Not too long ago had the very same problem. A leaver penalty for a Cure Space Elite that did not have a "Leave Button" appear. . Now I can't even access other event's (not related to STF's) to pass the 1 hour limit time, go figure :rolleyes:.
This is the topic of heated conversation in my normally mellow Fleet chat since this fiasco began and I really do wish they would fix it because it is causing people to say things like, "If they don't fix this soon I am going to be moving on to some other MMO!!!!" only most of the time there are usually swear words associated with that statement or if you have the filter on $$#& instead but anyone with a functioning brain can easily read the comment. :mad:;)
Kill the 3 Cubes at the same time and it is nearly impossible to fail cure found. Maybe u run out of time and fail the opt with undergeared Team. If right from the start 4 head to a cube, clear it and destroy it, 1 hour ban is not enough.
My 2cent on this
nice u wasted so much time in your sig - i do not see it anyway
Kill the 3 Cubes at the same time and it is nearly impossible to fail cure found. Maybe u run out of time and fail the opt with undergeared Team. If right from the start 4 head to a cube, clear it and destroy it, 1 hour ban is not enough.
My 2cent on this
...
the 3 cube method almost always fails the optional on time. Not to mention is extremely inefficient since people are constantly running around, and almost always results in one or two people doing ALL of the work killing the probes, which is a complete pain in the friggen TRIBBLE.
1 to the left, 4 to the right. Left person does nothing but kill bops on the middle and left spawns (alternating as needed)
Blow right probes + cube without letting bops or the nasty raptor/negh pass
3 to the middle, 2 to the left (if lefty needs the help) til the raps are all dead. Then the original left guy stays near where they spawn and keeps the raptors more than 12k away from kang while killing them
The four then vape the middle probes+ cube while not letting their raptors/negh pass.
Then all five people vape the left cube and single wave of neghs + raptor/negh.
Sidenote: If you do not have the DPS to kill 2-3 raptors by yourself within five km of their origin cube (or the crowd control to keep them at bay while you slowly wear them down), you really need to stay on normal difficulty.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Sadly its an old bug that has shown its ugly head again.
For the most part (some could say luckily) its mostly confined to Cure Space.
Warp in to a Failed Mission, or don't get the "Warp Out" option are both annoying bugs.
But...just give them a little time and they'll sort it out again. For now, just stay away from that particular STF Mission, and any other one that might be giving you a headache.
I am not a Mod. I am just a player. You have been informed :cool:
The problem with those plans is that they require that people actually follow a plan.
Is this actually a realistic proposal? I think not.
My advice is not to queue CSE until this issue is resolved. Not even with a premade team, since you could be dropped into a pre-failed CSE. Start a private room instead. Sure, you could ignore this advice, but hey, it's not me getting banned from everything. Your call.
Kill the 3 Cubes at the same time and it is nearly impossible to fail cure found. Maybe u run out of time and fail the opt with undergeared Team. If right from the start 4 head to a cube, clear it and destroy it, 1 hour ban is not enough.
My 2cent on this
Unfortunately even if you have formed a full team with 4 fleet mates and you all know what you are doing, it doesn't stop you from being dropped into a room in which the Kang has been already been destroyed and all the previous occupants have left.
There is no "Leave Map" option and no countdown running to kick you out of the map. So you are now lumbered with a leavers penalty. And even if you still clear the map of all enemies, you still don't get the "Leave Map" option. You still have to take the penalty.
The issue is once you have joined a "failed mission", the system does not give you a course of action that does not result in a leavers penalty.
the 3 cube method almost always fails the optional on time. Not to mention is extremely inefficient since people are constantly running around, and almost always results in one or two people doing ALL of the work killing the probes, which is a complete pain in the friggen TRIBBLE.
Usualy i guard the kang in a temporal destroyer, 1 carrier clears left, one defiant clears middle cube, 2 cruisers clear the right one. They ignore the bops -> my Job.
t
After all cleared the 3 cubes explode nearly at same time, i hail the kang with 8 minutes left.
nice u wasted so much time in your sig - i do not see it anyway
Usualy i guard the kang in a temporal destroyer, 1 carrier clears left, one defiant clears middle cube, 2 cruisers clear the right one. They ignore the bops -> my Job.
t
After all cleared the 3 cubes explode nearly at same time, i hail the kang with 8 minutes left.
With our fleet one guards the Kang while four sweep from right to left and finish and call out the Kang with 11 minutes to spare much faster.
It's seriously a shame that I have to suffer a 60m leaver penalty for being open minded enough to PUG this STF.
Forget the bug where you drop into a failed mission, I dont understand enough about the inner workings of a game like this to say "this is an easy fix, and you're messing up". I realize its probably the bigger of the two issues.
But why am I getting stuck in the mission (after failure) without a legitimate option to leave? Is it that hard to acknowledge that those 5 players (regardless of skill) acted accordingly and did their best to finish? Is it that hard to add a button for those people to leave without a penalty? I just find it hard to believe that this is some huge issue to fix, but I will tell you on our end it's obnoxious.
A bug is a bug. But like the real bug(entering a failed instance), it only happens SOME of the time. Being unable to leave after a legitimate failure, 100% of the time, doesn't fell like a "bug". It feels like you designed it wrong and never went back to fix it.
Comments
My 2cent on this
...
the 3 cube method almost always fails the optional on time. Not to mention is extremely inefficient since people are constantly running around, and almost always results in one or two people doing ALL of the work killing the probes, which is a complete pain in the friggen TRIBBLE.
1 to the left, 4 to the right. Left person does nothing but kill bops on the middle and left spawns (alternating as needed)
Blow right probes + cube without letting bops or the nasty raptor/negh pass
3 to the middle, 2 to the left (if lefty needs the help) til the raps are all dead. Then the original left guy stays near where they spawn and keeps the raptors more than 12k away from kang while killing them
The four then vape the middle probes+ cube while not letting their raptors/negh pass.
Then all five people vape the left cube and single wave of neghs + raptor/negh.
Sidenote: If you do not have the DPS to kill 2-3 raptors by yourself within five km of their origin cube (or the crowd control to keep them at bay while you slowly wear them down), you really need to stay on normal difficulty.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
For the most part (some could say luckily) its mostly confined to Cure Space.
Warp in to a Failed Mission, or don't get the "Warp Out" option are both annoying bugs.
But...just give them a little time and they'll sort it out again. For now, just stay away from that particular STF Mission, and any other one that might be giving you a headache.
Is this actually a realistic proposal? I think not.
My advice is not to queue CSE until this issue is resolved. Not even with a premade team, since you could be dropped into a pre-failed CSE. Start a private room instead. Sure, you could ignore this advice, but hey, it's not me getting banned from everything. Your call.
Oh dont I ever know that one -.-
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
There is no "Leave Map" option and no countdown running to kick you out of the map. So you are now lumbered with a leavers penalty. And even if you still clear the map of all enemies, you still don't get the "Leave Map" option. You still have to take the penalty.
The issue is once you have joined a "failed mission", the system does not give you a course of action that does not result in a leavers penalty.
Usualy i guard the kang in a temporal destroyer, 1 carrier clears left, one defiant clears middle cube, 2 cruisers clear the right one. They ignore the bops -> my Job.
t
After all cleared the 3 cubes explode nearly at same time, i hail the kang with 8 minutes left.
http://s812.photobucket.com/user/Noisyboy9/media/STO1_zpse1a13c4e.jpg.html
With our fleet one guards the Kang while four sweep from right to left and finish and call out the Kang with 11 minutes to spare much faster.
Forget the bug where you drop into a failed mission, I dont understand enough about the inner workings of a game like this to say "this is an easy fix, and you're messing up". I realize its probably the bigger of the two issues.
But why am I getting stuck in the mission (after failure) without a legitimate option to leave? Is it that hard to acknowledge that those 5 players (regardless of skill) acted accordingly and did their best to finish? Is it that hard to add a button for those people to leave without a penalty? I just find it hard to believe that this is some huge issue to fix, but I will tell you on our end it's obnoxious.
A bug is a bug. But like the real bug(entering a failed instance), it only happens SOME of the time. Being unable to leave after a legitimate failure, 100% of the time, doesn't fell like a "bug". It feels like you designed it wrong and never went back to fix it.