i am writing this as i've had this frustrating situation multiple times now. playing a Queue or TFO and the team not playing the mission etc , while you are still trying to play the TFO and mission to get it done. team members leave making the relevant TFO you are playing impossible to do either on your own or only with one or two players.
YET if you still leave you still get punished with the cool down. THIS is unfair on the player and should be fixed.
if enough players quit a team or TFO the rest should be able to leave WITHOUT PENALTY.
why should i be punished for being unable to complete and impossible TFO because too many players have left
What if you’re that least one in? Or half leave and there’s two left with an impossible task at hand?
I’ve been in a few where it became impossible to finish in a sensible time due to how the mission played out and people leaving the team. Dranuur Gauntlet was one when we can spawn camped by a fleet of Voth so couldn’t even move off before getting vaped. Same thing has happened in a HSA that went pear shaped.
I had a Starbase 1 a couple days ago that got hung up on the last stage, no visible enemies etc. Several people left, I hung out for a bit, and eventually the mission finished I got my marks.
How long of time was "a bit"???
"Spend your life doing strange things with weird people." -- UNK
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
> @where2r1 said:
> azrael605 wrote: »
>
> I had a Starbase 1 a couple days ago that got hung up on the last stage, no visible enemies etc. Several people left, I hung out for a bit, and eventually the mission finished I got my marks.
>
>
>
>
> How long of time was "a bit"???
2-3 minutes at most.
Same happened to me, I just waited and it completed.
> @where2r1 said:
> azrael605 wrote: »
>
> I had a Starbase 1 a couple days ago that got hung up on the last stage, no visible enemies etc. Several people left, I hung out for a bit, and eventually the mission finished I got my marks.
>
>
>
>
> How long of time was "a bit"???
2-3 minutes at most.
Same happened to me, I just waited and it completed.
Good to know it can still work out if it seems to bug out.
I’ve been in a few where it became impossible to finish in a sensible time due to how the mission played out and people leaving the team. Dranuur Gauntlet was one when we can spawn camped by a fleet of Voth so couldn’t even move off before getting vaped.
Dranuur Gauntlet is timed-to-win except for the initial group, so it's not possible to be "impossible to finish." Enemies will spawn until the time runs out, and then they'll leave and you win, all the same no matter what the players do.
i am writing this as i've had this frustrating situation multiple times now. playing a Queue or TFO and the team not playing the mission etc , while you are still trying to play the TFO and mission to get it done. team members leave making the relevant TFO you are playing impossible to do either on your own or only with one or two players.
YET if you still leave you still get punished with the cool down. THIS is unfair on the player and should be fixed.
if enough players quit a team or TFO the rest should be able to leave WITHOUT PENALTY.
why should i be punished for being unable to complete and impossible TFO because too many players have left
The problem is, these players are using an exploit to get around the leaver penalty by logging out of that character, however I do believe Cryptic is looking into this specific issue.
"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.
It's weird. I STILL haven't failed a run when I go random. I do agree with the OP though. If say 2 players leave a queue, the other 3 should be able to leave without a penalty.
When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
0
rattler2Member, Star Trek Online ModeratorPosts: 58,691Community Moderator
I believe the way its set up is the opposite of what you say salazarraze. In my experience its been the last 2 left don't get the penalty.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
My setup is pretty good and even with 3 or 4 chars, I haven't had trouble completing queues that were undermanned. The average player would have a lot of trouble completing a 5 man queue with only 3 participants though. Therefore I agree with the OP.
When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
> @where2r1 said:
> azrael605 wrote: »
>
> I had a Starbase 1 a couple days ago that got hung up on the last stage, no visible enemies etc. Several people left, I hung out for a bit, and eventually the mission finished I got my marks.
>
>
>
>
> How long of time was "a bit"???
2-3 minutes at most.
Same happened to me, I just waited and it completed.
Yeah. I feel, instead of actually fixing it, what they really did was just add a crude failsafe mechanism/timer, for when it bugs out. I'd had that occur to me several times too.
The problem is, these players are using an exploit to get around the leaver penalty by logging out of that character, however I do believe Cryptic is looking into this specific issue.
This has been addressed. I can confirm that I swapped characters whilst in a very poor PUG that was going nowhere and the character I changed to had a leaver penalty
Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.
I believe the way its set up is the opposite of what you say salazarraze. In my experience its been the last 2 left don't get the penalty.
No longer true. I had a Bug Hunt run that bugged out last week (the NPC stalled and did not clear the second obstacle, making progress impossible due to locked map), everyone else left before me, and I still got the penalty.
Many missions have a timer where they will either autofail or autosucceed, but if you're in an untimed mission and get stuck... there's no longer a "last man standing" exception.
You need to rez the NPC when he get's knocked out.
When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
I believe the way its set up is the opposite of what you say salazarraze. In my experience its been the last 2 left don't get the penalty.
No longer true. I had a Bug Hunt run that bugged out last week (the NPC stalled and did not clear the second obstacle, making progress impossible due to locked map), everyone else left before me, and I still got the penalty.
Many missions have a timer where they will either autofail or autosucceed, but if you're in an untimed mission and get stuck... there's no longer a "last man standing" exception.
I had this happen as well (last out and received penalty). On some others it seems if it's the first 3 leaving getting penalized. Have only left when there is zero chance of completion.
I believe the way its set up is the opposite of what you say salazarraze. In my experience its been the last 2 left don't get the penalty.
No longer true. I had a Bug Hunt run that bugged out last week (the NPC stalled and did not clear the second obstacle, making progress impossible due to locked map), everyone else left before me, and I still got the penalty.
Many missions have a timer where they will either autofail or autosucceed, but if you're in an untimed mission and get stuck... there's no longer a "last man standing" exception.
You need to rez the NPC when he get's knocked out.
Yeah, you have to stand next to Lt. Lemming and push a button to revive him. He dies a lot because he's EASIER to KO than a Boff.
Yeah I know some missions have a timer and auto-complete but when it gets to the stage of being constantly insta-vaped in the spawn area for the next 10 mins I’d rather have a way to drop out and do something more productive.
Yeah I know some missions have a timer and auto-complete but when it gets to the stage of being constantly insta-vaped in the spawn area for the next 10 mins I’d rather have a way to drop out and do something more productive.
In that case I recommend not respawning and doing your Admiralty/doffs/rep project/etc clickys instead. Or maybe get a snack, watch a funny cat video, take a bathroom break, etc. The mission will be productive all on it's own.
But it's of course your choice if you'd rather eat a leaver penalty than wait for your inevitably scheduled victory.
It's weird. I STILL haven't failed a run when I go random. I do agree with the OP though. If say 2 players leave a queue, the other 3 should be able to leave without a penalty.
I have failed twice, both times when i beamed in/warped into a queue with multiple people who left.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I just finished an excruciating ground RTFO, where you have to save some miners (that's miners, not minors, lol) against Romulan attackers. People sucked. I sucked. I really don't do ground, but stayed to be nice. The mission took about half-an-hour, with only 2 ppl still standing at the end.
My long-winded point being: RTFO's don't queue you for 'about even' queues at all: sometimes they're super-easy, and, at other times, way too hard, especially what with folks leaving mid-queue. So, instead of normalizing all missions (which they'll never do), I feel it's best, and fairest, to just remove leaver penalties from RTFO's altogether.
...I feel it's best, and fairest, to just remove leaver penalties from RTFO's altogether.
A part of me wouldn't mind if they removed the penalties. But, if they removed the penalty altogether, I'd never do another ground queue. If I got in one while doing random, I'd simply leave and try again. Another ground? Leave, try again. Ad nauseam.
(Okay, I would stick around for Miner Instabilities and maybe Bug Hunt, since I like those. Maybe Colony Invasion, I think that's the name for it. But any of those old style Borg ground queues? I've failed every single one of those. Though technically since they are untimed you can't fail, it can just become a futile effort with only 3 players. Especially when none of the players, myself included, have no idea what to do or the DPS to do it.)
Anyway, I think you get my point.
I don't think they'll ever completely remove the penalties, it'd just be abused far too much.
Hello. My name is iamynaught and I am an altaholic.
You know the actual real solution to most of this.
Add a Space/Ground option to the silly RTFO. Lets all be honest 90% of this issue is solved by not forcing some players into ground maps. There are days where I'll do a bunch of RTFOs and see nothing but space... and things go smooth even getting stuck on some of the longer maps. A handful are annoying sure but as long as you don't sweat the optionals most are all possible to complete even with groups that have never seen said que. Ground on the other hand... ya ya its easy I know, but the truth is a bunch of ground maps require actual team work to complete (not just get optionals) which sad or not is asking a little to much of randomly joined people. Some ground maps like Minor Instabilities, does get qued cause it has good rewards and is a bit of a challenge if you enjoy ground... but it does require at least a passably decent ground build if you don't want to respawn 10+ times.
Nobody is "forced" into any map. All players are fully free to pick the queues they want. Including none.
What we have here is a bunch of players exploiting the system by queueing for the random and then leaving if they don't get what they want. This is violating the rules of the format which say you don't get to choose the map.
I believe RTFOs should have stricter leaver penalties. Anyone who leaves one should forfeit the extra reward box the next time they run one. And leaving multiple times should be counted and forfeit an equal number of rewards.
People who don't actually let the game choose for them, don't deserve to get a reward for letting the game choose for them.
Comments
> My solution, I don't leave.
What if you’re that least one in? Or half leave and there’s two left with an impossible task at hand?
I’ve been in a few where it became impossible to finish in a sensible time due to how the mission played out and people leaving the team. Dranuur Gauntlet was one when we can spawn camped by a fleet of Voth so couldn’t even move off before getting vaped.
Same thing has happened in a HSA that went pear shaped.
How long of time was "a bit"???
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Same happened to me, I just waited and it completed.
Good to know it can still work out if it seems to bug out.
The problem is, these players are using an exploit to get around the leaver penalty by logging out of that character, however I do believe Cryptic is looking into this specific issue.
normal text = me speaking as fellow formite
colored text = mod mode
Yeah. I feel, instead of actually fixing it, what they really did was just add a crude failsafe mechanism/timer, for when it bugs out. I'd had that occur to me several times too.
N.B. Good things come to those who wait.
This has been addressed. I can confirm that I swapped characters whilst in a very poor PUG that was going nowhere and the character I changed to had a leaver penalty
Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.
My character Tsin'xing
But it's of course your choice if you'd rather eat a leaver penalty than wait for your inevitably scheduled victory.
DON'T PUG! Excuse me, DON"T RANDOM TFO!
I have failed twice, both times when i beamed in/warped into a queue with multiple people who left.
My long-winded point being: RTFO's don't queue you for 'about even' queues at all: sometimes they're super-easy, and, at other times, way too hard, especially what with folks leaving mid-queue. So, instead of normalizing all missions (which they'll never do), I feel it's best, and fairest, to just remove leaver penalties from RTFO's altogether.
A part of me wouldn't mind if they removed the penalties. But, if they removed the penalty altogether, I'd never do another ground queue. If I got in one while doing random, I'd simply leave and try again. Another ground? Leave, try again. Ad nauseam.
(Okay, I would stick around for Miner Instabilities and maybe Bug Hunt, since I like those. Maybe Colony Invasion, I think that's the name for it. But any of those old style Borg ground queues? I've failed every single one of those. Though technically since they are untimed you can't fail, it can just become a futile effort with only 3 players. Especially when none of the players, myself included, have no idea what to do or the DPS to do it.)
Anyway, I think you get my point.
I don't think they'll ever completely remove the penalties, it'd just be abused far too much.
Losing faith in humanity, one person at a time.
Add a Space/Ground option to the silly RTFO. Lets all be honest 90% of this issue is solved by not forcing some players into ground maps. There are days where I'll do a bunch of RTFOs and see nothing but space... and things go smooth even getting stuck on some of the longer maps. A handful are annoying sure but as long as you don't sweat the optionals most are all possible to complete even with groups that have never seen said que. Ground on the other hand... ya ya its easy I know, but the truth is a bunch of ground maps require actual team work to complete (not just get optionals) which sad or not is asking a little to much of randomly joined people. Some ground maps like Minor Instabilities, does get qued cause it has good rewards and is a bit of a challenge if you enjoy ground... but it does require at least a passably decent ground build if you don't want to respawn 10+ times.
What we have here is a bunch of players exploiting the system by queueing for the random and then leaving if they don't get what they want. This is violating the rules of the format which say you don't get to choose the map.
I believe RTFOs should have stricter leaver penalties. Anyone who leaves one should forfeit the extra reward box the next time they run one. And leaving multiple times should be counted and forfeit an equal number of rewards.
People who don't actually let the game choose for them, don't deserve to get a reward for letting the game choose for them.