez, I would have joined our teammates outside the door. We would have watched one guy very s l o w l y whittle Cybermind down.
Yep, that's fun. I didn't do anything wrong- I just didn't have a build that worked well for this mission. Boss fights, when well designed, are supposed to punish failure. They're supposed to teach you how to win. This fight doesn't do that- you're being, effectively, randomly punished.
Oh, and I should add: my reward for going through it was money.
Yeah, not really feeling the urge to go through it again.
Nemcon and Nemesis Guide
Custom Alerts of Champions Online Complete Guide
I'll take the blame for setting the flamey tone with my "trained monkey" crack, so I guess that excuses the "neuron" zinger and all the fun with the Caps Lock in your post.
I will however point out that your initial advice wasn't relevant at all to my original post. At no point did I complain that Cybermind was too hard. My issue was not with beating him, it was with the mechanics of the lock out and the resulting player reaction I'd observed. Sure I could have custom built a team etc, but my character's built well enough that I could just pay better attention to beat him. (though there probably would have been another failure when I clicked on "call for help" and realized it just sent a message in local) But It seemed to me like a workaround for the worst kind of artificial difficulty. You can overcome nearly anything in this game, bugs included if you prepare or build well enough.
You're nearly correct in assuming that I haven't played any of the other Alerts of this type. I've only ever attempted a Gravitar run previously, and that ended in much the same way as this one: Players were locked out one by one as they were defeated, at which point they complained in team chat and then logged out ensuring failure. That time I just shrugged, thought "that was dumb" and then went back to running regular content and alerts. Maybe it was because I wasn't particularly invested, and was just checking out the alert out of curiosity.
This time though, I was all psyched to play the culmination of the Cybermind arc, hopped into the Alert and didn't realize it was set up the same way as Gravitar until I ate pavement, and tried to run back in. Then, just like the previous experience players started stacking up outside the forcefield and then dropping team.
At this point, I'm 2/2 for failing an alert due to a gaming mechanic that makes (made) no sense to me. Now I've got no problem solving my in-game problems or rising to a challenge (up to and including retconning an underperforming character or suffering from scrapperlock) But I'm (was) still pretty irritated and absolutely wondering why on earth the lockout was deemed a good idea.
Also, at this point, I've never clicked on "call for help" nor have I seen the end of a mission where players have been locked out, so I have no idea you get to retry if the team wipes, nor do I know that you get the drops if the stragglers manage to dispatch the boss. None of this is particularly clear to the person running such a mission for the first time.
fudgemonsta
Yeah that was a bit of a brain fart. I've finally gotten what you meant though (that those are the two default options now for any defeat) I guess I haven't been dying often enough or paying enough attention though, since the last time I remember seeing the additional option was in that Gravitar mission.
This is info I didn't have when I came blazing into the forums, infuriated by the mechanic.
Yeah, I added that because the the underlying tone of some of the responses was that I was just in here whining because the game wasn't as much of a carebear cakewalk as I was used to.
So like I said in the second reply the lockdown is your problem!
And my so called "caps lock fun" was to make you to pay attention to what I have written, because is cleary that you have some attention problem since you don`t read what I have posted! And the "neuron thing" is true because you don`t even listen to the more experienced players like flyingfinn and me and many others who answered to your thread! All you know is to keep on whipping about the lockdown alert! What`s the problem here?! You don`t like challenges? The little BABY want to come to MAMA?
So now what?! Your reasonable? After you said... So after I explained why you need a custom build team, you are now accepting this ideea?
Why you didn`t politely ask from the beginning: "Please explain why I do need a costum team for this alert?" but I understand you, dude. Guys like you will never be polite from the beggining!
So the LITTLE BABY just found out what, the magic button, called "Call for Help!" does, after of course I explained, not so politely, in my second post in this thread! All that I can say is that you are a "fast" learner, if someone explains to you "clear" enough!
Look dude, let me explain to you, "trained monkey" (you perfectly described yourself in that post, congratulations!) why is the lockdown iin this alert!
TT (@trailturtle) said that this alert will be a tough one! And it is tough! WHY?! Because, mainly of the lockdown! WHY BECAUSE OF THE LOCKDOWN? Well it`s easy! If it wasn`t any lockdown in this alert, where would be the challenge then? After you got beaten by the boss, you could, verry easy to recover and reenter in the boss room, so the battle can continue!
Do you really want that sort of alert? With no challenges at all? So we all, PUGs or not, can easy finish any alert? Even the Gravi one? If that is all that you want then you really make me sick!
Is really amaizing how easy is for you to lie, even in same post lol! I`m not stupid dude!
Okay dude! If you don`t understand why a lockdown is necessary in an alert, just please avoid these things in the future! And do me a favour and stop with the complining and the whipping!
Nemcon and Nemesis Guide
Custom Alerts of Champions Online Complete Guide
Rezzing and immediate death aren't out of the ordinary. That's typical of any instance where you actually feel a need to rez. Rezzing at the wrong time means a waste.
If I happen to go down because the buff doesn't take and the viral rain kills me, I don't try to rez instantly - you just die again. A better player realizes you actually have to wait for an opportunity to rez, its not as simple as I haz rez, I rez now.
Honestly, this alert is cake - with the premades we run, its a monotonous breeze, and everyone knows what to do. The only reason some of us avoid runs is constantly seeing a reward of 3g over and over again. It may be "easy" for a skilled team, but its still time consuming.
But really, the concept is really simple. I saw more complex situations in Wow years ago in their raiding system - and I quit that long before I touched CO.
If anything, the fact that its open to all levels is the worst part about it.
Wow, so you're married to the idea of continuing the ragey tone eh? Do me a favour and re-read my post and not just the bits you've cherrypicked. If people complaining about stuff they don't understand whips you into such a frenzy, you should probably avoid online discourse altogether.
None of what you said above makes any sense outside of giving you the opportunity to sling some pretty standard and uninspired carebear insults. Which incidentally don't apply because I was obviously able to complete the alert after making my initial post WITHOUT assembling a custom team. Turns out that even with the lockout, it's not that hard.
But whatever, if it makes you feel better to believe I was complaining about the alert being hard do your thing.
That's probably a more subjective question. I'd probably say more in-game info on the lockout mechanic would be helpful since it makes better sense once you know the reasoning behind it. Also, it would prevent players from bailing out of the mission thinking they're out of the fight.
Granted, I've only run two of these mission types, but during my first failure, when I asked in local why they had the lockout, the response I got was "It's to encourage teamwork" Which as has been explained in the thread already isn't really the reason.
Unrelated, but this is my problem with the regular smash/grab/etc alerts. It would go a long way to reducing the rage in Zone about lowbies causing failure if they were gated with a minimum level requirement (though what level that should be depends on who you ask).
If you did the same for Cybermind, you'd have to also gate the missions leading up to it I'd imagine.
No, im not "married" to the rage tone ideea! If you would read my first post, my tone wasn`t raged from the begginig! I was actually quite nice and calmed, like I ussually am! But your arrogance and your ignorance, really annoyed me! The fact that a persons like you ignores all the advices from the more experienced people, believeing they are more intelligent like they really aren`t, makes me really angry! That`s why I had this raged tone!
If you could be a little more polite and more understanding person like you are now, none of these things would happen!
Again, your arrogance and ignorance kicks in! You really can`t be more polite?
Lol, so after I did a hard work explaining why this alerts needs a lockdown, you finish by saying "after all the lockdown isn`t so hard"! Why you couldn`t admit that I was right? You could at least say: "lunaw78 you were right! lockdown isn`t such a noobis thing and useless like I said before and thank you for explainig why this alert needs a lockdown!" You really couldn`t say that?!
Anyway, since you understand why this alert needs a lockdown my mission is complete here! So I won`t reply to any of your posts!
Nemcon and Nemesis Guide
Custom Alerts of Champions Online Complete Guide