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Typical Dyson Battlezone fail...

destyriandestyrian Member Posts: 23 Arc User
Proof that something needs to be done. Note how the battlezone needs another 3 zones captured and almost every single person in the zone is standing at the boss waiting. While they were waiting here several zones got retaken. They were here since the zone was half completed. I had to switch zones because they didn't care that half of the zone got retaken. They didn't budge.

http://steamcommunity.com/sharedfiles/filedetails/?id=360407188

Time to completely shut off the boss zones and post elite guards around the perimeter until the bosses actually spawn.
Post edited by destyrian on

Comments

  • ayaetwolfayaetwolf Member Posts: 3 Arc User
    edited December 2014
    destyrian wrote: »
    Proof that something needs to be done. Note how the battlezone needs another 3 zones captured and almost every single person in the zone is standing at the boss waiting. While they were waiting here several zones got retaken. They were here since the zone was half completed. I had to switch zones because they didn't care that half of the zone got retaken. They didn't budge.

    http://steamcommunity.com/sharedfiles/filedetails/?id=360407188


    Agreed. I experience this pretty regularly.
    You think you can go to the boss while someone is capturing the last zone,
    but there are groups of people that have been standing there afk the entire time,
    then when zones are retaken no one moves. The problem is at that point you can
    make one of two decisions:

    be the person to actually run across the map and retake the zones, but miss the boss
    when it first spawns

    or stand there and wait fifteen - twenty minutes because no one gives a ****

    So you're telling me all the cretins that run in and take my command tokens
    at the last ****ing minute, but never bothered to actually help me capture zones,
    never put any reinforcements down? Lovely.
  • bejaymacbejaymac Member Posts: 448 Arc User
    edited December 2014
    Most of them will be bots, sadly the BZ has been plagued with them almost from day one, looks like they changed their coding a bit though, they used to stand in the CC and wait on the silos opening, then they would head out and shoot each V-Rex once and then head back to the CC to wait on us "chumps" to do the hard work for them.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited December 2014
    destyrian wrote: »
    Time to completely shut off the boss zones and post elite guards around the perimeter until the bosses actually spawn.
    And what would that accomplish? Get them to wait outside the boss zone instead of in it?

    Fact is, players will always gravitate toward the highest rewards. So long as the boss zones give a disproportionate reward everyone will want to be there. This wasn't a problem when all you had to do was get one shot at the dino, but now that you have to be there for an unknown amount of time, everyone wants to play it safe.

    There are only two solutions possible without changing the whole boss phase:
    1. Let us tag the bosses like before. It worked just fine almost every run.
    2. Stop giving extra reward for fighting the bosses. Base the end reward on zones captured and treat the boss zones the same as everything else. Then players will have no incentive to ditch normal zones to wait at the boss.
  • razar2380razar2380 Member Posts: 1,187 Arc User
    edited December 2014
    warpangel wrote: »
    There are only two solutions possible without changing the whole boss phase:
    1. Let us tag the bosses like before. It worked just fine almost every run.
    2. Stop giving extra reward for fighting the bosses. Base the end reward on zones captured and treat the boss zones the same as everything else. Then players will have no incentive to ditch normal zones to wait at the boss.


    One of the things I mentioned in another thread is that they should base the end rewards off of how many areas you help capture.

    It is harder now to help kill multiple bosses because of all the AFK campers. What I suggested was one zone open at a time, and it be the same order every time. For example, they open the Park first. When the zone is captured, and the boss cleared, they open the City. After the City is done, then the Outskirts is opened.

    The rewards would work this way:
    1- There is no time limit for each area of a zone you are trying to capture. Each one will have a certain range that you need to stay in to get credit. That range is within the spawn range of the enemies. You don't participate, the enemies will kill you, and you will need to respawn.

    2- For each of the areas you help to capture, you will get a bonus reward after helping kill the boss. Otherwise, the boss gives a small reward that is not worth standing around waiting for.

    3- If you help to capture each zone, and helped with each boss, you will get a larger bonus. (This is to stop the instance hoppers that just look for the instances that have progressed further).

    I believe that if they do this, it will help to keep more of the AFK players out of the instances, and get more people in that will actually play the game. The timer that they put in to "fix" the BZ is causing more problems than good. I think the only reason they went this route is because it might have been quicker than actually fixing the zone. But since it causes more problems, it broke it more than fixed it. lol.
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  • chopjaichopjai Member Posts: 11 Arc User
    edited December 2014
    Why not add a one time teleport for players at capture zones to t rex's once they spawn? This way players out taking zones can avoid time lost running to first boss. In this way active players are more likely to capture final remaining areas and active players will get faster t Rex spawns. Win-win this button can be similar to teleport after planet killers.
  • edited December 2014
    This content has been removed.
  • autumnturningautumnturning Member Posts: 743 Arc User
    edited December 2014
    skollulfr wrote: »
    therefore, BROKEN as intended. and taggin is the intended mode of play.

    Fixed it for you.
  • davidwforddavidwford Member Posts: 1,836 Arc User
    edited December 2014
    warpangel wrote: »
    There are only two solutions possible without changing the whole boss phase:
    1. Let us tag the bosses like before. It worked just fine almost every run.
    2. Stop giving extra reward for fighting the bosses. Base the end reward on zones captured and treat the boss zones the same as everything else. Then players will have no incentive to ditch normal zones to wait at the boss.

    I support either idea, though I lean more towards the second suggestion.
  • robert359robert359 Member Posts: 355 Arc User
    edited December 2014
    warpangel wrote: »
    And what would that accomplish? Get them to wait outside the boss zone instead of in it?

    Fact is, players will always gravitate toward the highest rewards. So long as the boss zones give a disproportionate reward everyone will want to be there. This wasn't a problem when all you had to do was get one shot at the dino, but now that you have to be there for an unknown amount of time, everyone wants to play it safe.

    There are only two solutions possible without changing the whole boss phase:
    1. Let us tag the bosses like before. It worked just fine almost every run.
    2. Stop giving extra reward for fighting the bosses. Base the end reward on zones captured and treat the boss zones the same as everything else. Then players will have no incentive to ditch normal zones to wait at the boss.

    I like the second option. Can you imagine the wailing and gnashing of teeth when the people camping the bosses get the reward of capturing a single point.
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  • robyvisionrobyvision Member Posts: 293 Arc User
    edited December 2014
    I won't ever understand the will to camp there for hours doing nothing just to get a easy tag on the dino boss.
  • robyvisionrobyvision Member Posts: 293 Arc User
    edited December 2014
    razar2380 wrote: »
    One of the things I mentioned in another thread is that they should base the end rewards off of how many areas you help capture.

    It is harder now to help kill multiple bosses because of all the AFK campers. What I suggested was one zone open at a time, and it be the same order every time. For example, they open the Park first. When the zone is captured, and the boss cleared, they open the City. After the City is done, then the Outskirts is opened.

    The rewards would work this way:
    1- There is no time limit for each area of a zone you are trying to capture. Each one will have a certain range that you need to stay in to get credit. That range is within the spawn range of the enemies. You don't participate, the enemies will kill you, and you will need to respawn.

    2- For each of the areas you help to capture, you will get a bonus reward after helping kill the boss. Otherwise, the boss gives a small reward that is not worth standing around waiting for.

    3- If you help to capture each zone, and helped with each boss, you will get a larger bonus. (This is to stop the instance hoppers that just look for the instances that have progressed further).

    I believe that if they do this, it will help to keep more of the AFK players out of the instances, and get more people in that will actually play the game. The timer that they put in to "fix" the BZ is causing more problems than good. I think the only reason they went this route is because it might have been quicker than actually fixing the zone. But since it causes more problems, it broke it more than fixed it. lol.

    Or for 2-3 min being inactive gets you a kick out of the battlezone and afk penalty :)
  • lessley00lessley00 Member Posts: 1,200 Arc User
    edited January 2015
    Many players stand around the silo to start tagging the dino ASAP, so that when their in for example the city and there is no quick access to the transporter or silo when V-Rex starts. Having about Ten General Eknars (Has orbital strike) and something like the park minibosses, that will keep the most powerful player away until the boss shows up
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  • solemkofsolemkof Member Posts: 0 Arc User
    edited January 2015
    Rewards attract players, penalties drive them away. Draconian penalties like this
    2-3 min being inactive gets you a kick out of the battlezone and afk penalty
    will also drive active players away.
    What possibly attracted players to the ground battlezone was the prospect of filling your daily dilithium refinement limit in less than an hour, with as little as 5 minutes of active participation (after waiting half an hour for others to finish the first stage).

    There were two complaints I thought theoretically true, but they never seemed to happen that much in practice:

    1) It's no fun being the only one running around capturing points, especially when you're at a Generator surrounded by Voth spec ops and really need other players' help. But when this happened, I could usually just watch the map for player activity and follow them. If that failed, switching to another, nearly full instance helped.

    2) It wouldn't be fun being the last one shooting a Rex, only to find everyone else went back to the Command Center. But I can't remember this ever happening to me. While mixing tagging with medic-killing, occasionally one Rex would go down before I could tag it; losing a silo was even less frequent.

    By switching instances and watching the map for player activity, I have always found reasonably active zones.

    Inactive players will eventually move or leave, because the first stage doesn't complete itself; active players should be looking for other active players, not counting how many are in the Command Center.
    Personally, I don't mind a few inactive players, because capturing 5+ points in the first stage adds a nice bonus to the final payout.
  • davidwforddavidwford Member Posts: 1,836 Arc User
    edited January 2015
    solemkof wrote: »
    Rewards attract players, penalties drive them away. Draconian penalties like this will also drive active players away.
    What possibly attracted players to the ground battlezone was the prospect of filling your daily dilithium refinement limit in less than an hour, with as little as 5 minutes of active participation (after waiting half an hour for others to finish the first stage).

    There were two complaints I thought theoretically true, but they never seemed to happen that much in practice:

    1) It's no fun being the only one running around capturing points, especially when you're at a Generator surrounded by Voth spec ops and really need other players' help. But when this happened, I could usually just watch the map for player activity and follow them. If that failed, switching to another, nearly full instance helped.

    2) It wouldn't be fun being the last one shooting a Rex, only to find everyone else went back to the Command Center. But I can't remember this ever happening to me. While mixing tagging with medic-killing, occasionally one Rex would go down before I could tag it; losing a silo was even less frequent.

    By switching instances and watching the map for player activity, I have always found reasonably active zones.

    Inactive players will eventually move or leave, because the first stage doesn't complete itself; active players should be looking for other active players, not counting how many are in the Command Center.
    Personally, I don't mind a few inactive players, because capturing 5+ points in the first stage adds a nice bonus to the final payout.

    I agree on the first point about being the only one (or two) running around completing the captures really sucks. I rarely experience the second issue as people may tag the V-Rex, but usually stick around for its death because tagging is meaningless if the NPC doesn't bite the dust.
  • robyvisionrobyvision Member Posts: 293 Arc User
    edited January 2015
    solemkof wrote: »
    Rewards attract players, penalties drive them away. Draconian penalties like this will also drive active players away.
    What possibly attracted players to the ground battlezone was the prospect of filling your daily dilithium refinement limit in less than an hour, with as little as 5 minutes of active participation (after waiting half an hour for others to finish the first stage).

    There were two complaints I thought theoretically true, but they never seemed to happen that much in practice:

    1) It's no fun being the only one running around capturing points, especially when you're at a Generator surrounded by Voth spec ops and really need other players' help. But when this happened, I could usually just watch the map for player activity and follow them. If that failed, switching to another, nearly full instance helped.

    2) It wouldn't be fun being the last one shooting a Rex, only to find everyone else went back to the Command Center. But I can't remember this ever happening to me. While mixing tagging with medic-killing, occasionally one Rex would go down before I could tag it; losing a silo was even less frequent.

    By switching instances and watching the map for player activity, I have always found reasonably active zones.

    Inactive players will eventually move or leave, because the first stage doesn't complete itself; active players should be looking for other active players, not counting how many are in the Command Center.
    Personally, I don't mind a few inactive players, because capturing 5+ points in the first stage adds a nice bonus to the final payout.

    Imagine someone with the lazy mentality (battlezone syndrome) entering advanced or elite queue, and being afk a few min, or whole time. Would you be outraged?
  • solemkofsolemkof Member Posts: 0 Arc User
    edited January 2015
    robyvision wrote: »
    Imagine someone with the lazy mentality (battlezone syndrome) entering advanced or elite queue, and being afk a few min, or whole time.
    Are you saying PvE queues need something like an AFK-penalty?
    Would you be outraged?
    No. It is my impression that properly geared players can compensate for one or two slackers.
    Until your builds are ready for advanced elitism, you should do what everyone else does and stay away from those queues.
  • robyvisionrobyvision Member Posts: 293 Arc User
    edited January 2015
    solemkof wrote: »
    Are you saying PvE queues need something like an AFK-penalty?


    No. It is my impression that properly geared players can compensate for one or two slackers.
    Until your builds are ready for advanced elitism, you should do what everyone else does and stay away from those queues.

    The current pve afk penalty is far from perfect, but its something at least for the leeches to worry about.
    And why stay away for the regular queues just because some players are behaving like trolls.
    I dont always have friends to play with me 24/7, so I pug .
    Just give us the option to kick the A from the team asap and the problem is solved.
  • edited January 2015
    This content has been removed.
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited January 2015
    skollulfr wrote: »
    afk penalty wont stop trolls.
    a system that bans based on disruptive actions would.

    like if they ignore the 10% rule 3 times in a row they get banned from advanced queues for a week due to being disruptive and sabotaging other players.

    simple fact of the matter is, the game needs a scoreboard with performance tier based rewards.

    The 10%-rule is outdated for quite a few players ;) Also its not a gamerule, but a user-generated one. Not a good example.

    A votekick-feature or a "Report to gm"-scoreboard (after 5 (example) reports you get banned for 2h, whole account), though this would open another troll-possibility.
  • edited January 2015
    This content has been removed.
  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited January 2015
    warpangel wrote: »
    And what would that accomplish? Get them to wait outside the boss zone instead of in it?

    Fact is, players will always gravitate toward the highest rewards. So long as the boss zones give a disproportionate reward everyone will want to be there. This wasn't a problem when all you had to do was get one shot at the dino, but now that you have to be there for an unknown amount of time, everyone wants to play it safe.

    There are only two solutions possible without changing the whole boss phase:
    1. Let us tag the bosses like before. It worked just fine almost every run.
    2. Stop giving extra reward for fighting the bosses. Base the end reward on zones captured and treat the boss zones the same as everything else. Then players will have no incentive to ditch normal zones to wait at the boss.

    You have to capture two for a quest down there. Why not make it a requirement that you have to capture two to get anything at all from the boss drops. I rarely get a chance to shoot more than 1 let alone 3 because I tend to be a "chump" and stay and kill them.

    The worst ever is all 3 bosses were killed before I got a single shot in because chump me ran back to retake a fallen objective and didn't get back in time.
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  • davidwforddavidwford Member Posts: 1,836 Arc User
    edited January 2015
    battykoda0 wrote: »
    You have to capture two for a quest down there. Why not make it a requirement that you have to capture two to get anything at all from the boss drops. I rarely get a chance to shoot more than 1 let alone 3 because I tend to be a "chump" and stay and kill them.

    The worst ever is all 3 bosses were killed before I got a single shot in because chump me ran back to retake a fallen objective and didn't get back in time.

    I don't know about that. What if someone logs in and happens to only assist on one capture, or assists with the last capture point, but doesn't get credit? Does that mean they get NOTHING for going full-tilt on the V-Rex(s)?
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited January 2015
    battykoda0 wrote: »
    You have to capture two for a quest down there. Why not make it a requirement that you have to capture two to get anything at all from the boss drops. I rarely get a chance to shoot more than 1 let alone 3 because I tend to be a "chump" and stay and kill them.

    The worst ever is all 3 bosses were killed before I got a single shot in because chump me ran back to retake a fallen objective and didn't get back in time.

    I like this idea. If you arrive at the battlezone and see the map is all blue just switch to a different map. I think a requirement to capture 2 zones is fair.

    The battlezone goes pretty quick these days and more than 2 points can be difficult but I think you should always be able to get 2.
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