I was running around cloaked and freeing the ships, and if I hadn't they wouldn't have succeeded in the mission.
On the completion of the mission I received an AFK Penalty for not inflicting enough damage, however there is no part of the mission where there is a requirement to cause damage, the only parts that are presented are those for freeing the captured ships, and all were completed when the timer ran out.
Then it happened again, only this time I did the release of the ships until the objective was met, and then ran around and caused as much damage as I could, and I still got an AFK penalty.
Being judged only on how much damage you cause goes against everything the Federation stands for...if I just went in everywhere with guns blazing, when there was a way to complete the mission without firing a shot, they would hand my TRIBBLE to me and strip me of my rank.....
This is not a bug. Any TFO has a requirement to inflict a minimum amount of damage. If you failed at that, then yes you would of received an AFK penalty. Again. This is not a bug.
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Yeah, the AFK penalty is based on damage only, which is wrong for some missions. I got one for Days of Doom because I was just ignoring the enemies and dropping warp cores in front of the planet killer. Which again, is what you're supposed to do.
To avoid an AFK penalty you only need to deal anywhere from 1% (most missions) to 2% for the entirety of the run which I find is more than reasonable. That's not 1% constantly, but 1% of the whole thing, meaning if the combined damage of the group was 10k just to quantify, you would need to have done 100 points of that. Unless something is going on outside of your control such as internet issues, getting an AFK penalty should be extremely rare. This tells me that one of two things is going on, possibly both. Either A you're not doing as much damage as you think you are, B you didn't fight as much as you thought, or C being both. You don't need to have everything plated with latinum to do damage in game as you can clear 95% of the elites with mk xii very rare gear as a minimum requirement. We can take a look at your build if you would like to get you some extra performance to guarantee that's not a factor in future missions if you would like.
Now with all that said, there are some missions where yes the AFK penalty should be made to compensate for people completing objectives such as Azure Nebula. Far as to how they would make those adjustments without allowing folks to have a free ride or trashing the difficulty of elites I'm not sure. Sucks to run into an AFK penalty but there are ways to avoid it.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
I think they used to count the damage the dropped cores do to the planet killer towards the AFK avoidance number, but somehow broke it fairly recently, since a lot of people used to do exactly the same thing without getting the penalty.
I was running around cloaked and freeing the ships, and if I hadn't they wouldn't have succeeded in the mission.
On the completion of the mission I received an AFK Penalty for not inflicting enough damage, however there is no part of the mission where there is a requirement to cause damage, the only parts that are presented are those for freeing the captured ships, and all were completed when the timer ran out.
Then it happened again, only this time I did the release of the ships until the objective was met, and then ran around and caused as much damage as I could, and I still got an AFK penalty.
Being judged only on how much damage you cause goes against everything the Federation stands for...if I just went in everywhere with guns blazing, when there was a way to complete the mission without firing a shot, they would hand my TRIBBLE to me and strip me of my rank.....
You literally can't fail Azure, only the optionals, which are so easy on Normal a Dolphin could complete. It is more efficient to have one ship at each asteroid, with 1 runner, than to chase the spawns. You can easy get 20-24 ships per run that way, whereas doing the paired-split run will give you 16-20.
As per your AFK penalty, the system ONLY recognises DPS, not actions, otherwise everyone would run to the edge of the screen and AFK (like some still try to). If you want to try to skirt the issue, then the Enemy NPC's should be reprogrammed to stick around and be blowing the released ROM ship to smithereens to counter your 'stealth-tactic'.
"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.
Yeah, the AFK penalty is based on damage only, which is wrong for some missions. I got one for Days of Doom because I was just ignoring the enemies and dropping warp cores in front of the planet killer. Which again, is what you're supposed to do.
I think they used to count the damage the dropped cores do to the planet killer towards the AFK avoidance number, but somehow broke it fairly recently, since a lot of people used to do exactly the same thing without getting the penalty.
Yeah, that actually does sound like a bug.
In that mission, most of the team won't really be near sufficient enemies to deal enough damage, if you play it right indeed. Especially if the first groups are killed before you get enough shots fired. At least in Azure Nebula, each player should be near enough enemies to do some damage.
And the task of dropping warp cores takes much more effort and flying than just pressing F to release ships in ANR. So if players get hit with AFK penalties in DoD, that definitely should be fixed.
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Now with all that said, there are some missions where yes the AFK penalty should be made to compensate for people completing objectives such as Azure Nebula. Far as to how they would make those adjustments without allowing folks to have a free ride or trashing the difficulty of elites I'm not sure. Sucks to run into an AFK penalty but there are ways to avoid it.
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You literally can't fail Azure, only the optionals, which are so easy on Normal a Dolphin could complete. It is more efficient to have one ship at each asteroid, with 1 runner, than to chase the spawns. You can easy get 20-24 ships per run that way, whereas doing the paired-split run will give you 16-20.
As per your AFK penalty, the system ONLY recognises DPS, not actions, otherwise everyone would run to the edge of the screen and AFK (like some still try to). If you want to try to skirt the issue, then the Enemy NPC's should be reprogrammed to stick around and be blowing the released ROM ship to smithereens to counter your 'stealth-tactic'.
Yeah, that actually does sound like a bug.
In that mission, most of the team won't really be near sufficient enemies to deal enough damage, if you play it right indeed. Especially if the first groups are killed before you get enough shots fired. At least in Azure Nebula, each player should be near enough enemies to do some damage.
And the task of dropping warp cores takes much more effort and flying than just pressing F to release ships in ANR. So if players get hit with AFK penalties in DoD, that definitely should be fixed.