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Simple Solution To This Leecher Issue

kroguyzkroguyz Member Posts: 3 Arc User
With the fleet mark shift from foundry missions to fleet actions recently, I'm forced to play in pick up groups. That's where I first ran into these scums of the earth, aka Leechers. If it was up to me, I would send a ballistic missile to their house.

But of course reality is seldom what we wish it to be. So maybe a simpler solution. How about we utilize the auto AFK system that is already in the game. I believe it's auto disconnect after a player is AFK for 50 or so minutes?

Lets make it 60 seconds(or whatever time the experts feel is reasonable) for auto disconnect during group events such as STF/Fleet Action ect ect. I don't really care if the leecher gets penalized or not. As long as the leecher is out of my sight and stop affecting my game play, I'm happy.

It's not a perfect solution, but I think it's definitely an improvement. And hopefully does not require too much extra resources to implement.



Thanks for listening.
Post edited by kroguyz on

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    asassinx0asassinx0 Member Posts: 30 Arc User
    edited February 2013
    ROFL @ 60 SECONDS!!!!!

    You realise that means everytime you go to the toilet...to the fridge...to the cupboard your going to have to relog back in???


    Not a viable solution
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    scurry5scurry5 Member Posts: 1,554 Arc User
    edited February 2013
    asassinx0 wrote: »
    ROFL @ 60 SECONDS!!!!!

    You realise that means everytime you go to the toilet...to the fridge...to the cupboard your going to have to relog back in???


    Not a viable solution

    Uuuuhhh.....he meant only during group missions like STFs, which you really shouldn't be going to the toilet/fridge unless it's an emergency.

    Unless you like to grief people that way.
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    csgtmyorkcsgtmyork Member Posts: 0 Arc User
    edited February 2013
    Just add a freakin vote to kick option! It's that simple! Oh sure, some people will abuse it. But more people abuse the system the way it is! What's worse? Keeping the system so the leechers profit? Or adding a vote to kick feature that may be abused now and then by jerks, but over all will solve the problem?
    "Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
    Elim Garak
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    themartianthemartian Member Posts: 247 Arc User
    edited February 2013
    To prevent abuse of a "vote to kick" option, have it set so that it's only available if a player has neither caused or received damage for two minutes. That stops someone flying in circles staying artificially active.
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    Sarel, Romulan Engineer (Federation). Yazuri, Reman Scientist (KDF)
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    rezkingrezking Member Posts: 1,109 Arc User
    edited February 2013
    Another issue (that will become a MAJOR pain in the TRIBBLE) is HOW do you replace booted/kicked players?

    Do you rely on players that just happen to be cruising the in-progress games OR do you automatically FORCE queued players into those vacancies?

    Personally, I'd like the choice to start a new mission than jump into a session with a blown secondary.
    NO to ARC
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    jellico1jellico1 Member Posts: 2,719
    edited February 2013
    If its Kit release all the cubes and let the probes thru so the mission fails

    If its cure release the neg'vars and let the kang die

    Infested is the worst it cannot fail

    as with all of the above ask the other players to agree with the plan and grief the griefer

    after 10 minutes you can leave without penality i do believe


    thats really all you can do the devs are not interested in adressing this problem its up to the players

    Unless a dev wants to post here that they are interested ?

    Devs feel free to say so :P
    Jellico....Engineer ground.....Da'val Romulan space Sci
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    questeriusquesterius Member Posts: 8,428 Arc User
    edited February 2013
    kroguyz wrote: »
    With the fleet mark shift from foundry missions to fleet actions recently, I'm forced to play in pick up groups. That's where I first ran into these scums of the earth, aka Leechers. If it was up to me, I would send a ballistic missile to their house.

    But of course reality is seldom what we wish it to be. So maybe a simpler solution. How about we utilize the auto AFK system that is already in the game. I believe it's auto disconnect after a player is AFK for 50 or so minutes?

    Lets make it 60 seconds(or whatever time the experts feel is reasonable) for auto disconnect during group events such as STF/Fleet Action ect ect. I don't really care if the leecher gets penalized or not. As long as the leecher is out of my sight and stop affecting my game play, I'm happy.

    It's not a perfect solution, but I think it's definitely an improvement. And hopefully does not require too much extra resources to implement.

    Thanks for listening.

    Damage based rewards would work a lot better. No damage or below 100k damage inflicted? No reward. Etc.
    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.
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    csgtmyorkcsgtmyork Member Posts: 0 Arc User
    edited February 2013
    questerius wrote: »
    Damage based rewards would work a lot better. No damage or below 100k damage inflicted? No reward. Etc.

    No. Just no. There are lots of issues with this. What if someone joins the STF in the middle? What if I'm flying my healboat? Or tanking? Sure, 100K damage isn't a stupidly high amount, but I really don't like the idea of damaged based rewards. Escorts would make it in no time flat, while cruisers, sci vessels, and carriers would struggle.
    "Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
    Elim Garak
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    elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited February 2013
    questerius wrote: »
    Damage based rewards would work a lot better. No damage or below 100k damage inflicted? No reward. Etc.
    csgtmyork wrote: »
    No. Just no. There are lots of issues with this. What if someone joins the STF in the middle? What if I'm flying my healboat? Or tanking? Sure, 100K damage isn't a stupidly high amount, but I really don't like the idea of damaged based rewards. Escorts would make it in no time flat, while cruisers, sci vessels, and carriers would struggle.



    Very much agreed, this game is already too escort favoured :p
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
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    kroguyzkroguyz Member Posts: 3 Arc User
    edited February 2013
    rezking wrote: »
    Another issue (that will become a MAJOR pain in the TRIBBLE) is HOW do you replace booted/kicked players?

    Do you rely on players that just happen to be cruising the in-progress games OR do you automatically FORCE queued players into those vacancies?

    Personally, I'd like the choice to start a new mission than jump into a session with a blown secondary.


    I'm perfectly happy to keep on trucking with a group of 4 people. I am not happy however to run around back and forth, doing all the work while this leecher just sits there. IMO, a 4 person group is better than a 5 person group with a leecher.

    If they do want to place the vacant spot with a new player. Maybe they can set a time limit. Say after 10 mins into the event, there will be no new replacements. I've jumped into an ISE that's already gone to hell plenty of times. I've always stayed and finished them, sometimes we even make the optional.

    Honestly, I'm not too concerned about a vacant spot. If 3 people are competent in a group, they can pick up the slack for the rest. I just want the eye sore out of there.
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    doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited February 2013
    csgtmyork wrote: »
    What if someone joins the STF in the middle? What if I'm flying my healboat? Or tanking?
    To be fair, you can't tank without causing a fair chunk of damage yourself. Even with threat control and +threat consoles, you have to cause SOME damage. But yes, how is something like an Orb Weaver with its one Tactical Ensign going to cause damage at all, even though it's probably the thing keeping the optional from going south?

    There are lots of ways to make a contribution to an STF that don't involve any damage...there are also ways to make a decidedly negative contribution to an STF while causing damage. Generator Destroyers, I'm looking at you...
    [SIGPIC][/SIGPIC]
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