We will be bringing down the Tribble server for maintenance to apply a new update: ST.35.20131029a.7
General:
AFK penalty has been re-enabled.
Captains that AFK in a queued map will now receive the following penalty:
0 rewards for the event
2 hour cooldown on the ability to queue for any event
These changes are implemented into the following queued events in normal and elite mode where applicable:
Atmosphere Assault
Breaking the Planet
Colony Invasion
Crystalline Catastrophe
Defend Rh?ihho Station
Federation Fleet Alert
Federation Starbase Blockade
Federation Starbase Incursion
Gorn Minefield
Hive Onslaught
Infected: The Conduit
Infected: Manus
Into the Hive
Khitomer in Stasis
Khitomer Vortex
Klingon Scout Force
Mine Trap
No Win Scenario
Nukara Prime
Starbase 24
Starbase Fleet Defense
The Big Dig
The Cure Applied
The Cure Found
The Vault: Ensnared
Vault Shuttle Event
Traits: Medical Vanguard
Resolved an issue where this trait was triggered by Adaptation procs on Fleet Elite shields, causing Science officers to have much higher survivability than intended.
Medical Vanguard no longer affects passive powers at all.
Adventure Zone:
Mission Neutralize Nyocene Clouds can now be completed.
Mission Wave Synchronicity can now be picked up from any of the anomalous signal points.
I wonder how the AFK will work (correctly, that is...)
Nothing more painful then grinding your TRIBBLE off and getting nothing due to a faulty AFK checker.
ps: Oh joy :P
ps2: I can't lose the feeling they will say "Bazinga" when S8 is launched.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
well last time they rolled this it was broken it put anyone not firing their weapons as afk'ers even tho they were clearing the objectives in nebula rescue.
Lets see if its instituted correctly first. Last time the AFK penalty was put into place I was hit with it for playing Azure Nebula Rescue too well i.e. staying out of Tholian firing range while releasing ships without firing a single shot.
Wonder how the afk system works. Has to be more than just a player getting afk status. If it is an activity based afk, then afkers can just get around it. It should be a metric-based afk so damage has to be dealt and/or actual health and shields restored. Of course, these metrics should be hidden.
Hope you guys institute a penalty for AFKing or Warping out in PvP.
Keep up the good work.
Until Cryptic fixes spawn camping, adding an "AFK penalty" or "warp out" penalty will just make it easier for spawn campers to get away with it. You can't spawn camp if the other team refuses to spawn until they get off the spawn. If you add an "AFK penalty", they must respawn (and get camped) and they can't warp out (they will get a leaver penalty). If camping and 5 man teaming to roll queues was fixed, you wouldn't have people leaving matches early.
PvP is fun, but not when you are getting camped. Please spare me your typical "it's the team's own fault if they are getting camped" or "go join a premade team". Casual players shouldn't have to do that just because some Space PvP fleets want to play dirty. There are KDF teams that will use EPtE + Full Impulse while cloaked to ensure they can engage Starfleet before they can leave the spawn in Capture and Hold. After setting up acetons and transphasic/nukara web mines they will then drop gravity wells and warp plasma on the spawn. While less common, you also have 5 Scimitar Romulan teams doing the same thing in some matches as well, only with Elite drone pets. Matches like that aren't enjoyable, players that do it are there to grief, you can't blame anyone for AFKing or warping out at that point.
I am glad to see this back in testing it will be interesting to see how it all turns out. Wonder if we might see some bugs of people being penalized who did play the mission guess we will have to test it and see.
Until Cryptic fixes spawn camping, adding an "AFK penalty" or "warp out" penalty will just make it easier for spawn campers to get away with it. You can't spawn camp if the other team refuses to spawn until they get off the spawn. If you add an "AFK penalty", they must respawn (and get camped) and they can't warp out (they will get a leaver penalty). If camping and 5 man teaming to roll queues was fixed, you wouldn't have people leaving matches early.
PvP is fun, but not when you are getting camped. Please spare me your typical "it's the team's own fault if they are getting camped" or "go join a premade team". Casual players shouldn't have to do that just because some Space PvP fleets want to play dirty. There are KDF teams that will use EPtE + Full Impulse while cloaked to ensure they can engage Starfleet before they can leave the spawn in Capture and Hold. After setting up acetons and transphasic/nukara web mines they will then drop gravity wells and warp plasma on the spawn. While less common, you also have 5 Scimitar Romulan teams doing the same thing in some matches as well, only with Elite drone pets. Matches like that aren't enjoyable, players that do it are there to grief, you can't blame anyone for AFKing or warping out at that point.
I'm guessing none of those awful things happen in your pristine ground pvp community?
Feel free to make a thread that grants the opposite team 30s of damage immunity or whatever it would take to curb camping.
I'm guessing none of those awful things happen in your pristine ground pvp community?
Feel free to make a thread that grants the opposite team 30s of damage immunity or whatever it would take to curb camping.
Yes, a 30 second damage immunity as well as a 500% all damage and a 100% shield byass buff should about do it.
More seriously though, we need protected spawns. Players in space should spawn inside of a heavily defended Starbase with a one way force field for Capture and Hold. Once you leave that Starbase, you can't run back inside for shelter. The Starbase should be equipped with the firepower equivalent of a Tier V Starbase to fend off any would be campers. No destructible hardpoints like the current system.
Space arena, after spawning your are immune to damage, control powers, and debuffs for 20 seconds. That's time enough to engage full impulse to escape. This immunity if forfeited if the player attempts to use any attack buffs or fire any weapons.
Ground is a bit more difficult, and yes, camping is a problem on ground at times. Assault needs an entire map revamp. There are so many invisible walls, exploitable terrain pieces. If that ever does happen, spawning in a structure with a one way forcefield and two indestructible heavy turrets at the entrance should about do it.
Ground Arena maps are rather tiny, it's possible to run though all of Ghost ship in about a minute. It would be really nice to have fixed spawns with decent cover, but that's just dream talk. Is it possible Cryptic will do something like that, yeah, and I hope one day it happens. However, I suspect a crafting revamp or a space PvP revamp would come before a ground PvP revamp.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
fleet teams may have a problem with the afk solution without knowing how it works.
if a fleet sets up a 4 player charge on something like the breach, a few have played and a few have not, those that have will have to explain it out to those who have not played it and what to do, so those who have not played it reads the instructions and not doing anything for a few minutes, so they get marked as afk and nothing gets done.
then there is the issue with random pugs that have a small issue in real life and need to be away from the keyboard for a moment, like phone call, answering door and such and by the time they are back.. even though they have partaken in the event upto that point.
what about players who spend time adjusting their ship for specific encounters and ground maps? eg. switching out that breen build to AP cannon build, switching out all those parts at the start of a fight to others still takes a few minutes to get done right. there are people who take attention to detail to be the most effective they can be.
then there is the azure nebula rescue mission, ri station, vault and hive space that all have a start timer that could count against players because in effect they are unable to move or do anything which could considered by the system as afk.
again more detail on the afk feature is really needed.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
I think we need to know that the 'timer span' is, for ensuring proper players avoid afk penalization. And the 2 hour penalty may be too harsh, for those that end up with RL issues while playing the game (such as one player I came across in a ANR, that couldn't play for a good few minutes, cause of a child emergency. It 'does' happen...) as well as the usual problem of server lag and connectivity issues.
I hope there is a proper 'tag' of players that make into an instance, for the afk timer to 'then' account for, that leaves alone the server disconnected players, that I see WHY too blasted often, in this game.
A 45 minute penalty timer might be more legit, as even the afk penalty bit, might not defeat a player that just 'nudges' their ship forward, to simply 'beat' the timer. I hope there's a proper check and balances system in place, t ensure proper fairness, and even craftiness on the game code's part, somehow, to stay ahead of the honorless cheaters.
I think we need to know that the 'timer span' is, for ensuring proper players avoid afk penalization. And the 2 hour penalty may be too harsh, for those that end up with RL issues while playing the game (such as one player I came across in a ANR, that couldn't play for a good few minutes, cause of a child emergency. It 'does' happen...) as well as the usual problem of server lag and connectivity issues.
I hope there is a proper 'tag' of players that make into an instance, for the afk timer to 'then' account for, that leaves alone the server disconnected players, that I see WHY too blasted often, in this game.
A 45 minute penalty timer might be more legit, as even the afk penalty bit, might not defeat a player that just 'nudges' their ship forward, to simply 'beat' the timer. I hope there's a proper check and balances system in place, t ensure proper fairness, and even craftiness on the game code's part, somehow, to stay ahead of the honorless cheaters.
I agree with the first part that we need to know what the timer span is in order to not be considered AFK. Also quick question what if say im in a carrier and I send out my pets to attack and im just sitting there waiting for the target to come into range will that be consider??
if only we could warp out when something happens like door bell or something but we cant even do that 1 hr cooldown for leaving or 2 hour cooldown for afk.
cryptic could atleast make it so that if most of the players leave more players can enter. at the moment if people leave the team is stuck with what ever is left. trying to 2 man or 3 man onslught is tough.
We will be bringing down the Tribble server for maintenance to apply a new update: ST.35.20131029a.7
General:
AFK penalty has been re-enabled.
Captains that AFK in a queued map will now receive the following penalty:
0 rewards for the event
2 hour cooldown on the ability to queue for any event
These changes are implemented into the following queued events in normal and elite mode where applicable:
Atmosphere Assault
Breaking the Planet
Colony Invasion
Crystalline Catastrophe
Defend Rh?ihho Station
Federation Fleet Alert
Federation Starbase Blockade
Federation Starbase Incursion
Gorn Minefield
Hive Onslaught
Infected: The Conduit
Infected: Manus
Into the Hive
Khitomer in Stasis
Khitomer Vortex
Klingon Scout Force
Mine Trap
No Win Scenario
Nukara Prime
Starbase 24
Starbase Fleet Defense
The Big Dig
The Cure Applied
The Cure Found
The Vault: Ensnared
Vault Shuttle Event
Traits: Medical Vanguard
Resolved an issue where this trait was triggered by Adaptation procs on Fleet Elite shields, causing Science officers to have much higher survivability than intended.
Medical Vanguard no longer affects passive powers at all.
Adventure Zone:
Mission Neutralize Nyocene Clouds can now be completed.
Mission Wave Synchronicity can now be picked up from any of the anomalous signal points.
please, please, please...make the ban account-wide.
then there is the issue with random pugs that have a small issue in real life and need to be away from the keyboard for a moment, like phone call, answering door and such and by the time they are back.. even though they have partaken in the event up to that point.
If this is the problem then too bad... you join a 5 to 15 minute mission and if you can't commit to it then you shouldn't be joining. If it's an emergency then take the leaver penalty of one hour and move on... surely a real life emergency isn't going to make you worry about a PvE event queue. So many excuses... I wouldn't want to play a mission with someone taking potty breaks and can't hold it for 15 minutes. Must be a terrible time for these people sitting in traffic going to work in the real world.
Gold Sub since March 2010
Lifetime Sub since June 2010
fleet teams may have a problem with the afk solution without knowing how it works.
if a fleet sets up a 4 player charge on something like the breach, a few have played and a few have not, those that have will have to explain it out to those who have not played it and what to do, so those who have not played it reads the instructions and not doing anything for a few minutes, so they get marked as afk and nothing gets done.
If this is the case, then time should be taken to explain to team members who haven't done it before/are unsure of what to do BEFORE the queue has been launched..the message that I'm getting from this is that your fleet/somebody else's fleet are too bothered about how long it takes to load up the map and not fussed about who hasn't done it before. As a result, that person will be hanging back/doing it differently to the rest of the team and may get a slight tirade from the rest of the team.
Until Cryptic fixes spawn camping, adding an "AFK penalty" or "warp out" penalty will just make it easier for spawn campers to get away with it. You can't spawn camp if the other team refuses to spawn until they get off the spawn. If you add an "AFK penalty", they must respawn (and get camped) and they can't warp out (they will get a leaver penalty). If camping and 5 man teaming to roll queues was fixed, you wouldn't have people leaving matches early.
PvP is fun, but not when you are getting camped. Please spare me your typical "it's the team's own fault if they are getting camped" or "go join a premade team". Casual players shouldn't have to do that just because some Space PvP fleets want to play dirty. There are KDF teams that will use EPtE + Full Impulse while cloaked to ensure they can engage Starfleet before they can leave the spawn in Capture and Hold. After setting up acetons and transphasic/nukara web mines they will then drop gravity wells and warp plasma on the spawn. While less common, you also have 5 Scimitar Romulan teams doing the same thing in some matches as well, only with Elite drone pets. Matches like that aren't enjoyable, players that do it are there to grief, you can't blame anyone for AFKing or warping out at that point.
since this involves PVE ques only your gripping about PVP is useless till PVP is fixed then they can implement this to that.
Comments
I wonder how the AFK will work (correctly, that is...)
Nothing more painful then grinding your TRIBBLE off and getting nothing due to a faulty AFK checker.
ps: Oh joy :P
ps2: I can't lose the feeling they will say "Bazinga" when S8 is launched.
I call it, the Stoutes paradox.
Lifetime Member
Vice Admiral of the Omega Family Fleet
(228 members and growing)
Personally, I would have been more harsh on the lockout.
I shall let Picard explain about the future of afk'ers
http://www.youtube.com/watch?feature=player_detailpage&v=IP247NokHOw#t=68
[/SIGPIC]
There goes the ppl who got the KDF only ques to pop lol.
R.I.P. Leonard Nimoy
Hope you guys institute a penalty for AFKing or Warping out in PvP.
Keep up the good work.
Until Cryptic fixes spawn camping, adding an "AFK penalty" or "warp out" penalty will just make it easier for spawn campers to get away with it. You can't spawn camp if the other team refuses to spawn until they get off the spawn. If you add an "AFK penalty", they must respawn (and get camped) and they can't warp out (they will get a leaver penalty). If camping and 5 man teaming to roll queues was fixed, you wouldn't have people leaving matches early.
PvP is fun, but not when you are getting camped. Please spare me your typical "it's the team's own fault if they are getting camped" or "go join a premade team". Casual players shouldn't have to do that just because some Space PvP fleets want to play dirty. There are KDF teams that will use EPtE + Full Impulse while cloaked to ensure they can engage Starfleet before they can leave the spawn in Capture and Hold. After setting up acetons and transphasic/nukara web mines they will then drop gravity wells and warp plasma on the spawn. While less common, you also have 5 Scimitar Romulan teams doing the same thing in some matches as well, only with Elite drone pets. Matches like that aren't enjoyable, players that do it are there to grief, you can't blame anyone for AFKing or warping out at that point.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
and byebye
I'm guessing none of those awful things happen in your pristine ground pvp community?
Feel free to make a thread that grants the opposite team 30s of damage immunity or whatever it would take to curb camping.
Yes, a 30 second damage immunity as well as a 500% all damage and a 100% shield byass buff should about do it.
More seriously though, we need protected spawns. Players in space should spawn inside of a heavily defended Starbase with a one way force field for Capture and Hold. Once you leave that Starbase, you can't run back inside for shelter. The Starbase should be equipped with the firepower equivalent of a Tier V Starbase to fend off any would be campers. No destructible hardpoints like the current system.
Space arena, after spawning your are immune to damage, control powers, and debuffs for 20 seconds. That's time enough to engage full impulse to escape. This immunity if forfeited if the player attempts to use any attack buffs or fire any weapons.
Ground is a bit more difficult, and yes, camping is a problem on ground at times. Assault needs an entire map revamp. There are so many invisible walls, exploitable terrain pieces. If that ever does happen, spawning in a structure with a one way forcefield and two indestructible heavy turrets at the entrance should about do it.
Ground Arena maps are rather tiny, it's possible to run though all of Ghost ship in about a minute. It would be really nice to have fixed spawns with decent cover, but that's just dream talk. Is it possible Cryptic will do something like that, yeah, and I hope one day it happens. However, I suspect a crafting revamp or a space PvP revamp would come before a ground PvP revamp.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Vanilla Ground PvP information
Ikr?
/10 chars
if a fleet sets up a 4 player charge on something like the breach, a few have played and a few have not, those that have will have to explain it out to those who have not played it and what to do, so those who have not played it reads the instructions and not doing anything for a few minutes, so they get marked as afk and nothing gets done.
then there is the issue with random pugs that have a small issue in real life and need to be away from the keyboard for a moment, like phone call, answering door and such and by the time they are back.. even though they have partaken in the event upto that point.
what about players who spend time adjusting their ship for specific encounters and ground maps? eg. switching out that breen build to AP cannon build, switching out all those parts at the start of a fight to others still takes a few minutes to get done right. there are people who take attention to detail to be the most effective they can be.
then there is the azure nebula rescue mission, ri station, vault and hive space that all have a start timer that could count against players because in effect they are unable to move or do anything which could considered by the system as afk.
again more detail on the afk feature is really needed.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
I hope there is a proper 'tag' of players that make into an instance, for the afk timer to 'then' account for, that leaves alone the server disconnected players, that I see WHY too blasted often, in this game.
A 45 minute penalty timer might be more legit, as even the afk penalty bit, might not defeat a player that just 'nudges' their ship forward, to simply 'beat' the timer. I hope there's a proper check and balances system in place, t ensure proper fairness, and even craftiness on the game code's part, somehow, to stay ahead of the honorless cheaters.
I agree with the first part that we need to know what the timer span is in order to not be considered AFK. Also quick question what if say im in a carrier and I send out my pets to attack and im just sitting there waiting for the target to come into range will that be consider??
cryptic could atleast make it so that if most of the players leave more players can enter. at the moment if people leave the team is stuck with what ever is left. trying to 2 man or 3 man onslught is tough.
please, please, please...make the ban account-wide.
If this is the problem then too bad... you join a 5 to 15 minute mission and if you can't commit to it then you shouldn't be joining. If it's an emergency then take the leaver penalty of one hour and move on... surely a real life emergency isn't going to make you worry about a PvE event queue. So many excuses... I wouldn't want to play a mission with someone taking potty breaks and can't hold it for 15 minutes. Must be a terrible time for these people sitting in traffic going to work in the real world.
Lifetime Sub since June 2010
If this is the case, then time should be taken to explain to team members who haven't done it before/are unsure of what to do BEFORE the queue has been launched..the message that I'm getting from this is that your fleet/somebody else's fleet are too bothered about how long it takes to load up the map and not fussed about who hasn't done it before. As a result, that person will be hanging back/doing it differently to the rest of the team and may get a slight tirade from the rest of the team.
since this involves PVE ques only your gripping about PVP is useless till PVP is fixed then they can implement this to that.
This. One needs only look at how people boast about circumventing the leaver penalty by switching to alts to see the necessity of this move.