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.
Comments
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.
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.
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.
Fixed it for you.
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I support either idea, though I lean more towards the second suggestion.
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.
Douglas MacArthur - Quote on the dedication plaque of the U.S.S. Ranger NCC-97332-A Armitage class Fleet Heavy Strike Wing Escort.
Or for 2-3 min being inactive gets you a kick out of the battlezone and afk penalty
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Admiral R'Tath V'Tirex, R.R.W. Dhael Glohha'enh==Commander Ta'eth Korval, R.R.W Hachae ch'Rhian==Admiral Vranuk, R.R.W Delevhas
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.
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?
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.
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.
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)?
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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