i pretty much will only play colony invasion, because of lower level and afk players making you fail the other ones. its a waste of time to only get to 3/8 on fleet alert, or saving only 5 freighters, or not even getting to level 5 of no win..
this causes a problem.. you get like 10 or 20 fm max, then gotta wait 30 minutes to go again.
im not always blessed with a free day to be able to just sit there and wait out the timer.
when you pass a mission there should be NO cool downs.. cool downs should only be for people to leave early as a penalty.
I have to agree, start penalizing just the ones who leave early, and give us complaint tickets strictly for STF's for when someone purposely blows a mission just because the optional is lost. I can not count all the times I've done cure and someone purposely destroys a cube then sits back for the mission to fail.
I play starbase incursion and fleet alert not only for marks but also for accolades. I guess, there is no accolade for colony invasion and saving the cargo ships.
Grinding for MkIV epic gear?
Ain't Nobody Got Time for That
its not so much that, the other ones you might get 3 or 5 fm?
most of the time you join a team with 2 level 30s and 1 guy that justs sit at the spawn in point and doesnt move.
Yes, those moochers, griefers, and lowbies are a major detraction from the fleet event. Not to mention the grind is really unfun.
But to penalize people for leaving early, that's not right. If we encounter such people, I want to leave because I don't want to sit around geting a tiny fraction of the marks I could've gotten with a good groups.
BTW, No Win isn't meant to be PuGed. If you get past Wave 5 with a PuG, then that group deserves props. But I can guarantee you, you won't get past Wave 7 with anything less than a good team of players who know No Win.
i agree that low levels have no business being in Fleetmark events
it is called ENDGAME content... isn't it? and wasn't it advertised as you have to be lvl 50 to enter these?
AFKers... i still have never seen one myself.
maybe because i play on KDF side mainly?
we have fewer players, that means less Trolls too.
(our Fed base is coming along well without me grinding for it)
but we also have extra long queue times, and being locked out of one that has 3 or 4 players ready to go, and starring at that queue for 5+ minutes is just silly.
not to mention i have 4 KDF Characters, as soon as to many of these timers lock me out, i will just swap characters and queue up again.
i can understand the desire to make players play different missions instead of grinding the same one over and over again ...on FED side yes,
but on KDF side these lockout timers really should be removed to reduce wait times in the queue, that should have priority over everything else.
when you pass a mission there should be NO cool downs.. cool downs should only be for people to leave early as a penalty.
Agreed on the former: there should be no penalty for completing your mission (yes, it's a penalty, and not a cooldown: a penalty, by any other name, is still a penalty).
Leaver penalties are wrong, though. They're are a bad solution to a real problem -- the real problem not being that people are leaving for no apparent reason, but sub-par groups TRIBBLE it up for others, so that people naturally want to leave.
AFKers have become a genuine problem in STFs, simply due to the fact that unlike many fleet actions, they are not solely scored on DPS/damage. For as long as they are "alive" when it is done, they get their EDC/Loot all the while surfing goat TRIBBLE in another browser window. It's annoying.
Played Fleet Alert before work this morning, using my Fleet Defiant - wound up on a team with four other escorts, four Vice Admirals's and one Rear Admiral Upper Half - all tactical. We completely wiped the floor with the enemy (Klingon on this occasion) ships, and thanked each other for a very well played game subseuqent to the mission.
Played fleet alert earlier (whilst on lunch break from work) - this time in my Fleet Nova class. Wound up on a team of one Lt, two Lt-Commander's, one Rear Admiral Lower Half and a Captain - we got Orion's as the enemy. Now, my little Fleet Nova (Rhode Island variant) can usually hang in a fight fairly well, but I was drawing aggro most of the time and there were occasions where it seemed like the enemy were ignoring the only players so that the could concentate on removing me from the picture. To be fair, the RA player (using an odyssey) seemed to be holding his own too, but the rest of them.. well, they seemed to spend most of the mission in respawn oblivion. Needless to say this one failed near the end of wave two.
Fleet Alert is, by far, the easiest of them all (no special tasks: just kill everything around the base, fast, and concentrate on the big, named ships).
Would be nice, though, if people of similar level got grouped together (with mission difficulty matching their average level).
People not really participating is another -- yet no less real -- issue. A human can spot them easily; building a viable game mechanic around it, to prevent or diminish it, is going to be a lot trickier, though.
i agree that low levels have no business being in Fleetmark events it is called ENDGAME content... isn't it? and wasn't it advertised as you have to be lvl 50 to enter these?
I disagree. They are fleet events, not endgame content, although a few of the events like Colony Invasion are locked until you hit level 50. That being said I'm shocked a leaver penalty hasn't been established yet and even more shocked a player would queue and join a game only to then leave.
(no special tasks: just kill everything around the base, fast, and concentrate on the big, named ships)
In my experience it has been a much better strategy to face the named ship last and kill all of the 'minions' first. Too many times I have seen a PUG concentrate on the named ship only to have the rest of the ships destroy the starbase.
In my experience it has been a much better strategy to face the named ship last and kill all of the 'minions' first. Too many times I have seen a PUG concentrate on the named ship only to have the rest of the ships destroy the starbase.
The starbase should be fine if you occassionally rep it (I'm an engineer), which is pretty easy to do for everyone, as you're all just hanging around the base to begin with. The thing rarely goes below 70% in the missions I did.
I tend to concentrate on the named ships first, as finishing off the 'minions' is a much easier task when your timer is starting to run out. I tried out several methods, though, and rarely fail this mish: players with half a decent tank and some fair dps can do it easily.
Perhaps someone should (If it hasn't already) start up a thread to list Ideas to try and solve the issue of leavers and afkers..
My solution to AFKers would be this.. If you deal no damage to the enemy during the course of the match.. you get no loot.. Some things like fleet alert would have to be reworked so that loot is awarded at the conclusion of the match instead of at the end of a wave.. then again perhaps not.. if the AFK player didn't deal any damage they get no FMs..
Leaver penalties need to be rethought.. take the issue with KAG where the borg would despawn when attacked. The game couldn't progress and could not be completed. I choose to leave because of this and was hit with a leaver penalty.. Now does that make any sense? Of course not. So I would propose a system instead where if you leave more then 2 or 3 PVE or PVP matches in a 60 minute period you get hit with a leaver penalty..
Either way, the bottom line is that the system in place now is basic and seems like something thought up on the fly at a meeting. This is an issue that affects quite a few players on a daily basis and I think it's time it's given more serious consideration.
The starbase should be fine if you occassionally rep it (I'm an engineer), which is pretty easy to do for everyone, as you're all just hanging around the base to begin with. The thing rarely goes below 70% in the missions I did.
I tend to concentrate on the named ships first, as finishing off the 'minions' is a much easier task when your timer is starting to run out. I tried out several methods, though, and rarely fail this mish: players with half a decent tank and some fair dps can do it easily.
I agree, but when in a PUG it is sometimes impossible to get players to help the starbase, even when I ask them to in team chat. The Tactical Team ability is critical. If the starbase can redistribute it's shields effectively enough to take damage from all angles there should be plenty of hull left to survive the siege group. I still prefer to take out the named ship last however and treat it like a final boss fight. Guess I'm just old school like that.
I agree, but when in a PUG it is sometimes impossible to get players to help the starbase, even when I ask them to in team chat. The Tactical Team ability is critical. If the starbase can redistribute it's shields effectively enough to take damage from all angles there should be plenty of hull left to survive the siege group. I still prefer to take out the named ship last however and treat it like a final boss fight. Guess I'm just old school like that.
in the fleet alert you DO NOT NEED TO HEAL THE STAR BASE..
i dont know how many times i failed because 2 or 3 people sit back and just constantly heal the SB.. and not fight one ship
it does not game over when it gets to 0 health
it only fails if you run out of time..
you get nothing special if the SB is at 100% or 0% at the end.
keep the heals for other players so they dont die and get a huge respawn timeout
Comments
I play starbase incursion and fleet alert not only for marks but also for accolades. I guess, there is no accolade for colony invasion and saving the cargo ships.
Ain't Nobody Got Time for That
[SIGPIC][/SIGPIC]
most of the time you join a team with 2 level 30s and 1 guy that justs sit at the spawn in point and doesnt move.
But to penalize people for leaving early, that's not right. If we encounter such people, I want to leave because I don't want to sit around geting a tiny fraction of the marks I could've gotten with a good groups.
BTW, No Win isn't meant to be PuGed. If you get past Wave 5 with a PuG, then that group deserves props. But I can guarantee you, you won't get past Wave 7 with anything less than a good team of players who know No Win.
it is called ENDGAME content... isn't it? and wasn't it advertised as you have to be lvl 50 to enter these?
AFKers... i still have never seen one myself.
maybe because i play on KDF side mainly?
we have fewer players, that means less Trolls too.
(our Fed base is coming along well without me grinding for it)
but we also have extra long queue times, and being locked out of one that has 3 or 4 players ready to go, and starring at that queue for 5+ minutes is just silly.
not to mention i have 4 KDF Characters, as soon as to many of these timers lock me out, i will just swap characters and queue up again.
i can understand the desire to make players play different missions instead of grinding the same one over and over again ...on FED side yes,
but on KDF side these lockout timers really should be removed to reduce wait times in the queue, that should have priority over everything else.
Agreed on the former: there should be no penalty for completing your mission (yes, it's a penalty, and not a cooldown: a penalty, by any other name, is still a penalty).
Leaver penalties are wrong, though. They're are a bad solution to a real problem -- the real problem not being that people are leaving for no apparent reason, but sub-par groups TRIBBLE it up for others, so that people naturally want to leave.
Fleet Alert is, by far, the easiest of them all (no special tasks: just kill everything around the base, fast, and concentrate on the big, named ships).
Would be nice, though, if people of similar level got grouped together (with mission difficulty matching their average level).
People not really participating is another -- yet no less real -- issue. A human can spot them easily; building a viable game mechanic around it, to prevent or diminish it, is going to be a lot trickier, though.
I disagree. They are fleet events, not endgame content, although a few of the events like Colony Invasion are locked until you hit level 50. That being said I'm shocked a leaver penalty hasn't been established yet and even more shocked a player would queue and join a game only to then leave.
In my experience it has been a much better strategy to face the named ship last and kill all of the 'minions' first. Too many times I have seen a PUG concentrate on the named ship only to have the rest of the ships destroy the starbase.
The starbase should be fine if you occassionally rep it (I'm an engineer), which is pretty easy to do for everyone, as you're all just hanging around the base to begin with. The thing rarely goes below 70% in the missions I did.
I tend to concentrate on the named ships first, as finishing off the 'minions' is a much easier task when your timer is starting to run out. I tried out several methods, though, and rarely fail this mish: players with half a decent tank and some fair dps can do it easily.
My solution to AFKers would be this.. If you deal no damage to the enemy during the course of the match.. you get no loot.. Some things like fleet alert would have to be reworked so that loot is awarded at the conclusion of the match instead of at the end of a wave.. then again perhaps not.. if the AFK player didn't deal any damage they get no FMs..
Leaver penalties need to be rethought.. take the issue with KAG where the borg would despawn when attacked. The game couldn't progress and could not be completed. I choose to leave because of this and was hit with a leaver penalty.. Now does that make any sense? Of course not. So I would propose a system instead where if you leave more then 2 or 3 PVE or PVP matches in a 60 minute period you get hit with a leaver penalty..
Either way, the bottom line is that the system in place now is basic and seems like something thought up on the fly at a meeting. This is an issue that affects quite a few players on a daily basis and I think it's time it's given more serious consideration.
I agree, but when in a PUG it is sometimes impossible to get players to help the starbase, even when I ask them to in team chat. The Tactical Team ability is critical. If the starbase can redistribute it's shields effectively enough to take damage from all angles there should be plenty of hull left to survive the siege group. I still prefer to take out the named ship last however and treat it like a final boss fight. Guess I'm just old school like that.
in the fleet alert you DO NOT NEED TO HEAL THE STAR BASE..
i dont know how many times i failed because 2 or 3 people sit back and just constantly heal the SB.. and not fight one ship
it does not game over when it gets to 0 health
it only fails if you run out of time..
you get nothing special if the SB is at 100% or 0% at the end.
keep the heals for other players so they dont die and get a huge respawn timeout