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Some things to correct in alerts

grievehartgrievehart Posts: 192 Arc User
edited November 2013 in Suggestions Box
Sorry by advance if this post sounds unpleasant but some things have to be said.

Alerts are a content i run daily but some things made it really REALLY annoying sometimes (very often to be honest).

First:
Why am i queued with people i have in my ignore list ?
Seriously, if i ignore somebody, i do it for a good reason and that mean i do not want to have ANYTHING to do with such people and certainly not help them to win an alert (or offer them a win in the case of leechers). I do not care if that mean i will have to wait longer to have a "clean" team if in the end i can play my alert in good conditions, and not leave like a thief before the beginnig of alert (and sadly griefing innocent teammates in the process) because i'm teamed with an indesirable.

Second:
Probably the thing i'm the most tired of, LEECHERS.
Call them like you want, cowards, parasites, leechers and sometimes afkers (which have a good reason to not play contrary to others), ALL those people are deadweight and even if a (very)small part have an acceptable reason, NONE of them deserve the reward they get in the end. But they get a reward, meaning they can just do that again and again and just laugh at the players who do not notice them or are unable to do anything against it.
Sadly i do not have miracle solution against those people, so i will let more creative people think about it and maybe coming with a good solution or various solutions which combined can oblige those people to contribute a little in order to be rewarded.

Some ideas to begin with

A Kick system:
such system could be usefull against them, if a majority votes against a player, he's kicked.
Problems:
-in timed alerts people have other things to do than looking if everybody contribute and vote against potential leechers.
-Humans being what they are, i wouldn't be surprised to see some people abusing it.

A move or leave system:
if somebody doesn't move or act during a minute, he's kicked
Problems:
-i wouldn't be surprised to see cowards running in circle on the start point just to not be kicked before they get their reward.
-Some smash alerts can be done in 30 seconds

A 0 damage / 0 reward system
if somebody do not do damage (or heal), he will have no reward
Problem: Leechers lack of courage but some of them are not completly stupid, i saw many times people coming for the last 10 seconds of battle just to avoid others noticing their absence.

A scaling reward/damage system
More you contribute (heal or damage), more you are rewarded.
Problems: Very complicated, a lot of variables have to be considered like role or true level, it's not very fair for lowbies with defensive passive for example.



As i am talking about alerts, there is another feature i would like to see implemented ( and which will indirectly solve my leechers problems):
A solo mode for alerts.
Understand me well, i'm not asking to replace a group "content" by a solo "content", just to add the possibility to run it solo if you want, but also being able to team if you prefer.


So that's it.
I'm not naive enough to believe my post will be considered in a close or far future by those who have any decisional power, but at least i tried.
Post edited by grievehart on

Comments

  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited November 2013
    -Most people not gonna bother voting in 2 minute Alerts.
    -As said, abusers.
    -Filled with bunch of leechers, no chance to beat the Alert, you can leave. Stop fighting, go to Crime Computer, Leave Map. Or use Teleport Ren Center device.
    -Only working "score board" is in Red Winter. Rewards are same.
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  • grievehartgrievehart Posts: 192 Arc User
    edited November 2013
    flyingfinn wrote: »
    you can leave. Stop fighting, go to Crime Computer, Leave Map. Or use Teleport Ren Center device.


    Exactly what i do, just after putting him in my ignore list.
    But it's not a solution, one player is enough for all non timed alert.
    so three players are largely enough to carry a leecher to the victory
    meaning the leecher will win, laugh and continue to be a pathetic coward,
    and the worse in that is i will probably be teamed with him again in my next run, forcing me to leave again etc.
    Like many others, i do not have all my days to play, so a minimum should be to implement a filter to not be queued with people you ignore. I do not take many risk by saying that feature can be usefull for many people and not just me.
  • chaelkchaelk Posts: 7,746 Arc User
    edited November 2013
    ignore is so you don't have to listen to them. It's not to stop them having anything to do with you.
    Just imagine
    a has b on ignore
    b and c are teamed.
    alert pops b& c both get booted, since they are teamed


    Leechers- how will you tell when someone is afk,lagged, gets hit by the zone change bug(changing zone and alerts, dc's you and still puts you in the alert)

    other types,
    1. run into first fight and die. stay there the entire time and then collect reward.

    They moved and they did damage
    2 turn up at boss after everything is dead, without having been at the start

    had several of those recently.

    3. leavers- turn up , wait till it starts then leave. still listed as having completed
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  • tangent90tangent90 Posts: 65 Arc User
    edited November 2013
    You essentially want to exercise complete control over the team in the alert, and there's already a way to accomplish every single thing you want to do: form your own team of five and queue for the alert. Given this eminently simple work-around, these suggestions should not warrant the attention of the devs.

    Because no matter how well they implemented this, there will always be someone who does something that you don't like, and then you'll demand that the devs hard-code some fix to enforce the kind of behavior you want. In the end, the only thing that will satisfy your demands will be to build your own team.

    Software development is about trade-offs: if you spend 1,000 hours coding A, that's 1,000 hours you can't spend coding B. Since there's a trivial workaround for your problem, the developers will put this request at the bottom of the suggestion heap so that they can implement things for which there is no decent workaround.

    I agree with the sentiment about giving players no rewards when they do nothing, but many times the do-nothing player is innocent: the game has bugs, and sometimes you just get hung up by something through no fault of your own. When a team can whip through a villain in 30 seconds, it's not really fair to penalize a player who's been bollixed up by some glitch in the game for the first 20 seconds.

    A change like that is a very tricky thing to implement, and in all honesty it would be a source of serious bugs if it were introduced this late in the game. Features like that have to be built in from the ground up to have any chance of working correctly.

    Case in point: I've been on runs of Red Winter with a Radiant where I've spent the entire mission blasting and healing, and missed out on the rewards in the end because the system didn't think I'd contributed "enough."

    And I assume that's why it's turned off in every other alert.
  • grievehartgrievehart Posts: 192 Arc User
    edited November 2013
    chaelk wrote: »
    ignore is so you don't have to listen to them. It's not to stop them having anything to do with you.
    Just imagine
    a has b on ignore
    b and c are teamed.
    alert pops b& c both get booted, since they are teamed

    Not what i had in mind, more something like "a" will be tranfered in another queue
    so "a" will wait longer but won't be queued with somebody he doesn't want to teamed with and "b+c" team is queued with random "d+e+f"
    How that will work when "a" is teamed, i do not know, have to think about it.

    chaelk wrote: »

    Leechers- how will you tell when someone is afk,lagged, gets hit by the zone change bug(changing zone and alerts, dc's you and still puts you in the alert)

    In majority of the cases, people with lags or who have trouble with their connection are easiliy recognizable, and majority of leechers are so pathetically stupid and shameless you will know they leeched.
    And to be honest, i do not really have to make any distinction between leechers, afkers, or whatever.
    The only thing which matters is that simple, cold and maybe ruthless principle:
    No pain, no gain.
    Pain, reward.

    Ok it's just a game, but try just a second to apply leechers attitude to real world.
    Do you think a boss will pay you if you do not work ?
    Do you think it's correect or fair to do nothing and be paid as much as somebody who works hard ?
    In the end, the only thing that will satisfy your demands will be to build your own team

    Forming a team of random people is absolutly not a way to prevent leeching, nothing proves that guy you just group will not try to leech. In fact it's just even worse because you cannot decently leave and let the three other honnest teammates , who have joined and trusted, you in a middle of an alert (in fact you can but it's the better way to be insulted, probably ignored and tagged as a ba%#ard)
    Moreover, random teams of players are a mean to bring a (very) little more variety in a
    repetitive content like alerts.

    I agree with the sentiment about giving players no rewards when they do nothing, but many times the do-nothing player is innocent: the game has bugs, and sometimes you just get hung up by something through no fault of your own. When a team can whip through a villain in 30 seconds, it's not really fair to penalize a player who's been bollixed up by some glitch in the game for the first 20 seconds.

    It's not fair either to do all the work and be rewarded as much as somebody who do nothing.
    Again, apply that to real life, your boss won't care if your alarm clock was broken, if there was traffic jam or whatever;
    the only thing which matters is you're here to do your job or you're not, and if you're not your paid won't be the same.
    I know that seems really intolerant and maybe single minded, but the only thing tolerance bring in alert, it's more and more abuse.
    A change like that is a very tricky thing to implement, and in all honesty it would be a source of serious bugs if it were introduced this late in the game. Features like that have to be built in from the ground up to have any chance of working correctly

    Yeah a change like that should have been implemented since a very long time. Like a lot of other obvious things. (i won't talk about the "change character" feature we only get recently... it's not like such thing should have been done since years.)
    I do not condider " late" as an excuse to not improve something imperfect.


    Sorry, it was long but just an anecdote to end this:
    I am a casual player of DCUO.
    DCUO use a "kick system" based on players votes.
    I only saw 1 leecher in a DCUO alert, he has been kicked obviously.
    I have currently 136 people in my champions online ignore list.
    I only started to ignore people for leeching in January 2013; my ignore list was empty before that.
    You can conclude what you want.
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