Leeching is joining a queued mission and then not helping complete said mission. It's bad because it makes it more difficult for the rest of the team to complete the mission...if they can at all.
I don't understand this thread. You're happy with people doing nothing and getting rewarded for all the work you do?
Oh, I see the comment/thread you're commenting on. Thing is, that queue is all about rescuing the ships and there's a way to accomplish that goal without actually fighting the tholians. But then of course there's people that think only one way, that you have to blow everything up, and so they take offense to those that take the shortest path to victory. Some players also don't realize there's the much simpler way to complete the queue and assume the others are "leaching" or "cheating" when in fact they're getting the job faster and easier.
I think he's just asking for clarification on HOW people are leeching queues. Basically what that means is doing just enough damage to get the rewards and the go AFK and let everyone else do the work. That's why it's leeching.
"leeching: in a queue means that, as stated above, you're contributing nothing, or close to it. A leecher is someone who does this knowingly. It can be either someone too lazy to do anything, or someone who knows they have no business being in a queue- but they join it anyway expecting to be carried because they want the rewards. Leechers are a big reason why a lot of people have abandoned public queues.
Note that situations can arise wherein for whatever reason, the mission zone loads in much slower for one person than the others - in extreme cases, this can lead to that person, from their perspective, entering the zone and finding the mission almost over. The other players, and the game itself, do not recognize this, leading to that player being considered 'AFK/leeching' through no fault of their own.
it also seems the intent of the devs that this behaviour occurs, hence the amount of time it took to implement the current afk penalty, and disinterest in linking reward to effort/useful actions common to contemporary multi-player games.
Which begs the questions - why, as a developer, would you encourage such behavior knowing full well it annoys the community at large? Why not, as you suggest, link rewards to effort and useful activity? Consider, by way of example, Battlefield: Bad Company 2 - not only are the classes meant to operate as a team, but in terms of progression XP, they are indeed encouraged to do so.
Well, there's really two different things - the person you're referring to, and the specific PVE they are referring to, isn't actually what I would use "leeching" for.
Leeching, to me, would be going into a queue and doing just enough (you think) to not be considered AFK. You might not even be progressing the goals of the mission at all (it is possible to do both of those, at least in some cases, as there are non-mission target ships in some PVEs). The thing is, the way the game is set up (except for the Crystalline queue; I'll come back to that), you still qualify for ALL of the available rewards by doing this. Another example would be fighting until you are destroyed and then never respawning.
My personal solution to the problem would be to extend the 1st-2nd-3rd place rankings (currently offered in Crystalline only, I believe) to all queues, and attach bonus marks (say, 5, 10, 20?) to earning them (this would also be a change to Crystalline, as it currently gives a random loot item or two with the placement, but not extra marks). This would mean that at the very least, the "leechers" would be missing out on possible enhanced rewards, and might encourage them to participate fully in order to chase those.
The scenario under discussion (Azure Nebula Rescue), though... those ships are actually non-mission targets. In fact, that mission does not technically require any ship kills at all! The complainant is saying that people are "leeching" or "cheating" by not destroying them, when in fact it isn't required. So it's not leeching, it's just using a different strategy. Because those people, while not "fighting", are advancing the mission goals.
The problem with the CC rankings is 300k kemo boats get to play in the same pool as the 30k boats.
When I was doing ANRA my Risian Corvette could tow a spawn's worth of ships out of firing range of the captive ships, which was much faster than trying to burn them down, but what would usually happen is someone would grav well them right on top of the captive ship or as I was towing everyone else would follow the ships and no one would free the captive ship. And then there'd be the string of nothing but T'Liss 1 pointers and I'd wonder why I even bothered.
This is my Risian Corvette. There are many like it, but this one is mine.
It's the non-participating leechers that are the problem. If a person is actually in combat, regardless of there DPS output, that is not leeching. I had an AFK'er in Gateway to Grethor last night, as soon as he/she was noticed people left the queue. It's these people that need to be punished, not those that 'don't measure up'! We need a vote-to-boot system that appears if a person hasn't taken any meaningful action after, say 30-60 seconds.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
There is also a rubberbending problem coming to say hi... Happened to me. With my main (engineer ~24k easy on Cure Found), unable to fire a single shot for a full Crystaline Entity, 2 hours ban on top of the five minutes frustrating lag...
The problem with that penalty, however, is that a) You can go to another queue, or b) you can load another toon and repeat...
Performance based is ok, but action-based reward and punishment should be also there (like attacking the generators alone in Infected while the other 4 people are at the other side killing stuff...).
Point is, most of the leeching and trolling tactics are known, but no measure is taken to punish those who use them repeteadly, so...
My personal solution to the problem would be to extend the 1st-2nd-3rd place rankings (currently offered in Crystalline only, I believe) to all queues, and attach bonus marks (say, 5, 10, 20?) to earning them...
This sounds like a good idea; I would add the caveat that - just like in pretty much any game with a ranking mechanic; the Devil May Cry and Ace Combat series come to mind - these thresholds be clearly disclosed so folks know what to work towards.
The complainant is saying that people are "leeching" or "cheating" by not destroying them, when in fact it isn't required. So it's not leeching, it's just using a different strategy. Because those people, while not "fighting", are advancing the mission goals.
And, I would add, implementing the most Trek-appropriate solution. Quite aside from how Kirk and Scotty beat the Kobayashi Maru scenario, recall the TNG episode (the title escapes me at present) where the Enterprise was confronted with a Klingon sleeper ship that had been sent out during the war and was only now reaching its target area.
incompetent game-play design. be that based on misconception or malice doesn't change the result.
the classes in bc2 where all capable of operating 90% independently, with ability to kill vehicles being the other 10% of that, while still having variations in how they played.
the classes in rpg's are based about table-top gaming with a pre-arranged team of characters, and a dm at the end of the table, hence their interdependency...
This is a good point; I will have to study it further.
The burden of Delta Rising is that everybody who does not do at least X amount of DPS is a leecher.
X = arbitrary number defined by a person doing Y amount DPS
It's kind of like the U.S. Supreme Court's definition of obscenity: I know it when I see it.
That doesn't make it not real. I'd say you ideally want everyone dealing 10k. I see people who I know are well intentioned who deal 7k or 5k and I have no interest in shaming them. And sometimes people just stick with VASTLY sub-optimal builds when leveling/trying out a ship. Which I think is silly because you'd get Mastery T5 faster if you have gear you can equip from another ship. But some people don't equip gear from other ships.
When I see someone deal 2k or less DPS on a ship, I have to wonder if they have weapons equipped in every slot. I'm not sure how that happens and I see it happen without people being AFK at all. I'd almost like to make a study of that and write up a proposal for game mechanics changes Cryptic can make to make sure that doesn't happen. Somebody who never goes AFK shouldn't be able to deal DPS that low.
The burden of Delta Rising is that everybody who does not do at least X amount of DPS is a leecher.
X = arbitrary number defined by a person doing Y amount DPS
This is very well stated. I'm a casual STO player and I'm intimidated to try a que I haven't tried before, or have not done in a while, even on normal difficulty.
Some people can be not quite so nice to us types who aren't DPS hard core.
And sometimes people just stick with VASTLY sub-optimal builds when leveling/trying out a ship. Which I think is silly because you'd get Mastery T5 faster if you have gear you can equip from another ship. But some people don't equip gear from other ships.
Not all ships are capable of actually using said gear, and you might not even have appropriate trained and composed boffs to run said ship. When I have to level a ship that's so radically different and unsuited to the captain, I usually just have some fleet/friends carry it through a few Red Alerts. Wouldn't bring that bucket into queues, though, because queues give jacksquat as far as ship XP goes.
When I see someone deal 2k or less DPS on a ship, I have to wonder if they have weapons equipped in every slot. I'm not sure how that happens and I see it happen without people being AFK at all. I'd almost like to make a study of that and write up a proposal for game mechanics changes Cryptic can make to make sure that doesn't happen. Somebody who never goes AFK shouldn't be able to deal DPS that low.
But they do, though. Never underestimate the capability of players to be bad. But the thing is, they're not leeching, they're just bad: Between a poor ship build, cluelessness about where they need to be in the mission, and slow reflexes, they simply arrive at every battle site after it is nearly over.
I just feel that the badness is in the system if it doesn't make people better. There should be a performance floor, adjusting mechanics and UI if necessary to make sure that the bad aren't that bad.
Some people can be not quite so nice to us types who aren't DPS hard core.
oh wow. its almost like pay2win is damaging to the playerbase...
Oh wow! Another person who doesn't get that STO isn't P2W because you can't lose anything and you can buy anything by grinding for it (bar a few subs perks).
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
Which begs the questions - why, as a developer, would you encourage such behavior knowing full well it annoys the community at large? Why not, as you suggest, link rewards to effort and useful activity? Consider, by way of example, Battlefield: Bad Company 2 - not only are the classes meant to operate as a team, but in terms of progression XP, they are indeed encouraged to do so.
incompetent game-play design. be that based on misconception or malice doesn't change the result.
the classes in bc2 where all capable of operating 90% independently, with ability to kill vehicles being the other 10% of that, while still having variations in how they played.
the classes in rpg's are based about table-top gaming with a pre-arranged team of characters, and a dm at the end of the table, hence their interdependency.
the fact that rpg genra fanboys seem determined to continue ignorantly demanding game systems that only worked in table-top d&d sessions, is pretty much the cancer that is killing the rpg genre. and having interacted with them on this forum, it honestly makes me happy. thanks to how sick to death of these egotistical ***holes and their myopic determination to force an mmo to be their own personal P1 adventure.
with all teh detrimental effects it has had on gameplay, and divisive effect on the playerbase, as this thread shows.
And yet, the longevity / popularity of "class based" MMORPGs seem to indicate the opposite - that having an "impartial computer" determine the effectiveness of the multiple classes and their effect on the game is possible.
I mean, look. One of these "class based" MMORPGs has lived what, 15+ years? Another is still considered the most successful MMO-whatever of the modern era?
So, I'll ask you right now, and possibly put it up to poll later:
Do we want "shooter-esque" mechanics in which everybody does "equal" amounts of DPS but in different methods
Do we want "class-based" mechanics in which Tacticals = Kings of DPS, but need Science's CC and Engineering's "Tanking" in order to complete a mission.
Because what we have right now, a "class based mechanic" called "Tacticals = undisputed Kings of DPS" does not mesh with shooter-esque methodololgy of being all-inclusive.
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
When I was doing ANRA my Risian Corvette could tow a spawn's worth of ships out of firing range of the captive ships, which was much faster than trying to burn them down, but what would usually happen is someone would grav well them right on top of the captive ship or as I was towing everyone else would follow the ships and no one would free the captive ship. And then there'd be the string of nothing but T'Liss 1 pointers and I'd wonder why I even bothered.
It's pretty easy to agro all enemies and free the captive ships without killing a single Tholian.
Atmosphere assault during last shuttle event, some dude sits at the spawn point leaving the other 4 of us to do the work - this is leeching
Azure Nebula Rescue, some dude sits behind an asteroid and frees the ships without getting into a fight - not leeching, quite ingenuous
Gateway to Grethor, some dude pew pews all the spawn portals whilst the rest close the radiation portals, not leeching, but not clever or contributing in any way useful.
Learn the queues and what's needed to get through them, you don't have to DPS all the time, yes its great to be able to do it, but you don't have to all the time
Comments
Oh, I see the comment/thread you're commenting on. Thing is, that queue is all about rescuing the ships and there's a way to accomplish that goal without actually fighting the tholians. But then of course there's people that think only one way, that you have to blow everything up, and so they take offense to those that take the shortest path to victory. Some players also don't realize there's the much simpler way to complete the queue and assume the others are "leaching" or "cheating" when in fact they're getting the job faster and easier.
Which begs the questions - why, as a developer, would you encourage such behavior knowing full well it annoys the community at large? Why not, as you suggest, link rewards to effort and useful activity? Consider, by way of example, Battlefield: Bad Company 2 - not only are the classes meant to operate as a team, but in terms of progression XP, they are indeed encouraged to do so.
X = arbitrary number defined by a person doing Y amount DPS
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
The problem with the CC rankings is 300k kemo boats get to play in the same pool as the 30k boats.
When I was doing ANRA my Risian Corvette could tow a spawn's worth of ships out of firing range of the captive ships, which was much faster than trying to burn them down, but what would usually happen is someone would grav well them right on top of the captive ship or as I was towing everyone else would follow the ships and no one would free the captive ship. And then there'd be the string of nothing but T'Liss 1 pointers and I'd wonder why I even bothered.
The problem with that penalty, however, is that a) You can go to another queue, or b) you can load another toon and repeat...
Performance based is ok, but action-based reward and punishment should be also there (like attacking the generators alone in Infected while the other 4 people are at the other side killing stuff...).
Point is, most of the leeching and trolling tactics are known, but no measure is taken to punish those who use them repeteadly, so...
And, I would add, implementing the most Trek-appropriate solution. Quite aside from how Kirk and Scotty beat the Kobayashi Maru scenario, recall the TNG episode (the title escapes me at present) where the Enterprise was confronted with a Klingon sleeper ship that had been sent out during the war and was only now reaching its target area.
This is a valid concern; I do not have at present a solution for it.
This is a good point; I will have to study it further.
It's kind of like the U.S. Supreme Court's definition of obscenity: I know it when I see it.
That doesn't make it not real. I'd say you ideally want everyone dealing 10k. I see people who I know are well intentioned who deal 7k or 5k and I have no interest in shaming them. And sometimes people just stick with VASTLY sub-optimal builds when leveling/trying out a ship. Which I think is silly because you'd get Mastery T5 faster if you have gear you can equip from another ship. But some people don't equip gear from other ships.
When I see someone deal 2k or less DPS on a ship, I have to wonder if they have weapons equipped in every slot. I'm not sure how that happens and I see it happen without people being AFK at all. I'd almost like to make a study of that and write up a proposal for game mechanics changes Cryptic can make to make sure that doesn't happen. Somebody who never goes AFK shouldn't be able to deal DPS that low.
This is very well stated. I'm a casual STO player and I'm intimidated to try a que I haven't tried before, or have not done in a while, even on normal difficulty.
Some people can be not quite so nice to us types who aren't DPS hard core.
These Are The Voyages...
I just feel that the badness is in the system if it doesn't make people better. There should be a performance floor, adjusting mechanics and UI if necessary to make sure that the bad aren't that bad.
Stowing away the time?
Are you gathering up the tears?
Have you had enough of mine?
Rayzee
excellentawesome#4589
torgaddon101
raeat
Oh wow! Another person who doesn't get that STO isn't P2W because you can't lose anything and you can buy anything by grinding for it (bar a few subs perks).
And yet, the longevity / popularity of "class based" MMORPGs seem to indicate the opposite - that having an "impartial computer" determine the effectiveness of the multiple classes and their effect on the game is possible.
I mean, look. One of these "class based" MMORPGs has lived what, 15+ years? Another is still considered the most successful MMO-whatever of the modern era?
So, I'll ask you right now, and possibly put it up to poll later:
Do we want "shooter-esque" mechanics in which everybody does "equal" amounts of DPS but in different methods
Do we want "class-based" mechanics in which Tacticals = Kings of DPS, but need Science's CC and Engineering's "Tanking" in order to complete a mission.
Because what we have right now, a "class based mechanic" called "Tacticals = undisputed Kings of DPS" does not mesh with shooter-esque methodololgy of being all-inclusive.
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
It's pretty easy to agro all enemies and free the captive ships without killing a single Tholian.
Azure Nebula Rescue, some dude sits behind an asteroid and frees the ships without getting into a fight - not leeching, quite ingenuous
Gateway to Grethor, some dude pew pews all the spawn portals whilst the rest close the radiation portals, not leeching, but not clever or contributing in any way useful.
Learn the queues and what's needed to get through them, you don't have to DPS all the time, yes its great to be able to do it, but you don't have to all the time