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Suggestion: TFO: re queue for replacement players.

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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited September 2019
    warpangel wrote: »
    There is an easy workaround: Do Not Queue ground Maps without a full team - and the same for storming the spire - thats the Random TFO i'll leave immediatly.
    Why? It's pathetically easy.

    Yea difficulty is often not an issue on maps as they all have auto-conclude conditions. Unfortunately a lot of players feel those, realize the nonsensical aspect of being on a map then, and leave to do something more worth doing within their gaming- (as far as storming the spire is concerned I might even say life-) time. :)
    If getting the reward at the end s not worth it for them, I have to question the logic of rolling the dice with the random queue in the first place. When they could be going straight to whatever it is they actually wanted to be doing. :)

    I suspect the re-rolling/leaving logic lies in the imbalanced nature of effort/reward ratios on the different maps we have in general with the limited sources for competitive marks in particular. The respective maps for the latter are not even supported by the rtfo system even though it hands out this reputation’s marks.

    If the devs were interested enough a simple poll could clear up which maps could use some reward tuning here and which don’t. A quality level of the rtfo boxes dependent on the maps you end up in instead of the randomness we encounter now would certainly be reflected by the player’s behavior to abandon and/or re-roll stuff.

    Guaranteed UR/epic rtfo boxes for maps like Days of Doom or Storming the Spire for example would have kept me in this system instead of turning my back on it as a whole.
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited September 2019
    kaloriaa4 wrote: »
    Why join? Your going to leave anyway when you do so why join? Why say you want to commit to something then change your mind and do the opposite? To grief others? To prove something? So ask yourself you have a random TFO button then you agree to randomly do a random TFO and then oh my you got the one you hate and bail as soon as the loading screen finished so my question is why bother even clicking the random button? It is a commitment but you broke it by leaving why? There is ones I hate too but I try to play through it.

    Players have a habit to be all different you know. Even the same player will have different agendas and moods at different times dependent on how his life looks like.

    Trying to find them out is probably impossible aside from regulating their behavior game sided with either rewards or penalties.

    I know this sounds a bit hard but instead of waiting for cryptic to help out here (I have waited for years already) my best advice is to take matters into your own hands. Powercreep is well at a level where you can solo most advanced maps (even without much pain). Yep, takes some time to get there but in the meantime you can try to socialize, seek likeminded players, make friends and take them into PvE with you. This will reduce the dependence on random players greatly .

    In a way you would fix the problem yourself instead of waiting for cryptic to do it; worked out nicely for me. :)
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    The devs talked about how they want to rebalance mark rewards to vary based on the average completion time for a queue. So you'd get more marks for queues that take a long time.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited September 2019
    The devs talked about how they want to rebalance mark rewards to vary based on the average completion time for a queue. So you'd get more marks for queues that take a long time.

    Oh that’s good info. Let’s cross fingers that they get around to it rather sooner than later. :)

    It would certainly address the leaving/re-roll mentality. Now if only conditions could be manufactured which addresses the AFK/wait it out/lets auto conclude it mentality we’d be set.
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • ltminnsltminns Member Posts: 12,572 Arc User
    We know how well that would work out, don't we. See how Events are quicker and easier to do now. ;)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • warpangelwarpangel Member Posts: 9,427 Arc User
    warpangel wrote: »
    There is an easy workaround: Do Not Queue ground Maps without a full team - and the same for storming the spire - thats the Random TFO i'll leave immediatly.
    Why? It's pathetically easy.

    Yea difficulty is often not an issue on maps as they all have auto-conclude conditions. Unfortunately a lot of players feel those, realize the nonsensical aspect of being on a map then, and leave to do something more worth doing within their gaming- (as far as storming the spire is concerned I might even say life-) time. :)
    If getting the reward at the end s not worth it for them, I have to question the logic of rolling the dice with the random queue in the first place. When they could be going straight to whatever it is they actually wanted to be doing. :)

    I suspect the re-rolling/leaving logic lies in the imbalanced nature of effort/reward ratios on the different maps we have in general with the limited sources for competitive marks in particular. The respective maps for the latter are not even supported by the rtfo system even though it hands out this reputation’s marks.
    That's exactly what I think, too. They are in it for the rewards, and do the stupid rerolling because the system lets them have their cake and eat it too. Falsely collecting the bonus reward for letting the game choose content for them, without actually letting the game choose the content at all.
    If the devs were interested enough a simple poll could clear up which maps could use some reward tuning here and which don’t. A quality level of the rtfo boxes dependent on the maps you end up in instead of the randomness we encounter now would certainly be reflected by the player’s behavior to abandon and/or re-roll stuff.
    If you ask players what content could use more rewards, most will answer either all of it or their own personal favorites, rather than the ones they want to abandon.

    Even I do that, when I say all the queues should have unique rewards added. And I actually do want them to give me a reason to play content I otherwise don't.
    Guaranteed UR/epic rtfo boxes for maps like Days of Doom or Storming the Spire for example would have kept me in this system instead of turning my back on it as a whole.
    Then players would quit/reroll to get those.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I'm not sure asking them to fix/change the different STFs is a useful idea. Azure Nebula Rescue is still randomly impossible to get the optionals after however many years it has been, and is still incredibly boring and frustrating. Tzenkethi are still wildly overpowered. Whatshisname in Bug Hunt can still break completely and prevent you from completing.

    What they could do is put in a vote to abandon the queue. If people are constantly abandoning one queue then they can focus on fixing that, if they are going to put in that effort. If not, they can take it out of the random list.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Well, Lt lemming is scripted to require you to interact with him to make him continue moving if the bugs beat him up. So if he gets buried in a pile of bug guts some groups just have no idea where he went.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • grancommesgrancommes Member Posts: 58 Arc User
    Why? It's pathetically easy.
    This.

    Now, give me like Gravity Kills, or the Borg ground TFOs... I'll leave those in a heartbeat.

    I haven't yet bailed on a random TFO, but those ground borg missions seem to take forever.
    I'm not a huge fan of Borg Disconnected either, and it comes up often for me on random.
    But I consider the extra bonus for doing random TFO's worth the pain.

    I wouldn't mind the ability to mark a specific mission as "blocked". A token or pass, letting me avoid a particular TFO while doing random.
    Or even the option to select ground or space randoms.
  • edited September 2019
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  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    Well, Lt lemming is scripted to require you to interact with him to make him continue moving if the bugs beat him up. So if he gets buried in a pile of bug guts some groups just have no idea where he went.

    Yes, but I've seen him just completely break and refuse to do anything at all, no interact, not dead, just stands completely still. Its one of the issues forcing us to wait on an NPC to do something, if anything in the AI breaks the the mission is broken. It happens in other places too.

    On other notes, the ground Borg queues are definitely not right for the current state of STFs, with ridiculous amounts of high level, high HP enemies. It is basically room after room of minibosses with the elite tactical drones everywhere. They can be nice for endeavors if you have a kill 6 captains endeavor, but that's it.

    Storming the spire I don't mind as much as some, except its designed to be near impossible to stop the transports. They love to fly fast and jam themselves into the little alcoves, so if you're not already shooting at them and have extremely high DPS, they will unload before you can kill them, or even get targeting on them because of the geometry. It is a fairly boring STF overall though.

    The STFs I really dislike the most though, all have one thing in common: splitting the team. The only places I find it acceptable are when its a defense/offense split like counterpoint, swarm, or gravity kills (the Tzenkethi being brokenly OP still make this miserable though) where the split is kinda optional and either force can readily reinforce the other. But stuff like Azure Nebula, even if it worked properly, I'd hate it for the splitting, and with borg disconnected, the dopey satellite defense missions, things are really too far and too active for it to be anything but a completely split up team. With that sort of split and distance it often just becomes a single player mission that too often deliberately wastes your time. Terrible design.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    One could argue that splitting up is teamwork. Like Khitomer stasis where one player pushes buttons and the others break things.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    One could argue that splitting up is teamwork. Like Khitomer stasis where one player pushes buttons and the others break things.
    Right. Splitting up is teamwork. Tasks for which multiple players need to work together, because no one player can do them all.

    As opposed to everyone mobbing up to try to do everything themselves, which is not teamwork, just a bunch of single players going at it at the same time.
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