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Failed STF instances: should they be locked or not?

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  • crusader2007crusader2007 Member Posts: 1,883 Arc User
    Failed STF's should remain 'open', but allow players to leave without getting a leaver penalty
    risian4 wrote: »
    To give an example: I just entered an already failed ISA. Spheres all over the place, one optional gone, too little time remaining to get the other optional. Luckily a very powerful player entered soon after I joined, allowing us to still complete the mission. This isn't guaranteed of course; if he hadn't been there we would have kept blowing up while trying to dig through all the spheres that had been gathered around the transformer while the gate kept sending new ones.

    One might argue that by keeping the STF 'open', meaning that players who queue can get in a failed instance, the remaining players who didn't leave when it failed, still get a chance to get a reward and improve, thus helping them to perform better next time and reducing the chance of it happening again.

    On the other hand, why force people to clean up other player's mess? For a much lower reward even, if you manage to complete it at all?

    What do you think? Should failed instances be locked to prevent other players who queue the same mission from getting stuck in a failed instance? Should they keep it as it is? Or, as an in-between solution, should they allow players who entered after a mission that had already been failed to immediately leave without risking a penalty?

    Thanks for bringing this up...it's happening a few times already. Hope a Dev can see and come up with a possible solution.​​
    DUwNP.gif

  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Failed STF's should remain 'open', but allow players to leave without getting a leaver penalty
    If I joined a match already in progress, but where at least one optional failed, would it be too much to ask for a "rescue bonus" for cleaning up the deteriorating match?
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
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    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • leemwatsonleemwatson Member Posts: 5,515 Arc User
    Failed STF's should remain 'open', as they currently are
    It seems that some people want to abandon an STF for even 1 failed optional, claiming the mission is a failure. Sorry, but no. Just finish it, it's a game after all. The only time an STF should be locked out is when it has finished. I;ve jumped into a few STF's that had finished and ended up with a cooldown, now that is annoying, but quitting because 1 optional failed, that's nothing.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • shanker666shanker666 Member Posts: 57 Arc User
    Failed STF's should be locked, preventing people from entering a failed instance
    Quite simply, you will not get the components you need to, among other things, purchase or upgrade gear, unless you play the Elite queues.

    This is very true. But if you're a casual player and just having fun with friends then those things don't matter to you. Besides that,there are many ways to get enough decent gear to be competitive and HELP the TEAM. The stf's are for teams and if you're not able to pull your weight then you shouldn't be in there because you're not helping the TEAM.

    I can tell you right now that it's easy to break 10k dps just by using fleet weapons and some reputation consoles. It's not the dps'ers fault that PWE/Cryptic have decided to make the game center around damage. I play a sci toon(along with tacs) and I'd love to see some balance put in the game but that isn't what sells.

    Spend a few minutes on youtube and watch a video of the stf you want to play and see what needs to be done to successfully complete the mission. Join a fleet and grind out fleet credit to get gear from the fleet stores. Unfortunately,Cryptic has never taken time to show new players how to put together a ship. They do,however, have a "parser" that pops up at the end of dungeon runs that shows what each person did in the Neverwinter game. Wish they'd add that here.

    All that being said, I'm not against new players or casual players. Just learn what needs to be done before trying something you are probably way underpowered for. Instead of putting the person showing a parse on ignore,maybe try asking them what you can do to improve. I do parse and I often flash them at the end of a run,not to "show off" but to show all players what they contributed to the match. I'm not an elite dps guy but I do enough to positively affect the outcome of the match.

    The game is what it is,and right now it's a dps game. Don't fault the dps people for that. We're just trying to play the game that is handed to us in the most effective way possible. For some,maybe it's an "e-peen" thing but in my case that just isn't true and I'm always glad to help anyone who asks me. I never shame anyone or make fun of them because I want everybody in the game to get better. Best of luck to all and enjoy STO the best way you know how!!!
  • ralphgraphiteralphgraphite Member Posts: 628 Arc User
    Failed STF's should remain 'open', but allow players to leave without getting a leaver penalty
    I like the idea of removing the leaver penalty. Some of my most fun pugs have been warping in to a dire situation and helping clean up the mess.

    That said, I fully understand why some people would not to enter those matches - and would prefer to warp out.

    I'd second the idea of a "rescue" bonus, and perhaps not set the cooldown on these 2/3 completed queues.
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