I don't know if this is a growing issue or something that's been around for sometime and simply not addressed, but I've noticed lately that at least one player in a random PvE refuses to participate and you cannot manually remove them from pick up groups. They remain idle, claim rewards and leave as the mission ends.
I'd like the Devs to consider a couple of alternatives-
A 40 second or 1 minute countdown for idle players to engage and participate in the objectives or be forcibly removed from the instance once the timer expires and perhaps, if possible, be replaced by a player in queue. (As a bonus to this, trigger the 2 hour afk ban with the auto kick from the instance).
OR
A 40 second or 1 minute countdown on the idle player and when that expires they earn a debuff that prohibits them from receiving any rewards (marks, items, BNR's, crafting materials). If the idle player decides to participate then the debuff would expire after a number of minutes (I'd suggest 3 to 5 minutes). Should they still have the debuff by the end of the mission, have a 20 minute ban on queueing for PvE's.
The whole point of these are to team up and contribute in completing the objectives. When one person decides not to do so, that leaves the remainder to pick up that person's slack and that will often leave the team unable to complete the optionals (which are required in Advanced challenges). And even if the team does complete the mission and/or optional, a non-participant should not receive rewards.
rattler2Member, Star Trek Online ModeratorPosts: 58,672Community Moderator
edited January 2015
The only flaw is some people who are participating are getting hit with the AFK penalty because they were unfortunate enough to be teamed up with Uber DPS people and couldn't do enough to register as being present.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
The only flaw is some people who are participating are getting hit with the AFK penalty because they were unfortunate enough to be teamed up with Uber DPS people and couldn't do enough to register as being present.
That usually boils down to user/player error and, not actual fault of the penalty systems programming.
Roughly 1% of the teams total dps, is usually sufficient to prevent this from happening and, if a player cannot provide that little, than they should have not been there at all in the first place and, might as well been afk the whole time IMO.
That usually boils down to user/player error and, not actual fault of the penalty systems programming.
Roughly 1% of the teams total dps, is usually sufficient to prevent this from happening and, if a player cannot provide that little, than they should have not been there at all in the first place and, might as well been afk the whole time IMO.
lol you speak as if you can play a game wrong..
this will be the death of STO..
i myself dont want to or care about spending every waking our of my life grinding up my ship so i can play missions "correctly"
yes ive been hit with this 2 hour timer, and what do i do?? go play another game..
[12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
[12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
You take a group of folks sitting down with a PnP RPG to run something, they know that they're going to have to work as a team to get it done. The content requires it. There's no AFKing.
You take somebody sitting down with a single player RPG to run something, they know that they're going to have to do something and possibly put together a party of NPCs together to get it done. The content requires it. There's no AFKing.
Enter Star Trek Online...where folks know they can sit back and AFK or leech, because the content simply doesn't require that they don't. There's all sorts of AFKing and the like.
So to address the AFKing, you have to eliminate it as a potential means of reward. Design content at various tiers that will require the party work together to accomplish it. With the wide range of potential "power" that exists with players, that could also include capping players.
There is the scaling down to 50.
There is the scaling up to 60.
There is the required 60.
I'd change that.
Implement a new scales to 60 Training tier, which is capped at a certain level - gear is dropped down to a certain Rarity/Mark, things like Traits/Specializations are limited or excluded. Create content that requires five people at that level to do it...no time limits, no optionals.
Start the actual endgame at 60.
Cap Normal at a certain level akin to what was just mentioned. Introduce optionals. But again, create the content that will actually require five folks at that level to do it.
Cap Advanced at a certain level as well. Introduce failure and more optionals. Still though, create content that will actually require five folks at that level to do it.
With Elite, there would be no cap on anything. Create dynamic content that scales to the players. The better they're doing, the harder it will become.
Right now, Cryptic has created the rather unreasonable but reasonable expectation amongst the players that they can AFK or leech content...because the content is too easy and doesn't actually require folks to contribute.
edit: With that mind you, I'd put the Normal rewards in Training, Advanced in Normal, Elite in Advanced, and create a new tier of rewards for Elite. They deserve it. I say "They", cause I sure as Hell wouldn't be playing at that level...lol.
Well...in advanced or elite I would agree with you. When these DPS monsters enter normal...not so much. There is NO reason to bring a 100+k ship into a normal run. All your gonna do is make 4 people get AFK penalties.
They really need to provide the additional Elite queues for those folks, eh? Maybe look at adjusting Elite rewards, etc, etc, etc...cause it doesn't really take 100k to throw stuff off even in Advanced - the actual content requires for Advanced since they were nerfed compared to what folks can do...meh.
The PnP thing doesn't work. I have been in plenty of games where one person could and HAVE soloed the whole adventure. Hell, I was said person many times. My mages in shadowrun basically out shot the sniper, out tank the cyberwared up the wazoo street sam troll and took out an entire group of red sams alone (okay the fact that multiple mages managed to TRIBBLE of the red sams maybe saying something about me playing shadowrun mages...but meh). In pathfinder, I have characters that can dish out 120 damage in one hit at level 7. That means anything I hit at that level is dead. And that's not even my strong suit. I play wizards and the rest of the party might as well be henchmen. Just around to kill things I don't have time to do myself. But there is still much fun all around because it's a SOCIAL game. Even if you contribute squat to the success of the mission, you interacting with the other players is a hoot (hell you could actually HURT the party's success and still have fun...like say having a naive noble walk up to the secret base and yelling greetings...yes this actually happened in a game...yes it was hilarious and much fun was had by all). You have fun regardless of if you killed EVERYTHING or did nothing because of the social interaction. MMO just can't do that however. Want people to not AFK...make it so they have FUN. But then again, that is a problem with the players honestly (why people play a game and do stuff that isn't fun...so not fun in fact that they would rather tap a key now and again instead of actually playing is beyond me).
That sounds like GM/DM failure...but different groups would do different things. Heck, it's where the munchkin/powergaming stuff came from and even some parody games.
Which also gets into that "FUN" aspect - different folks have fun in different ways. Some folks can't have fun if they fail or lose. Some folks can still have fun even if they lose. Reminds me of a bugged Fleet Defense where all the spawns were tripled...heh, and with the attack being Feds - that was so much Phaser and Torp spam, we were getting slaughtered. Couple of folks complained, I was having a blast...heh.
GMs should NOT change a game to the level of difficulty of the top or bottom players.
See, that's going to get into matters of opinion...and allowing such a range to exist in the first place. Which, imho, is along the lines of the problem that Cryptic has created...to me, they're bad GMs. Back when I did PnP RPGs, none of the GMs/DMs that ran games would have allowed anything like this to have happened. They wouldn't have allowed players within the same group to get so far apart.
The main one I have been seeing this happen in is Azure Nebula Rescue. And they're not always fully AFK; sometimes they are putting in claims on the team loot. But they stay in the start area and make no effort to participate at all.
I would suggest that a simpler way to trigger the AFK status (for penalty purposes) - and one that would get around the entire issue of the "Uber DPS" - this would work very well in ANR, maybe less so in other queues, but... simply require at some point for the player's ship to go into Red Alert (which means being within weapons range of a hostile NPC). The ANR campers are outside of this by a factor of five.
I was beginning to wonder if I was the only one seeing this same guy....was he/she in a shuttle?
If so then.....I dunno I have no witty remark right now.....
The only flaw is some people who are participating are getting hit with the AFK penalty because they were unfortunate enough to be teamed up with Uber DPS people and couldn't do enough to register as being present.
In that case, there needs to be a better queue setup. Stop teaming players with mk xii gear with players with mk vii gear to start. Also, take into account a players current success ratio, and their average score, and match them with similar players. At the very least, prohibit lvl 60 players from entering the normal queues.
In that case, there needs to be a better queue setup. Stop teaming players with mk xii gear with players with mk vii gear to start. Also, take into account a players current success ratio, and their average score, and match them with similar players. At the very least, prohibit lvl 60 players from entering the normal queues.
The system doesn't measure everything...there are things not tracked by the log. A group of players that plays together, testing things, can determine the performance that various changes they make to their setups because of how the runs go - but that's a human element that is simply lacking from the system - that kind of analysis. It might be able to say something went faster, but it couldn't say why it went faster. STO's a very complex system.
Even if Cryptic were to implement a gear scoring system, how much would it change? You could give me one of Ryan's builds and I'd probably find a way to blow myself up within a few seconds as I fatfingered something...could put him in one of my failgasms of a build and just have my jaw hit the ground never knowing that it could have actually performed as well as he made it perform.
With the way things are setup, a brand new player could throw money at the game - never touch a single queue, and show up after a period of time as if they had been running queues for years.
The AFK stuff has been discussed for years upon years...upon years. Heh, it didn't just start earlier today. Almost everything would leave itself either open to somebody gaming the system or somebody griefing the system.
Could some kind of internal (non-public) gear scoring system perhaps reduce some of it? Sure...but folks shouldn't expect it to be a solution.
If you think that then it's clearly never happened to you. As a player with decent but not spectacular DPS I can assure you it can happen to almost anyone, simply because it's impossible to kill what is already dead. When a group of vapers can fly through and spam BFAW and kill every enemy in range in 1-2 seconds there's no chance for any other players to get any damage in. There isn't anything to target but explosions, and you don't get participation credit for that.
If these people cannot get off their butts and, at least throw out some actual dmg, be it like 1% or, roughly 1.5-2k worth of dps, than they might as well be afk for all it matters.
People all too often fly around aimlessly not knowing wth they are doing, let alone how to even contribute anything worthy to the team, I see it way to often as all I ever do is PUG.
I can watch the level of stupidity, when it comes to PUG stategy and, player(s) not only trolling matches but, also not knowing wth they are even doing in a mission, to so much as not even really knowing how to play a game for that matter it seems.
So, no I do not feel sorry for them, I have tried countless times to duplicate their dilemma and, yet it never grants me the penalty, why?
Because I actually know wth I am doing, I actually engage enemies asap, I actually actively contribute and, what I do not know, I adapt easily and learn quickly.
The system doesn't measure everything...there are things not tracked by the log. A group of players that plays together, testing things, can determine the performance that various changes they make to their setups because of how the runs go - but that's a human element that is simply lacking from the system - that kind of analysis. It might be able to say something went faster, but it couldn't say why it went faster. STO's a very complex system.
Even if Cryptic were to implement a gear scoring system, how much would it change? You could give me one of Ryan's builds and I'd probably find a way to blow myself up within a few seconds as I fatfingered something...could put him in one of my failgasms of a build and just have my jaw hit the ground never knowing that it could have actually performed as well as he made it perform.
With the way things are setup, a brand new player could throw money at the game - never touch a single queue, and show up after a period of time as if they had been running queues for years.
The AFK stuff has been discussed for years upon years...upon years. Heh, it didn't just start earlier today. Almost everything would leave itself either open to somebody gaming the system or somebody griefing the system.
Could some kind of internal (non-public) gear scoring system perhaps reduce some of it? Sure...but folks shouldn't expect it to be a solution.
The key problem is in determining what metric the game should use to determine if someone is AFK. Simple lack of key input works, but is easily bypassed. DPS... sort of works, until a NooB finds himself in a PUG with a DPS god...
The only current way to avoid this is.. DON'T PUG.
Cryptic isn't going to change anything about this, They put the Punishment Timers in a while ago and that was that.
<shrug>
STO Member since February 2009. I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born! Forever a STO Veteran-Minion
The key problem is in determining what metric the game should use to determine if someone is AFK. Simple lack of key input works, but is easily bypassed. DPS... sort of works, until a NooB finds himself in a PUG with a DPS god...
That's basically the thing, AFKing is something new...games have been attempting to deal with it for well over a decade. Same players using cheat codes before that...same players hitting up various third party sites. It's not a system issue. It's a player issue. They can try to implement all the things other games have to try to curb it...with all the spectacular results other games have had.
The only flaw is some people who are participating are getting hit with the AFK penalty because they were unfortunate enough to be teamed up with Uber DPS people and couldn't do enough to register as being present.
I always think of THIS when I hear that word...
(1:50 mark)
:cool:
STO Member since February 2009. I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born! Forever a STO Veteran-Minion
The key problem is in determining what metric the game should use to determine if someone is AFK. Simple lack of key input works, but is easily bypassed. DPS... sort of works, until a NooB finds himself in a PUG with a DPS god...
ISA currently requires a team dps of 35k not to fail the timer, and either a higher spike or crowd control not to fail the nanite optional. Other ASTF's require ships that parse higher than that in ISA, because of more hp, movement, or the like.
So, if we break that down to a team component of 7k, let's assume that our noob is being all good, and does 7k in the ISA he's in. His 4 teammates are Wizards, and all parse 100k that run. He's now done 7/407 of the dps, or 1%, as it turns out.
Even in that, which is a laughably hard situation to believe (4 wizards pugging and hitting 100k in the same run?), even though he did the bare minimum for the queue, he's still at 1%. If you get AFK'd it's because you didn't bring the bare minimum. Simple enough.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
Comments
normal text = me speaking as fellow formite
colored text = mod mode
That usually boils down to user/player error and, not actual fault of the penalty systems programming.
Roughly 1% of the teams total dps, is usually sufficient to prevent this from happening and, if a player cannot provide that little, than they should have not been there at all in the first place and, might as well been afk the whole time IMO.
Praetor of the -RTS- Romulan Tal Shiar fleet!
lol you speak as if you can play a game wrong..
this will be the death of STO..
i myself dont want to or care about spending every waking our of my life grinding up my ship so i can play missions "correctly"
yes ive been hit with this 2 hour timer, and what do i do?? go play another game..
[12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
You take a group of folks sitting down with a PnP RPG to run something, they know that they're going to have to work as a team to get it done. The content requires it. There's no AFKing.
You take somebody sitting down with a single player RPG to run something, they know that they're going to have to do something and possibly put together a party of NPCs together to get it done. The content requires it. There's no AFKing.
Enter Star Trek Online...where folks know they can sit back and AFK or leech, because the content simply doesn't require that they don't. There's all sorts of AFKing and the like.
So to address the AFKing, you have to eliminate it as a potential means of reward. Design content at various tiers that will require the party work together to accomplish it. With the wide range of potential "power" that exists with players, that could also include capping players.
There is the scaling down to 50.
There is the scaling up to 60.
There is the required 60.
I'd change that.
Implement a new scales to 60 Training tier, which is capped at a certain level - gear is dropped down to a certain Rarity/Mark, things like Traits/Specializations are limited or excluded. Create content that requires five people at that level to do it...no time limits, no optionals.
Start the actual endgame at 60.
Cap Normal at a certain level akin to what was just mentioned. Introduce optionals. But again, create the content that will actually require five folks at that level to do it.
Cap Advanced at a certain level as well. Introduce failure and more optionals. Still though, create content that will actually require five folks at that level to do it.
With Elite, there would be no cap on anything. Create dynamic content that scales to the players. The better they're doing, the harder it will become.
Right now, Cryptic has created the rather unreasonable but reasonable expectation amongst the players that they can AFK or leech content...because the content is too easy and doesn't actually require folks to contribute.
edit: With that mind you, I'd put the Normal rewards in Training, Advanced in Normal, Elite in Advanced, and create a new tier of rewards for Elite. They deserve it. I say "They", cause I sure as Hell wouldn't be playing at that level...lol.
They really need to provide the additional Elite queues for those folks, eh? Maybe look at adjusting Elite rewards, etc, etc, etc...cause it doesn't really take 100k to throw stuff off even in Advanced - the actual content requires for Advanced since they were nerfed compared to what folks can do...meh.
That sounds like GM/DM failure...but different groups would do different things. Heck, it's where the munchkin/powergaming stuff came from and even some parody games.
Which also gets into that "FUN" aspect - different folks have fun in different ways. Some folks can't have fun if they fail or lose. Some folks can still have fun even if they lose. Reminds me of a bugged Fleet Defense where all the spawns were tripled...heh, and with the attack being Feds - that was so much Phaser and Torp spam, we were getting slaughtered. Couple of folks complained, I was having a blast...heh.
See, that's going to get into matters of opinion...and allowing such a range to exist in the first place. Which, imho, is along the lines of the problem that Cryptic has created...to me, they're bad GMs. Back when I did PnP RPGs, none of the GMs/DMs that ran games would have allowed anything like this to have happened. They wouldn't have allowed players within the same group to get so far apart.
I was beginning to wonder if I was the only one seeing this same guy....was he/she in a shuttle?
If so then.....I dunno I have no witty remark right now.....
In that case, there needs to be a better queue setup. Stop teaming players with mk xii gear with players with mk vii gear to start. Also, take into account a players current success ratio, and their average score, and match them with similar players. At the very least, prohibit lvl 60 players from entering the normal queues.
The system doesn't measure everything...there are things not tracked by the log. A group of players that plays together, testing things, can determine the performance that various changes they make to their setups because of how the runs go - but that's a human element that is simply lacking from the system - that kind of analysis. It might be able to say something went faster, but it couldn't say why it went faster. STO's a very complex system.
Even if Cryptic were to implement a gear scoring system, how much would it change? You could give me one of Ryan's builds and I'd probably find a way to blow myself up within a few seconds as I fatfingered something...could put him in one of my failgasms of a build and just have my jaw hit the ground never knowing that it could have actually performed as well as he made it perform.
With the way things are setup, a brand new player could throw money at the game - never touch a single queue, and show up after a period of time as if they had been running queues for years.
The AFK stuff has been discussed for years upon years...upon years. Heh, it didn't just start earlier today. Almost everything would leave itself either open to somebody gaming the system or somebody griefing the system.
Could some kind of internal (non-public) gear scoring system perhaps reduce some of it? Sure...but folks shouldn't expect it to be a solution.
If these people cannot get off their butts and, at least throw out some actual dmg, be it like 1% or, roughly 1.5-2k worth of dps, than they might as well be afk for all it matters.
People all too often fly around aimlessly not knowing wth they are doing, let alone how to even contribute anything worthy to the team, I see it way to often as all I ever do is PUG.
I can watch the level of stupidity, when it comes to PUG stategy and, player(s) not only trolling matches but, also not knowing wth they are even doing in a mission, to so much as not even really knowing how to play a game for that matter it seems.
So, no I do not feel sorry for them, I have tried countless times to duplicate their dilemma and, yet it never grants me the penalty, why?
Because I actually know wth I am doing, I actually engage enemies asap, I actually actively contribute and, what I do not know, I adapt easily and learn quickly.
Praetor of the -RTS- Romulan Tal Shiar fleet!
My character Tsin'xing
Cryptic isn't going to change anything about this, They put the Punishment Timers in a while ago and that was that.
<shrug>
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
That's basically the thing, AFKing is something new...games have been attempting to deal with it for well over a decade. Same players using cheat codes before that...same players hitting up various third party sites. It's not a system issue. It's a player issue. They can try to implement all the things other games have to try to curb it...with all the spectacular results other games have had.
This, indubitably.
I always think of THIS when I hear that word...
(1:50 mark)
:cool:
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
ISA currently requires a team dps of 35k not to fail the timer, and either a higher spike or crowd control not to fail the nanite optional. Other ASTF's require ships that parse higher than that in ISA, because of more hp, movement, or the like.
So, if we break that down to a team component of 7k, let's assume that our noob is being all good, and does 7k in the ISA he's in. His 4 teammates are Wizards, and all parse 100k that run. He's now done 7/407 of the dps, or 1%, as it turns out.
Even in that, which is a laughably hard situation to believe (4 wizards pugging and hitting 100k in the same run?), even though he did the bare minimum for the queue, he's still at 1%. If you get AFK'd it's because you didn't bring the bare minimum. Simple enough.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
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