I've grumbled about bots / afk players several times already, but I was in a Demogorgon just before the reset today.
And it failed. No rewards.
https://imgur.com/sSf21CrAnd the reason for this was that at least 50% of the "players" were more interested in admiring the flames at the campfire, including both tanks.
Inevitably, as re-entering the arena caused an instant death, the result was everyone then waited outside until it completed.
Come on developers. You funnel us into random queues to obtain AD yet have given the actual players next to zero tools to deal with bots and afkers and you seemingly are not doing much (if anything) to address this.
Random content in this game has become unplayable - it's just not fun.
Sort it out please, or whines about Mod 16 will be the least of your problems.
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Bank Heist started, and the 'Leader' immediately left and went to Chult. It took three or four minutes of convincing him to leave before we could get replacements to run the raid.
Tiamat (10 person-interesting idea) began and after the first phase of taking 4 minutes to kill the five summoners, at least three of the 10 people left, leaving no way for replacements to get the gems. My tank ended up doing the most damage in the failed run.
On the other hand, in the past 10 or so PUG runs, I have seen an incredible amount of cooperation in the party that we haven't had in MOD 15. Not as many people running ahead and leaving the party, even in the leveling PUGs. Sooo, if you happen to get a good group for your PUG--very enjoyable. If you get bots and drama-queens, not fun.
Gotta love Random.
Many players run with blue leveling gear, no enchants and no artifacts. Okey, you might say, that they just started leveling up and have no gear, but, honestly, for month. You can deck out your character with FREE R 8s and purple gear from your daily undermountain runs. It seems, that ppl cant even be bothered, to do that.
You might claim, that these are alts, but these can get account bound gear from the main.
I dare you, to write something like 'really, you cant be bothered to gear up just a little? How should this work in your opinion?'. Get ready for a shitstorm of insults from bruised egos.
I know, that there is a difference in experience, gear, skills and classes, but honestly there are DPS players, who (when they participate) deal 1% of the dmg my alts deals and I had runs with geared players, who had double my characters dmg.
ATM running ETOS solo is most likely to be a faster run, then via RQ.
Due to the fact, that you cant get RADs from gear anymore, I dumped spare gear on my praying alts. No joke, they are better geared, then most players in RQs.
To a lesser degree I also notice this in RIQ - the gear/skill level of the PUGs has taken a turn downwards.
For some reason the well-geared crowd are not present in RLQs and RIQs to the same degree.
The interesting question is why? Are they now all running LoMM and getting all the AD they need from MEs, and RAQ/REQ? Or did they just leave game in response to mod 16? Or is it rampant botting activity?
Needless to say, everybody died, would not rez and I was left having to abandon the group each time this would happen... which something I have never had to do before Mod 16.
However, once the scaling was toned down, I started getting queued with actual human players.
In my opinion its scaling issue. The developer are just to harsh to low ilvl on the accuracy/deflect department. They should have at least tone it down just so that 50% of the damage get deflected when u have 0 accuracy and let it scale from there. Its just dumb that 90% of the damage u did just get deflected. It should be 50% of your damage u do get deflected at worst for the balance sake. And not 0%. That way, low ilevel wont be totally useless in group content and could have some contribution that bring weight to the game. Also it gives the new player a bad impression that this is a HAMSTER game. I mean what are we doing here in the dungeon when all our damage did almost nothing to the mob? That just encourage people to afk.
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
How many votes does it take to kick someone? You should only need three. Heck, as soon as the third request to kick is made, it should be automatic.
1) give players an extra 'request to kick' each time they level up.
2) 10% of randoms begin with a 'captcha' test. Somewhere on the screen it tells players what to type in chat. If they fail.. they get the same test every random. Failure to pass the test three times in a row puts a temp ban on the account with escalating durations.
3) add code to prohibit running the same dungeon more than three times per day.
AFK players should be replaced automatically.
Offline players should be replaced automatically too if:
1) they are offline longer than they were online
2) and at least 1 min offline
(I mean random queues here)
> That's why kicking anyone at any time is needed (nobody would kick for no reason, because 4 of 5 must vote yes, so there is definitely a good reason).
> AFK players should be replaced automatically.
> Offline players should be replaced automatically too if:
> 1) they are offline longer than they were online
> 2) and at least 1 min offline
You dramatically underestimate how sheep like people are in groups. See vote to kick? Click yes. Don't even see who it is or why.
Im not saying you shouldnt have vote to kick but to believe that people wont get kicked for no reason is laughably naive.
In case a player is kicked for no reason within the 5 mins since start then it's not a big problem since player can just join another random group. The only problem would be if a player is kicked much later (but he can be kicked now, so such case has nothing to do with my suggestion).
I'm not sure why some players afraid of being kicked (accidentally for no reason). The sooner you are kicked the less harm is done for you.
Hopefully this is something that will pass (or the players will) quickly but on a personal observation I'm beginning to notice despite the Developers alterations in player stats and powers, to me there appears to be just as many (if not more) players attempting to solo group content (with varying degrees of success), running off and abandoning party members, going AFK and just generally attempting to scam game content... for me the most annoying types are those who try to ride their mounts in dungeon and skirmish content (or just run around in circles) avoiding opponents as much as possible and contributing as little as possible who are still able to collect the reward at the end...
And I'm still of the opinion that the player option to "kick" any player out of a random run - yes even the annoying ones I specifically mentioned above - should be completely removed from player groups. Groups should be given the option to Report Player Behavior and if found to be sound game monitors and developers should put some teeth into a response, (something like account banned from game play for a minimum of 48 hours)... ¢¢
My husband said he would be very harsh and inflict a zero tolerance policy, account deleted, not a ban, just gone! Aren't you glad he is not in charge?
In the end, its a doable thing for the game company... but is it worth investing their time into it?
Took is late to this conversation.
But this topic (Bot Infestation) has been perennial since I started playing in 2013.
Don't know how long you've been playing but there are exactly 25378 forum posts and suggestions about combating bots.
Okay... I made up that number.
But it feels like 25378.
The methods for combating bots are very different from methods to combat AFK human players.
How do you know they were bots?
I am Took.
"Full plate and packing steel" in NW since 2013.
Only to get slaughtered because they aren't as good as they think they are.
While I may disagree with such a harsh zero tolerance policy. The tried and true method works every time to nab bots. I don't see a bot jail as being offensive to even the most casual players. If you saw an image (not text) pop up stating you needed to respond to it or go to jail, you would enter the correct information right away. Even if you failed, the human would see the jail "exit" and the bot would continue playing within the jail.
I hadn't thought of it previously but I do like the idea of a "bot jail" and as to how to tell who gets to be put there, I think @sandukutupu already suggested some type of random image/response pop up and as a matter of fact I've suggested way gates where each character in a party has to correctly make a response to a question/image before they are permitted to continue to the next area.
Of course as far as I know just about any method for effectively combating botting, and I mean actual botting and not just what some players - think - is botting behavior, is going to have some kind of blow-back whether it be longer completion times in random content or whatever...
So now players are probably asking themselves how much are they willing to be inconvenienced to combat actual botting behavior - or maybe considering the fact that we can't have one without the other - how serious are we about insisting the bot problem be dealt with beyond what they are already doing?
Wish I knew whether the devs cared about afk/leeches or not, and if reporting players makes any difference.
I still maintain that the best solution is for the game to reject anyone on our list of blocked players when compiling a queue.