What do you guys think that you can no longer change instances in DSEs? Until they did that (for whatever reason) I thought DSEs were rather fun. You would team up (which was never a problem for me, a friend of mine however would never find anybody who wanted to team up but that's a whole different story^^), destroy the mobs and then you'd get easy earned XP points.
But now they just suck! It's just not fun to sit in a DSE alone without the possibility to change to an instance where more players are.
So if a DEV reads that: please undo these changes!
PS: If there's allready a thread about it: mea culpa!:o
I can see why they did it, as before it allowed one to simply jump between them after completing a single run through, bypassing the 5 min reset timer. So bascially an exploit, providing a means of unintentional rapid XP.
However, why they didn't simply put a timer on the missions like they have for exploration ones I really don't know. That would have been more logical.
I can see why they did it, as it allowed one to simply jump between them after completing a single run though bypassing the 5 min reset timer. So bascially an exploit, providing a means of unintentional rapid XP.
However, why they didn't simply put a timer on the mission like they have for exploration missions I really don't know. That would have been more logical.
Ok, that make sense but I wish they had found another solution! And BTW: the 5min reset time is annoying as well.:p
But I agree: after doing 1 DSE mission you should have to wait 30min before you can except a new DSE mission.
A couple patches ago, they DID put a timer on how often you can get the DSE "defend" missions, which was the way to rapid level using this mechanic. Thus the instance jumping is no longer a related issue, it makes it complete faster, making you wait longer if this is the sole means of gaining xp. That exploit was fixed with that change.
I have yet to see though why the instance change was brought into effect, it was obviously not because of DSE's, the only thing instance changing was really helping, other than joining team mates.
Unless it being left in the map view was just an oversight from when they removed it from other components back in... OB was it? Or was it just after live?
A couple patches ago, they DID put a timer on how often you can get the DSE "defend" missions, which was the way to rapid level using this mechanic. Thus the instance jumping is no longer a related issue, it makes it complete faster, making you wait longer if this is the sole means of gaining xp. That exploit was fixed with that change.
I have yet to see though why the instance change was brought into effect, it was obviously not because of DSE's, the only thing instance changing was really helping, other than joining team mates.
Unless it being left in the map view was just an oversight from when they removed it from other components back in... OB was it? Or was it just after live?
Hmm, I didn't notice that they put in a time for DSE encounters. Did the timer start when you got the mission or when you turned it in?
And if I understand you correctly you didn't like the change instance? I thought it was rather helpful if you wanted to change into an instance where other players were there as well. Doing DSE alone isn't fun for me.
Well, this is not only for DSE... It happends in all fleet actions.. Worst case is CE where if you see that people in this instance just do all wrong, chat does not help etc.. then you are stuck there with those people and that means you will simply warp out and give up trying for another few hours.
I do not call for CE nerf, just that changing instances there was case where you did choose between instances where people listened (or at least some of them) and where they did not at all.
Yes annoying but I can see why this has been done, to stop people from joining almost compleate runs and there by cheeting.
This is not the problem, the 5 Mins counter is why do we have this at all? There is no reason for it!
What we need is a join matchsystem like in PvP where we have say 3 or more people join depending on que levels and then the game starts.
I like your idea, with that one would get rid of enemies camping the spawn point as well I guess.
But instead of turning off changing instanes completely the just have to implement a system that doesn't allow you to change to instances that have allready started/ that are almost done. That would be far more logical.
Hmm, I didn't notice that they put in a time for DSE encounters. Did the timer start when you got the mission or when you turned it in?
And if I understand you correctly you didn't like the change instance? I thought it was rather helpful if you wanted to change into an instance where other players were there as well. Doing DSE alone isn't fun for me.
I'll be honest, I used it to get the starter levels (1-11) out of the way as I played those dozens of times through closed and open beta. But I know people who used it before the timer change to get to admiral in 2-3 days, as you could complete the entire mission in under 5 minutes.
As for the instance change... certain situations I liked it. I'd be talking in zone with a particular player and I could change to his/her zone without having to bother with grouping. I can see though how one might use it to join higher populated fleet actions and such, but no real advantageous actions other than the DSE defend mission "exploit" that was fixed with the timer patch. (-with exception to staying with your group, which a dev addressed early today... erm yesterday, that they are already working on fixing it so you always stay with your group)4
And to answer that question, let me try to dig up the old patch notes...
ugh it's not in the patch notes section.
From what I can remember, what they did was change exploration missions, which were on a 30 minute timer, to start from when you took the mission stead of when you turned it in.
Then the notes stated that they added a timer on defend missions. It didn't go into specifics, but since they changed the explore missions to run from the "accept" time it was assumed patrol's were working the same. There was about a similar amount of outcry at the time, in fact I posted several times during that change, I'm sure it's in my post history.
Here is one such thread, and there are a few more starting from the second page of my post history. That is, unless post history is sorted by your own personal "threads per page" account setting.
I agree that you have to get rid of exploits but they should have taken a different approach. As I said in the post above: Don't allow players to change into instances that have already started. Let them just change to instances that haven't started yet.
But there's the next problem: Apparently the 5min reset timer is too long. I've bin in many instances where people come in, see that it take 5min till the DSE really starts and leave (in addition to the players that leave 'cause the enemy camps the spawning point)....
I think the whole DSE needs a closer look by the DEVS....
I am glad they brough in the timer, the XP gain was insanes allowing people to jump into instances that were nearly complete to gain XP for doing no work, thus completing the defend mission and rapidly leveling
I had a blast last night in the DSE, ended up with a static team of players as we were all in the same boat
encouraged more team work. which afterall is a main point of DSE
Fixed an issue where teams could not switch instances in Deepspace maps. Note - this only fixes the instance button on the map screen. The mini-map instance button will be fixed in a later update.
at least teams can now join the same DSE isntance again
I agree that you have to get rid of exploits but they should have taken a different approach. As I said in the post above: Don't allow players to change into instances that have already started. Let them just change to instances that haven't started yet.
But there's the next problem: Apparently the 5min reset timer is too long. I've bin in many instances where people come in, see that it take 5min till the DSE really starts and leave (in addition to the players that leave 'cause the enemy camps the spawning point)....
I think the whole DSE needs a closer look by the DEVS....
I see the issue as well. I know a handful of people, who because of this change, just exit the DSE entirely and re-enter till they get one suitable. This just makes that hassle harder, but doesn't stop it from happening. It's not a optimal fix.
But, I'm still not entirely sure that it wasn't "accidentally" left in the map options when they removed the instance pop up that always came up whenever you went into a area. IMHO, if they intended to leave it in map options, they could have left the initial "choose your instance" option when zoning in. They could just be cleaning up what they didn't notice from before. But that's just speculation. They did however remove this just days (if not the same day?) that they removed it from the champions online engine, so it was a "across the board" design move.
I had a blast last night in the DSE, ended up with a static team of players as we were all in the same boat
encouraged more team work. which afterall is a main point of DSE
at least teams can now join the same DSE isntance again
That's another problem: During prime time (either US or European) it will be rather easy to find a team but I tried a DSE in Cardassian Space at 10am German time (2am PST I think) and nobody jjoined this instance. That was a moment where I wished I could change to an instance with another player (if there was one).
So during less populated hours this feature is a must, during prime time I guess I can live without it.
this is a serious pain in the butt and needs to be reversed.
Please, don't break the game more than it already is. Bring back the choice to change instances anywhere, and everywhere: DSE's and fleet actions alike.
ANYTHING. I don't think what happened was meant to happen. I mean, why would we have to leave an encounter and fly 2+ LY to another one hoping it'll be ready to go?
Comments
However, why they didn't simply put a timer on the missions like they have for exploration ones I really don't know. That would have been more logical.
Ok, that make sense but I wish they had found another solution! And BTW: the 5min reset time is annoying as well.:p
But I agree: after doing 1 DSE mission you should have to wait 30min before you can except a new DSE mission.
A couple patches ago, they DID put a timer on how often you can get the DSE "defend" missions, which was the way to rapid level using this mechanic. Thus the instance jumping is no longer a related issue, it makes it complete faster, making you wait longer if this is the sole means of gaining xp. That exploit was fixed with that change.
I have yet to see though why the instance change was brought into effect, it was obviously not because of DSE's, the only thing instance changing was really helping, other than joining team mates.
Unless it being left in the map view was just an oversight from when they removed it from other components back in... OB was it? Or was it just after live?
Hmm, I didn't notice that they put in a time for DSE encounters. Did the timer start when you got the mission or when you turned it in?
And if I understand you correctly you didn't like the change instance? I thought it was rather helpful if you wanted to change into an instance where other players were there as well. Doing DSE alone isn't fun for me.
This is not the problem, the 5 Mins counter is why do we have this at all? There is no reason for it!
What we need is a join matchsystem like in PvP where we have say 3 or more people join depending on que levels and then the game starts.
I do not call for CE nerf, just that changing instances there was case where you did choose between instances where people listened (or at least some of them) and where they did not at all.
I like your idea, with that one would get rid of enemies camping the spawn point as well I guess.
But instead of turning off changing instanes completely the just have to implement a system that doesn't allow you to change to instances that have allready started/ that are almost done. That would be far more logical.
I'll be honest, I used it to get the starter levels (1-11) out of the way as I played those dozens of times through closed and open beta. But I know people who used it before the timer change to get to admiral in 2-3 days, as you could complete the entire mission in under 5 minutes.
As for the instance change... certain situations I liked it. I'd be talking in zone with a particular player and I could change to his/her zone without having to bother with grouping. I can see though how one might use it to join higher populated fleet actions and such, but no real advantageous actions other than the DSE defend mission "exploit" that was fixed with the timer patch. (-with exception to staying with your group, which a dev addressed early today... erm yesterday, that they are already working on fixing it so you always stay with your group)4
And to answer that question, let me try to dig up the old patch notes...
ugh it's not in the patch notes section.
From what I can remember, what they did was change exploration missions, which were on a 30 minute timer, to start from when you took the mission stead of when you turned it in.
Then the notes stated that they added a timer on defend missions. It didn't go into specifics, but since they changed the explore missions to run from the "accept" time it was assumed patrol's were working the same. There was about a similar amount of outcry at the time, in fact I posted several times during that change, I'm sure it's in my post history.
Here is one such thread, and there are a few more starting from the second page of my post history. That is, unless post history is sorted by your own personal "threads per page" account setting.
But there's the next problem: Apparently the 5min reset timer is too long. I've bin in many instances where people come in, see that it take 5min till the DSE really starts and leave (in addition to the players that leave 'cause the enemy camps the spawning point)....
I think the whole DSE needs a closer look by the DEVS....
I had a blast last night in the DSE, ended up with a static team of players as we were all in the same boat
encouraged more team work. which afterall is a main point of DSE
at least teams can now join the same DSE isntance again
I see the issue as well. I know a handful of people, who because of this change, just exit the DSE entirely and re-enter till they get one suitable. This just makes that hassle harder, but doesn't stop it from happening. It's not a optimal fix.
But, I'm still not entirely sure that it wasn't "accidentally" left in the map options when they removed the instance pop up that always came up whenever you went into a area. IMHO, if they intended to leave it in map options, they could have left the initial "choose your instance" option when zoning in. They could just be cleaning up what they didn't notice from before. But that's just speculation. They did however remove this just days (if not the same day?) that they removed it from the champions online engine, so it was a "across the board" design move.
People can join in when it's almost completed and get the easy XP, just not via the change instance way.
I was alone in a DSE and finishing off 8 / 10 squads and then two other person warped in and completed together...
That's another problem: During prime time (either US or European) it will be rather easy to find a team but I tried a DSE in Cardassian Space at 10am German time (2am PST I think) and nobody jjoined this instance. That was a moment where I wished I could change to an instance with another player (if there was one).
So during less populated hours this feature is a must, during prime time I guess I can live without it.
Please, don't break the game more than it already is. Bring back the choice to change instances anywhere, and everywhere: DSE's and fleet actions alike.
ANYTHING. I don't think what happened was meant to happen. I mean, why would we have to leave an encounter and fly 2+ LY to another one hoping it'll be ready to go?