As the title may suggest - i'm angry.
However, instead of just being angry, I chose to channel my anger into useful suggestions for better gameplay - for me and anyone else.
So, here are my remarks:
1. A party leader must *NEVER* be able to kick a party member after the last boss is dead.
Greedy ppl who want the boss drop for themselves should never deprive you of last roll and chest.
2. It's completely illogical to allow a party leader in Gauntlgrym pvp to kick you from party after you were waiting for 25 minutes for queue to pop.
I don't care for whatever reason they want another player.. be it another friend or class, I (or anyone else) shouldn't suffer from that.
I have 2 more suggestions, but I prefer to get your focus on the aforementioned ones, cause they're most critical in my opinion (especially the first).
I truly hope you'd take this post seriously even though it's a bit aggressive.
When the next module launches (Dec 5th) the kick system for parties will be based on a vote, not in the hands of one person. That should help, though not eliminate the problem. If you're the random person from the queue and the others are all guildies, it may not matter. There ought to be some point in the dungeon after which no one gets kicked. I pick would be the campfire just before the final boss.
"We have always been at war with Dread Vault" ~ Little Brother
Thanks for the helpful comment.
What you just described I hadn't known before.
It's a step in the right direction that solves the issue if I queue with at least one friend.
However, still the issue of being the only stranger in a party should be addressed, and I too think disabling kicking in the last fire is a good option.
Whether or not there is a point in kicking after no new member can join (I think second fire) is another point for discussion.
Is voting a sufficient measure at this early stage? perhaps, not sure.
No one can join after you encounter the first boss, I think.
There are valid reasons to kick someone (griefing) subjective reasons (less than optimal play) and of course greed. It's hard to design a system that allows good reason and disables bad ones. If not for the DD timer, I'd say the optimal solution would be to disable kicking at the same time as no one else can enter. Finish with the current party or leave and requeue. With the way that DD works, it's not as simple as that. Playing with people you know is always the best option, though not being very social, that doesn't help me much.
"We have always been at war with Dread Vault" ~ Little Brother
When the next module launches (Dec 5th) the kick system for parties will be based on a vote, not in the hands of one person. That should help, though not eliminate the problem. If you're the random person from the queue and the others are all guildies, it may not matter. There ought to be some point in the dungeon after which no one gets kicked. I pick would be the campfire just before the final boss.
And I do agree that there can be times when a kick is necessary.
But do you agree that being able to kick after last boss is dead is illogical and can be fixed?
It's like turning a blind eye if they're not addressing this...
If someone was good enough to kill all bosses, surely he's good enough to get the roll and chest, regardless of the party's vote?
I tend to agree with pitshade's idea.
After having a chance to know someone during 2-3 bosses, no point in kicking him before the last one, since you've had your chance to know him already.
I don't do it even to my worst enemy..
i think the forthcoming vote kick is a step in the right direction, but i also think that there should be a way to disable kicking in a dungeon when it is no longer possible to replace a party member. this should be coupled with the ability to make loot rolls "greed only" as an option.
I think a round robin or individual loot as default for dungeons would stop a lot of it. Let it work as normal (like the green items in the last CTA for instance) and with the boss, have each player receive 1-3 drops that only they can see. Maybe more than one person gets a purple (for their class if not a fixed item like a trash armor or a ring), maybe no one does. No one knows who got what and kicking won't improve anyone's loot. No need, no greed. I can't see how that system brings anything positive to the game anyway.
"We have always been at war with Dread Vault" ~ Little Brother
Comments
What you just described I hadn't known before.
It's a step in the right direction that solves the issue if I queue with at least one friend.
However, still the issue of being the only stranger in a party should be addressed, and I too think disabling kicking in the last fire is a good option.
Whether or not there is a point in kicking after no new member can join (I think second fire) is another point for discussion.
Is voting a sufficient measure at this early stage? perhaps, not sure.
There are valid reasons to kick someone (griefing) subjective reasons (less than optimal play) and of course greed. It's hard to design a system that allows good reason and disables bad ones. If not for the DD timer, I'd say the optimal solution would be to disable kicking at the same time as no one else can enter. Finish with the current party or leave and requeue. With the way that DD works, it's not as simple as that. Playing with people you know is always the best option, though not being very social, that doesn't help me much.
And I do agree that there can be times when a kick is necessary.
Branch Lead
I vote yes for that.
It's like turning a blind eye if they're not addressing this...
If someone was good enough to kill all bosses, surely he's good enough to get the roll and chest, regardless of the party's vote?
I tend to agree with pitshade's idea.
After having a chance to know someone during 2-3 bosses, no point in kicking him before the last one, since you've had your chance to know him already.
I don't do it even to my worst enemy..