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Failed STF instances: should they be locked or not?

risian4risian4 Member Posts: 3,711 Arc User
To give an example: I just entered an already failed ISA. Spheres all over the place, one optional gone, too little time remaining to get the other optional. Luckily a very powerful player entered soon after I joined, allowing us to still complete the mission. This isn't guaranteed of course; if he hadn't been there we would have kept blowing up while trying to dig through all the spheres that had been gathered around the transformer while the gate kept sending new ones.

One might argue that by keeping the STF 'open', meaning that players who queue can get in a failed instance, the remaining players who didn't leave when it failed, still get a chance to get a reward and improve, thus helping them to perform better next time and reducing the chance of it happening again.

On the other hand, why force people to clean up other player's mess? For a much lower reward even, if you manage to complete it at all?

What do you think? Should failed instances be locked to prevent other players who queue the same mission from getting stuck in a failed instance? Should they keep it as it is? Or, as an in-between solution, should they allow players who entered after a mission that had already been failed to immediately leave without risking a penalty?

Failed STF instances: should they be locked or not? 88 votes

Failed STF's should be locked, preventing people from entering a failed instance
44%
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Failed STF's should remain 'open', as they currently are
11%
timv94johnny111971anazondasennahcheriblizweileemwatsonwarpangelgregspenladytiamat666kmfrye2001 10 votes
Failed STF's should remain 'open', but allow players to leave without getting a leaver penalty
44%
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Comments

  • angrytargangrytarg Member Posts: 11,009 Arc User
    Mechanically failed instances should not be open, as in when the timer for leaving the map shows it's over. What you describe, however, is not a technically failed instance, it's a subjectively failed instance that is still winable by the reinforcements entering - players usually won't go through lengths, but the map is still open and running. They shouldn't change that mechanic as sometimes you just don't get what you expect but you should be flexible enough to adapt.

    Optionally they should create a "vote to abort" option that the team can talk to each other and decide it's not worth it. If all players vote to abort the mission no leaver penalty should be bestowed upon the team and they can try again.​​
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  • adverberoadverbero Member Posts: 2,045 Arc User
    I second the "vote to abort" as suggested by angrytarg
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  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    edited September 2015
    Failed STF's should be locked, preventing people from entering a failed instance
    IMO, when an instance has already started, no one should be able to join it after someone leaves (except when a person has a crash/DC, then the game should ofc allow them back into battle).

    Third option looks like good idea on paper, but unfortunately wouldn't work very well in reality. Let's say I join a queue and find it in a really sad state, then decide to leave and won't get a leaver penalty. However, I want to do that particular mission, so i queue up again and unless someone queued up and joined it before... I still end up in that failed STF I just left.

    E: I like the vote to abort suggestion as well.
  • hunteralpha84hunteralpha84 Member Posts: 524 Arc User
    Failed STF's should be locked, preventing people from entering a failed instance
    Hell yeah they should be locked! It's happening to me far too often lately! I sometimes wish they kept insta fails in.

    You're either left with the choice to either waste time cleaning up or accept the hour leavers penalty. It's bullcrap!
  • genemorphgenemorph Member Posts: 404 Arc User
    Failed STF's should be locked, preventing people from entering a failed instance
    Yes they should. Then maybe people with green geared ships doing 2-8K damage will realise that they should first learn how to do normals before attempting advanced stfs. However the higher reward will keep them coming back.
  • gradiigradii Member Posts: 2,824 Arc User
    Failed STF's should be locked, preventing people from entering a failed instance
    Failed STFs also should not trigger the cooldown timer.

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  • anazondaanazonda Member Posts: 8,399 Arc User
    Failed STF's should remain 'open', as they currently are
    What you are describing is not a failed STF... Merely a bad one... and no... they should not be locked.
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  • gilrandir00gilrandir00 Member Posts: 14 Arc User
    +1 for "Vote to Abort" and "Join New / Any" mechanisms.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    I can't vote on this as the OP hasn't described the situation correctly in the first place.

    Yeah what the OP is describing is not a "failed" instance, it's simply one where the team didn't get all the optionals. That mission can still be completed via the primary objectives for a reward so should remain open for any later joiners to come and help out should a gap open up.

    A failed instance would be one where the end timer is up after the objectives have been failed or the mission is complete. Those should be locked as they are impossible for any new joiner to complete.

    Seriously people need to stop throwing a hissy fit any time an optional fails. You're not going to get everything all the time, just learn from the failure and move on, leaving early just harms the whole team as there could be new players in there who won't fully understand what's going on or who still want the marks even if it's a lower amount.
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  • risian4risian4 Member Posts: 3,711 Arc User
    lordsteve1 wrote: »
    I can't vote on this as the OP hasn't described the situation correctly in the first place.

    Yeah what the OP is describing is not a "failed" instance, it's simply one where the team didn't get all the optionals. That mission can still be completed via the primary objectives for a reward so should remain open for any later joiners to come and help out should a gap open up.

    A failed instance would be one where the end timer is up after the objectives have been failed or the mission is complete. Those should be locked as they are impossible for any new joiner to complete.

    Seriously people need to stop throwing a hissy fit any time an optional fails. You're not going to get everything all the time, just learn from the failure and move on, leaving early just harms the whole team as there could be new players in there who won't fully understand what's going on or who still want the marks even if it's a lower amount.

    Well, it may still be completable. But whenever I feel the need to facepalm, like with the mess in that ISA I described, I'd say it's a fail.

    I'm not always capable of carrying others. Today, I was playing on an alt that's just good enough to contribute to the team, not contribute AND compensate for newer/less well geared players. We were lucky that one player who was able to compensate for some of the less performing team member joined, otherwise we would've been stuck there.

    That's why I created this poll: because it seems unfair, imo, to force people to stay in a mission that's largely failed, especially when it was failed before you even joined the team.

    Besides, newer players shouldn't be doing advanced missions. If they still decide to do them, and fail, is it fair that others are lured in, have to stick around, having to do twice or three times the effort for half the rewards?
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    Failed STF's should remain 'open', as they currently are
    anazonda wrote: »
    What you are describing is not a failed STF... Merely a bad one... and no... they should not be locked.

    indeed. this afternoon, I was able to help 3 other players to have their hard earned rewards. that was fun.

  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    anazonda wrote: »
    What you are describing is not a failed STF... Merely a bad one... and no... they should not be locked.

    indeed. this afternoon, I was able to help 3 other players to have their hard earned rewards. that was fun.

    This is actually quite fun in itself. It an be a decent challenge warping in to an ISA run swarming with spheres and fighting them off to save the mission.

    More people just need to accept that sometimes you'll not get all the optionals but that's not a reason for quitting or abandoning all the others players (many of whom will probably have tried their best).
    People need to fail every so often to know where they went wrong, to be able to improve their build and tactics.
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  • plaztikman64plaztikman64 Member Posts: 725 Arc User
    Failed STF's should remain 'open', but allow players to leave without getting a leaver penalty
    I joined a failed isa instance yesterday myself and stayed, because I know I can contribute a good bit and help out those guys. It's was casual game, a pug and I didn't had to loose anything + I only needed a few more marks anyway.

    The system itself is flawed. People with no interest in success of the mission, people with underpowered gear or limited to no knowledge about what is necessary for a success, are able to join and thus make it harder for the rest of the team (and then there are the griefers... but thats another topic entirely)

    At least for advanced modes and upwards, there should be more requirements for the players in order to be able to even join such a session in the first place. Either that, or remove the leaver penalties altogether because it is massively contradictory.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Failed STF's should be locked, preventing people from entering a failed instance
    I joined a failed isa instance yesterday myself and stayed, because I know I can contribute a good bit and help out those guys. It's was casual game, a pug and I didn't had to loose anything + I only needed a few more marks anyway.

    The system itself is flawed. People with no interest in success of the mission, people with underpowered gear or limited to no knowledge about what is necessary for a success, are able to join and thus make it harder for the rest of the team (and then there are the griefers... but thats another topic entirely)

    At least for advanced modes and upwards, there should be more requirements for the players in order to be able to even join such a session in the first place. Either that, or remove the leaver penalties altogether because it is massively contradictory.

    I'd say don't let anyone in an advanced version of that instance unless they have successfully completed the normal version 10 consecutive times with all optionals completed. That'll at least weed out the people who don't know the objectives of the map.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited September 2015
    angrytarg wrote: »
    Mechanically failed instances should not be open, as in when the timer for leaving the map shows it's over. What you describe, however, is not a technically failed instance, it's a subjectively failed instance that is still winable by the reinforcements entering - players usually won't go through lengths, but the map is still open and running. They shouldn't change that mechanic as sometimes you just don't get what you expect but you should be flexible enough to adapt.
    I agree, failed optionals are not the same as a failed instance. The people still in there probably could really need your help, so finish the mission with them and you all get the rewards - minus the optional bonus rewards, of course. That still means a Crafting pack (with potentially a very rare item) and possibly an elite token, which is better than nothing. You probably still get more out of it then if you'd have to queue again.

    An instance that is actually failed and can'T be completed more should of course be locked out, and leaving it should not cause a leaver penalty.

    Optionally they should create a "vote to abort" option that the team can talk to each other and decide it's not worth it. If all players vote to abort the mission no leaver penalty should be bestowed upon the team and they can try again.
    It sounds like a nice idea, but what happens when someone doesn't agree to abort, and really wants to finish? Do you really expect everyone to be happy, or will you get berated for not aborting and get insulted as griefer or something?​​
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  • angrytargangrytarg Member Posts: 11,009 Arc User
    It sounds like a nice idea, but what happens when someone doesn't agree to abort, and really wants to finish? Do you really expect everyone to be happy, or will you get berated for not aborting and get insulted as griefer or something?

    People throw a tantrum about anything. Honestly? I don't care anymore to try to cater to anyone who would whine because *whatever reason* - you cannot please everybody, but the more people you try to please the less enjoyable it gets for the others. So I'd say if one don't want to abort it's his choice, the others can choose to help or get out and take the penalty, it's also their free choice.​​
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    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    angrytarg wrote: »
    It sounds like a nice idea, but what happens when someone doesn't agree to abort, and really wants to finish? Do you really expect everyone to be happy, or will you get berated for not aborting and get insulted as griefer or something?

    People throw a tantrum about anything. Honestly? I don't care anymore to try to cater to anyone who would whine because *whatever reason* - you cannot please everybody, but the more people you try to please the less enjoyable it gets for the others. So I'd say if one don't want to abort it's his choice, the others can choose to help or get out and take the penalty, it's also their free choice.
    I think a feature to voluntarily abort an instance is also just something for those that throw a tantrum, really - one could just suck up the few marks lost due to the failed optionals and finish the instance.​​
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  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    I think a feature to voluntarily abort an instance is also just something for those that throw a tantrum, really - one could just suck up the few marks lost due to the failed optionals and finish the instance.​​

    This is exactly what should be happening.

    Hell most marks are so easy to come by these days you really don't miss much from the odd failed optional here or there.
    Plus the whole point of the game is fun, if you just stream-rolled through it all the time and never stood a risk or failure it'd get real boring soon i'd imagine. You should be playing those PVE queues to enjoy your time and to hell with how many marks you get out of it.
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    Failed STF's should remain 'open', as they currently are
    e30ernest wrote: »
    I joined a failed isa instance yesterday myself and stayed, because I know I can contribute a good bit and help out those guys. It's was casual game, a pug and I didn't had to loose anything + I only needed a few more marks anyway.

    The system itself is flawed. People with no interest in success of the mission, people with underpowered gear or limited to no knowledge about what is necessary for a success, are able to join and thus make it harder for the rest of the team (and then there are the griefers... but thats another topic entirely)

    At least for advanced modes and upwards, there should be more requirements for the players in order to be able to even join such a session in the first place. Either that, or remove the leaver penalties altogether because it is massively contradictory.

    I'd say don't let anyone in an advanced version of that instance unless they have successfully completed the normal version 10 consecutive times with all optionals completed. That'll at least weed out the people who don't know the objectives of the map.

    No it wouldn't. Normals are too easy and the clueless players would just get carried by their betters as usual. There should be single-player qualifying missions to unlock harder queues, so players have to learn for themselves instead of piggybacking on others.
  • starswordcstarswordc Member Posts: 10,966 Arc User
    Failed STF's should be locked, preventing people from entering a failed instance
    They should be locked, and the players already inside should have the leaver penalty lifted for them.
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  • dracounguisdracounguis Member Posts: 5,358 Arc User
    Failed STF's should be locked, preventing people from entering a failed instance
    Lock a failed STF and the first 1 (or 2) to bail should get the leaver penalty. The other 3 should be able to bail w/o penalty.
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  • serhatgs1905serhatgs1905 Member Posts: 100 Arc User
    Failed STF's should remain 'open', but allow players to leave without getting a leaver penalty
    High dps (+60K) player wouldn't care since he/she can probably do it solo...
    The mid dps (30K) would be mildly annoyed
    Low dps (10K) would be enraged
    casual player (2-5K) would just give up on the STF (or the game lol)

    best and easiest way would be the "abort vote" so you can get out of this mess and you don't give a "new player" the work of cleaning up a bad run.
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  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    Maybe a "surrender" function accepted by all people on the map could simply close the map without any penalty.
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  • shanker666shanker666 Member Posts: 57 Arc User
    Failed STF's should be locked, preventing people from entering a failed instance
    I think what some players don't understand is that advanced/elite queues are exactly what they say they are: for players with competitive gear and who understand the parameters of the stf. The massive hull points of the enemies requires a certain amount of damage to be put out or the mission can't be completed. Take ISA,for instance, 5 players with 2-8k dps will not have enough damage output to kill the transformer before more nanites spawn(or you have some good CC skills) and it's a repeating cycle. So instead of complaining about the "show off" dps'ers who post parse results some of you should be thankful. Isn't that supposed to be part of the game too? The desire to be a better player? Other mmo's are exactly the same:people strive to get better and beat endgame content.

    So my thinking is, if you're just a casual player enjoying getting involved with a team mission,just do the normals. That's your fun way to play the game. But I and others have fun trying to beat the hardest missions in the game successfully. So let us have our way of playing too and we can all enjoy the game. I agree there should be a way to "graduate" up the difficulty ladder or at least the abort without a leaver penalty.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    I remember joining failed optional missions back when I used to do the qs. Fun times that I don't miss.
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    Failed STF's should remain 'open', as they currently are
    ruinthefun wrote: »
    shanker666 wrote: »
    I agree there should be a way to "graduate" up the difficulty ladder or at least the abort without a leaver penalty.
    Interesting fact: Did you know that only a small selection of missions even HAVE a leaver penalty of any kind? Most actually don't. From what I can tell, it's pretty much only the O-6.

    Another interesting fact: when trying to leave the prompt often says there will penalty even when there actually isn't.
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