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Would like some Dev and Player feedback

theboxisredtheboxisred Member Posts: 481 Arc User
Full Disclosure:
This is something I just posted in another thread about AFK/Leechers. I'm starting a new thread because I believe this idea has merit and I wanted feedback from a potentially wider sample of the player base.

As far as solutions, "Vote to Kick" will be abused and "DPS Monitoring" would be unfair to those who are new or just don't get it yet. However... Since we can only fire at enemies perhaps it would be possible to implement the following:

X% of players right-click on AFK/Leecher to access player information.

There is a button titled "Report AFK"

This causes the game to monitor weapons fire.

If weapons fire equals less than X, no reward is given.

AFK/Leecher is thwarted while other players are still able to continue with the mission.

Additionally, to really encourage AFK/Leechers to contribute to mission success, their "cut" is divided between the active players in said mission.

Can anyone see a flaw in that plan that I am missing?

I mean, we'd still have Griefers, but I believe this would be an improvement by at least an order of magnitude.
Post edited by theboxisred on

Comments

  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited July 2013
    I would say measure activity not just DPS. Some players build their ship so they can heal other ships or debuff other ships like use energy draining builds. Also, if afkers don't meet the minimum activity threshold, then they don't get the rewards or get a consolation prize like 5 Omega Marks for doing an Elite STF. Having their cut divided between the active players would get teams to have at least one or two afkers to increase their loot.
  • theboxisredtheboxisred Member Posts: 481 Arc User
    edited July 2013
    Hi starkaos,

    I wasn't suggesting measuring DPS (for the reason stated in my OP), rather measuring the rate of fire, since one must be in range and target the enemy in order to fire that would ensure participation. That same type of monitoring could be used on heals and debuffs as well.

    If all the players going into the Pick Up Game (PUG for the uninitiated) go into this knowingly I don't see what the problem would be. If their intent is to go AFK (Away From Keyboard) or to leech without informing the other players they still don't receive much in the way of a benefit. However, perhaps splitting the base reward is a better idea. And since there are more efficient ways to attain loot than STFs, well, that could end up being self-correcting.

    Thanks for the feedback.
  • el1mel1m Member Posts: 63 Arc User
    edited July 2013
    The answer against AFKers is simple, all you have to do is have a circle that flashes up three times throughout the map for 15 seconds on screen in random positions at random intervals. Failure to click all three or at least 2/3 in the area with the mouse means you do not get your reward.

    When the circle is clicked then it disappears and does not interfere with play any longer.
  • xparr15xparr15 Member Posts: 283 Arc User
    edited July 2013
    el1m wrote: »
    The answer against AFKers is simple, all you have to do is have a circle that flashes up three times throughout the map for 15 seconds on screen in random positions at random intervals. Failure to click all three or at least 2/3 in the area with the mouse means you do not get your reward.

    When the circle is clicked then it disappears and does not interfere with play any longer.

    Oh yeah, now when people are fighting cubes in STFs or doing timed portions of a mission with lots of enemies, they can be watching for some stupid circle to click on.

    That would make the game look graphically stupid, ruin strategies, and get in people's way all to counteract the rare case of getting one person AFK in a match.
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