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!
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)
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!
Sometimes I think I play STO just to have something to complain about on the forums.
Comments
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.
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.
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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.