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Breach Event and AFKers

Yeah, yeah, I know.. 'there's nothing we can do about these people' but damn...
With Breach taking 10-30 minutes per run, the AFKers are coming out of the woodwork! :rage:
I run it 7 times a day and report 3-6 AFKers per day.
An AFKer adds an extra 5-7 minutes per Breach on average. (Unless I get lucky and there's a DPS god in the PUG) :smiley:

Also a lot of players drop out. Not sure it's on purpose or a connection issue. Had one Advanced run take 45 minutes because 2 people left the team. I salute the other 2 stubborn cruiser drivers that refused to give up! Even though after 45minutes hindsight, we probably should have dropped and re-queued! :confused:
Sometimes I think I play STO just to have something to complain about on the forums.

Comments

  • postinggumpostinggum Member Posts: 1,117 Arc User
    I call them out mid run, sometimes it gets a little respone, had one in a subscription ship yesterday, and another in a carrier today that didn't even launch fighters. In the past I've pestered an AFKer until they told me not to tell them how to play, then had them claim that they were leading the dps of mission.
  • n8pu#8193 n8pu Member Posts: 36 Arc User
    Yeah, yeah, I know.. 'there's nothing we can do about these people' but damn...
    With Breach taking 10-30 minutes per run, the AFKers are coming out of the woodwork! :rage:
    I run it 7 times a day and report 3-6 AFKers per day.
    An AFKer adds an extra 5-7 minutes per Breach on average. (Unless I get lucky and there's a DPS god in the PUG) :smiley:

    Also a lot of players drop out. Not sure it's on purpose or a connection issue. Had one Advanced run take 45 minutes because 2 people left the team. I salute the other 2 stubborn cruiser drivers that refused to give up! Even though after 45minutes hindsight, we probably should have dropped and re-queued! :confused:

    I see the problem of these events taking so long is, I would venture a guess that 90 to 95 percent of the players don't know how or don't care to build even a modest ship. I have run Infected: The Conduit (Advanced) and have seen more than once players getting just over 3K DPS when it was parsed in a pug group.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    iamaham wrote: »
    [

    I see the problem of these events taking so long is, I would venture a guess that 90 to 95 percent of the players don't know how or don't care to build even a modest ship. I have run Infected: The Conduit (Advanced) and have seen more than once players getting just over 3K DPS when it was parsed in a pug group.

    You don't really need too much DPS for this queue. It's ridiculously easy.
  • leemwatsonleemwatson Member Posts: 5,472 Arc User
    In total agreement with you OP. AFK'ing is inexcusable. If you're expecting food, as one guy claimed, don't enter it, simple as! The sooner Cryptic develop a system-managed auto-kick for AFK'ers the better! Currently the supposed reasoning on awarding a penalty is based on damage, which although goes someway to mitigating AFK'ers, the fact that some sit there or go 1/4 impulse ahead until something is worth their attention means they can circumvent the penalty.

    Another gripe is those dashing for the point in the hull to breach with-out completing the Hard-Points optional, which in my opinion should be mandatory, as it used to be, so you can only attack the main point once it's completed. 'Death by a thousand cuts' goes the introduction, yet with these players, they don't give two hoots about. This is one of the more fun parts of the queue, and we should, just like in the original, have free flight to attack ALL the hard points. Anyway, if a player hasn't made a 'meaningful contribution' by this point, they should be auto-kicked by the system, AND if they repeatedly offend, they should receive a higher level ban. I refuse to support this type of player, and this game should be about the whole team, not somone's opinion that 'it's not worth it'!

    Needless to say, if someone is running low-DPS, so what, I'll carry them, if they ask for advice, I'll help, but I will never rage because they haven't got the latest DPS-Max design, even if I'm way out-performing them. However, those that shoot the ? cores should be dumped in an ice-bath repeatedly! lol. What I mean is the damage from these cores, although I notice is more punishing should be reflected back on to the offender at a 1:1 level. Maybe that way when they die, they'll learn not to do it, and yes, that's despite the NPC's doing it. At the end of the day the ? cores are clearly traps designed to catch out users of auto-fire.
    "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.
  • angrytargangrytarg Member Posts: 11,008 Arc User
    I play it 8 times a day (yeah, I really don't know why I do this to me...) and have in 10 days or so encountered maybe a single AFK person and a few that seemed as if they were "contributing" less, but the mission never took longer than 10 minutes ever. The first passage is best completed without firing a single shot (people who go for the nodes actually slow it down), then you have to clear out a single room which two people can do and the last room HP sponge can be worn down by a single sci ship in adequate time. I'm far from being a high DPS or pro player, but I think every one of my characters - even undergeared neglected alts - can do the breach event solo in acceptable time. So, I get what the OP is on about, but the effects are really not very severe in this case.​​
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    The only time I see many afkers is mainly the first trench part, which honestly how it is set up i can't blame them for afking that part as one player rushes to the door, and than we all port over to the door to blow it up. I see this as more of an issue created via the dev's choice to use the trench as it was, and not start the mission at the hanger-bay door, but merge the hard-point portion of the trench into the corridors leading between the ship's chambers.

    Like I could see alot more players not afking if you started at the hanger-bay door destroying it, and then proceeding into the ship, or even having the hard points during the trench part matter for how difficult it is to destroy the door. Than if we had it that the trench's hard points were added into the corridors between the inner chambers we would need to destroy them on our way to open a locked hanger-bay bulkhead/door as we proceed into the ship. Add in about of randomization of what chambers we have to do prior to getting to the main generator room could add some enjoyment to the mission as well. Like that you would have the first hanger bay that you had several ship spawning areas an alliance ships in distress to repair, than the voth cathedral hangar bay, the tri-generator chamber, as well as the main generator room, if you added one or two more chambers that could add some variety to the mission.
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