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Dyson Ground Battlezone: Introduce a 15-20s delay, or transport to Rex SPAWN.

strathkinstrathkin Member Posts: 2,666 Bug Hunter
I understand now-a-days is very difficult to get 2 or more REX in a populated instance.

Yet I often see those who have to run to one side of map to clear the last few area's to get it to trigger; yet often even with Ice Winter Boots often you don't even make it back to the Rex before they die, and you'll see the other 2 go down very quickly as well.

This at least gives people a chance to get to the REX location, before they are quickly taken down by 2 or 3 others who Camp their early. I'd say it also encourage more to continue clearing area's till it's triggered too!

Simply because currently, if you don't camp early the last few years you'll entirely MISS OUT on the Rex entirely!
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Post edited by baddmoonrizin on

Comments

  • angrytargangrytarg Member Posts: 11,005 Arc User
    A 'transport to Rex location' prompt would be great. Since the area has been secured it'd make sense to be able to just beam there once you cleared the last stage.
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  • ussvaliant2#1952 ussvaliant2 Member Posts: 402 Arc User
    We need a No Camping sign erected.
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  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    edited May 2022
    These things have been suggested in the past. They're all reasonable solutions, but the fact that they still haven't been implemented makes me wonder whether the Devs are interested in fixing this issue at all.

    I wouldn't be surprised if they are of the opinion that there isn't actually a problem.


    Just to be clear, I believe there is a problem. Usually I just go to the Dyson battlezone to play and fight against random enemies, not for the rewards. Sometimes I just happen to be in an almost finished instance though, and then I will actively work on capturing the last points and then participate in the final fight. Recently I have noticed though, while running from the last captured point, that the V-Rexes are killed in, literally, less than 10 seconds.

    They should indeed create some delay. Or add a transport option. There are too many people camping, who also don't have the decency to grant those who did most of the work a chance to earn their reward.



    Btw, the fast killing itself is also an issue. Something I have also noticed in missions like Operation Wolf. There are always players who just run ahead to the shuttlebay while the rest of us are still defeating Quinn in the previous room. One time this player killed Quinn's shuttle in 10, maybe 15 seconds, before we could even get there.

    I am a very capable ground player, have been for years as those who know me in-game would probably confirm. But this is just ridiculous.

    There's just too much power creep, which wouldn't be as big a problem as it currently is if at least all players can start shooting at the same time. So either one of those issues (power creep or the camping) needs to be addressed, and fixing the unfair advantage of campers is probably the easiest thing to do.
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  • strathkinstrathkin Member Posts: 2,666 Bug Hunter
    edited May 2022
    We need a No Camping sign erected.

    Well that would be nice, yet very hard to enforce as I can understand why people do!

    While I'm not one of those, yet yesterday I was defeating enemy just to get the Rex to spawn; only because the progress stopped advancing for far longer than it should, because no one wanted to run too far away from the Rex!

    Yet I couldn't even get to one Rex, and all 3 were dead. I had Winter Boots on and I was still about 10-12s out before the Rex in my area died. And 1-2 seconds later both other Rex's were gone and I still needed 10 seconds to get to the first location. I had the Universal Endeavor for the Rex yesterday, and I saw the Big Dino's spawn 3x times; and 2x failed attempts just getting back to even damage one was kind of Sad. :'(

    That's why I really wished they'd change the mechanic, so once it triggered it just gave people 15 seconds to position. It won't increase your chances of getting 2 Dino's, as they'd still all spawn at the same time.
    These things have been suggested in the past. They're all reasonable solutions, but the fact that they still haven't been implemented makes me wonder whether the Devs are interested in fixing this issue at all.

    I wouldn't be surprised if they are of the opinion that there isn't actually a problem.

    fix what? its working as intended. as are the myriad of long standing bugs the game has had for years.

    "ship of the month" is more effective than actually fixing anything. id hate to see them put on the hat that actually allows for peeps to correct long standing bugs and things like this...but im betting that hat has more dust than an overhead light fixture.

    I'd also be fine if they doubled the Rex Health points as well, yet I also know even with my best DPS toons if I'm alone it can take me 15 to 20 seconds or more just to defeat one by myself. That's with Weaponized Dark Matter &/or Cold Fusion Flash among several others depending on the Class.

    Still I think the best option is either allow 15 seconds once the Rex are triggered, or double the Hitpoints of the Rex. The later option however increases the chances of people getting 2 Rex rather than 1.
    Post edited by strathkin on
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  • lianthelialianthelia Member Posts: 7,886 Arc User
    I unfortunately just skip it...because I don't want to camp and it's pretty much camp or skip
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  • phoenixc#0738 phoenixc Member Posts: 5,837 Arc User
    I rarely use the Dyson ground zone anymore because of annoyances like the camping, and that is a shame since it is still the best of the ground battlezones. The timer or hit points thing would definitely help by eliminating that particular annoyance.
  • strathkinstrathkin Member Posts: 2,666 Bug Hunter
    lianthelia wrote: »
    I unfortunately just skip it...because I don't want to camp and it's pretty much camp or skip

    Yea, that's also what I found as well. Because a few can kill them in mere seconds, and while I do it 15-20s typically and my DPS is very respectable. It's also not the <5s I've seen some DPS Monsters do. That's why I suggested a 15 second timer once triggered, so people are alerted to take positions before the fight begins!
    I rarely use the Dyson ground zone anymore because of annoyances like the camping, and that is a shame since it is still the best of the ground battlezones. The timer or hit points thing would definitely help by eliminating that particular annoyance.

    Same as me, I don't enjoy it as much as I used to!
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  • parmeggidoparmeggido Member Posts: 41 Arc User
    If you plan ahead and capture zones so that your last zone is next to a Rex spawn, it's not that hard to get in on the dino action, unless there are super ground players there. Saying that, I agree that it should be easier for people to get to the big guys, or that some sort of timer should be implemented, and would add that the zone teleporters should be moved so that they're more equidistant to each dino spawn. The one in the city is horrible, whether you're trying to get to the dino or just back to command to turn in missions.

    As for how dinos are killed so fast, I've looked around enough to know there are certain combinations of kits that can let you do ~20k damage hits quite quickly, and some kits, like the Ba'ul Obelisks or Ball Lightning, can put out pretty big hits on their own.
  • nixie50nixie50 Member Posts: 1,342 Arc User
    on spawn of the rex everyone in the BZ gets transported to the command center.
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  • strathkinstrathkin Member Posts: 2,666 Bug Hunter
    edited May 2022
    nixie50 wrote: »
    on spawn of the rex everyone in the BZ gets transported to the command center.

    That also even the playing field as well, good idea! I just thought, once they triggered if it gave a 15 seconds, for everyone to get into position. But either or would work fine. :)
    Post edited by strathkin on
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  • ussvaliant2#1952 ussvaliant2 Member Posts: 402 Arc User
    Jokes aside the zone itself is not broken, it is Player behavior that is the issue, how do you fix that?.

    Also lot of the ideas thrown around in here are good ones, but are the Dev's going to go to the trouble of implementing them because a small group of Players are being unsporting?

    You're more likely see them nerf the zones rewards so it is no longer desirable to play the zone.
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  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    It should happen automatically -- whichever section you're in when the Rex spawns, everyone in that section gets transported to that zone's Rex location (unless you're already there, then no port happens).
    And there is a precedent for this (sort of) in Pahvo Dissension (when you purify all nine crystal spires or the timer expires, you're given the option to beam back to the central area, or take the 'heel-toe express'), so it's not like such an implementation would be anywhere near a Herculean effort.
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  • strathkinstrathkin Member Posts: 2,666 Bug Hunter
    edited May 2022
    It should happen automatically -- whichever section you're in when the Rex spawns, everyone in that section gets transported to that zone's Rex location (unless you're already there, then no port happens).
    And there is a precedent for this (sort of) in Pahvo Dissension (when you purify all nine crystal spires or the timer expires, you're given the option to beam back to the central area, or take the 'heel-toe express'), so it's not like such an implementation would be anywhere near a Herculean effort.

    That is a good point, they might even be able to check if you helped defeat or take control of any area's; as a requirement for getting the transport. Still people camping wouldn't need the Teleport either, but at least then it might encourage them to play while they are waiting.
    It should happen automatically -- whichever section you're in when the Rex spawns, everyone in that section gets transported to that zone's Rex location (unless you're already there, then no port happens).
    And there is a precedent for this (sort of) in Pahvo Dissension (when you purify all nine crystal spires or the timer expires, you're given the option to beam back to the central area, or take the 'heel-toe express'), so it's not like such an implementation would be anywhere near a Herculean effort.

    Yeah, it's pretty common. It's used in multiple places and TFOs. We just finished an event one that did it -- the pre-launch teleport to the launch pad for First Contact rocket launches. It only happens if you're not already at the pad.

    Another good point, maybe they can consider the teleport option to closest Rex; for the area your in, yet may also require a little help of programmers as there are 3 not one.

    Still it's a good idea, hopefully they will consider!
    Post edited by strathkin on
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