well, although the beaming back to the command center is not a perfect solution, it is probably the easiest to implement. the code is all there, the button to click, all of it. changing the variables should not be that difficult. it's a pretty big QOL solution.
First thing I do in the battlezone if i know I'm going to hunt the rex, is check how many players are in the zone and then how many are camping. it's pretty rare that there isn't more than one instance, so if there are a lot of campers I change instances, I'm not going to capture zones for others to take advantage of.
While talking about the battlezones, and i see this in ALL battlezones, are the people that zip through kill one opponent and then off to the next zone. it takes 5 minutes to hit most zones and when someone else completes the zone they get the marks.
the threshold needs to me a LOT higher in order to get credit
We Want Vic Fontaine
0
rattler2Member, Star Trek Online ModeratorPosts: 58,666Community Moderator
While talking about the battlezones, and i see this in ALL battlezones, are the people that zip through kill one opponent and then off to the next zone. it takes 5 minutes to hit most zones and when someone else completes the zone they get the marks.
the threshold needs to me a LOT higher in order to get credit
Some people aren't actually in there for the battlezone itself. It could be they're there for endeavors. For example the destroy X Terran ships (Battlezone) Endeavor. So we also have that detail to consider.
But going back to getting credit for a zone... probably right that there needs to be some kind of thing. But then we have to balance it based on the number of people around. Because with some of the builds that exist in game... they may only have time to kill ONE thing before everything dies. We go from poking zones for credit to people actually being locked out of getting credit because they were unable to participate at the recommended level because everything died way too fast for them to contribute. I know during the Great Badlands Turkey Shoot after the three bases are knocked out, the only way I can really participate at all is if I just blind fire with FAW. By the time I actually target something... its dead. And you can pretty much forget doing that with a cannon build because by the time you turn to face something, even with scatter volley... its dead.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
I know during the Great Badlands Turkey Shoot after the three bases are knocked out, the only way I can really participate at all is if I just blind fire with FAW. By the time I actually target something... its dead. And you can pretty much forget doing that with a cannon build because by the time you turn to face something, even with scatter volley... its dead.
Same here.
Maybe that's the solution for this problem then - as long as you're in the zone when the V-Rexes are killed, you get the elite marks? Of course, that runs the risk of people just hanging around the Command Centre and not participating.
I think I agree with the suggestion of just delaying the spawn by 30-60 seconds.
Elegant solutions to the issue would be very hard to pull off. as @rattler2 says, you have to account for the Uber-DPSers running the table, and yet as @annemarie30 says, you have , and yes I'm calling them cheaters, running from zone to zone, killing one voth and as the points close, collect the reward.
As far as rewards in the zones go, I feel you should be PRESENT in the zone to collect. that's all that's required. that's say, 3 marks. If you participate in the zone at some predetermined threshold, say you deactivate one gun, or defeat or 2 nebula class, you get another 3-4 marks. if you reach another threshold, say, 80% of the actions, you get additional marks. I won't say any reward beyond that, because there will be trolls that will do what they can to make sure you DON'T get the bonus, then leave to troll another.
Also, as another incentive, the player who trips the final stage should get a elite mark bonus.
and one thing about the beaming back to the command center, yeah, good idea except there are players out there who have managed to figure out how to move crazy fast, like 2-4 times faster than a regular toon with ice boots can run. maybe as an additional equalizer, entering the ground battlezones disable speed buffs? just a spitball there
While talking about the battlezones, and i see this in ALL battlezones, are the people that zip through kill one opponent and then off to the next zone. it takes 5 minutes to hit most zones and when someone else completes the zone they get the marks.
the threshold needs to me a LOT higher in order to get credit
Some people aren't actually in there for the battlezone itself. It could be they're there for endeavors. For example the destroy X Terran ships (Battlezone) Endeavor. So we also have that detail to consider.
But going back to getting credit for a zone... probably right that there needs to be some kind of thing. But then we have to balance it based on the number of people around. Because with some of the builds that exist in game... they may only have time to kill ONE thing before everything dies. We go from poking zones for credit to people actually being locked out of getting credit because they were unable to participate at the recommended level because everything died way too fast for them to contribute. I know during the Great Badlands Turkey Shoot after the three bases are knocked out, the only way I can really participate at all is if I just blind fire with FAW. By the time I actually target something... its dead. And you can pretty much forget doing that with a cannon build because by the time you turn to face something, even with scatter volley... its dead.
This isn't really an issue in the Voth battlezone though. In the Terran one, yes, if you're using torpedoes or cannons then you have only a small chance of doing enough damage. FAW or other AOE abilities are often the only way to feel useful there.
But that's because everyone is in the same spot. Things are very different during the flipping zones-part of the ground zone.
Edit: removed another quote, I had meant to reply to that but stopped after typing a few words yesterday.
Elegant solutions to the issue would be very hard to pull off. as @rattler2 says, you have to account for the Uber-DPSers running the table, and yet as @annemarie30 says, you have , and yes I'm calling them cheaters, running from zone to zone, killing one voth and as the points close, collect the reward.
As far as rewards in the zones go, I feel you should be PRESENT in the zone to collect. that's all that's required. that's say, 3 marks. If you participate in the zone at some predetermined threshold, say you deactivate one gun, or defeat or 2 nebula class, you get another 3-4 marks. if you reach another threshold, say, 80% of the actions, you get additional marks. I won't say any reward beyond that, because there will be trolls that will do what they can to make sure you DON'T get the bonus, then leave to troll another.
Also, as another incentive, the player who trips the final stage should get a elite mark bonus.
and one thing about the beaming back to the command center, yeah, good idea except there are players out there who have managed to figure out how to move crazy fast, like 2-4 times faster than a regular toon with ice boots can run. maybe as an additional equalizer, entering the ground battlezones disable speed buffs? just a spitball there
The Voth zone is the only reason why I even bother getting those snow boots in the first place. There aren't a whole lot other uses for them.
Disabling them there would make the item almost useless.
0
rattler2Member, Star Trek Online ModeratorPosts: 58,666Community Moderator
This isn't really an issue in the Voth battlezone though. In the Terran one, yes, if you're using torpedoes or cannons then you have only a small chance of doing enough damage. FAW or other AOE abilities are often the only way to feel useful there.
But that's because everyone is in the same spot. Things are very different during the flipping zones-part of the ground zone.
But it could apply to the V-Rex, as... I hate to say it, the core issue is the same. DPS. Its content that didn't keep up with power creep. When the Voth Battlezone was first introduced, we couldn't melt the V-Rex in seconds. You had time to actually do two full fights at least, and maybe even tag the third if you were fast enough. Today... even with level scaling we've far surpassed that. Mk XV gear, Endeavor bonuses, new abilities that weren't around back then...
Its an issue that many games face. Older content not keeping up with newer capabilities.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
Players running all of Commander Arnold's missions are already getting more reward for that effort than those just camping a V-Rex in terms of Dil and Dyson Marks. There is no need for this.
Read what was said. these people are not doing the missions. they run from goal to goal, kill one voth and move to the next goal. the people that actually DO the fighting to clear the goal do all the work and the cheaters reap the benefits.
and as a personal observation, maybe you could try, oh I dunno, help SOLVE the issues instead of being Mr I'm gonna TRIBBLE on every post made
This isn't really an issue in the Voth battlezone though. In the Terran one, yes, if you're using torpedoes or cannons then you have only a small chance of doing enough damage. FAW or other AOE abilities are often the only way to feel useful there.
But that's because everyone is in the same spot. Things are very different during the flipping zones-part of the ground zone.
But it could apply to the V-Rex, as... I hate to say it, the core issue is the same. DPS. Its content that didn't keep up with power creep. When the Voth Battlezone was first introduced, we couldn't melt the V-Rex in seconds. You had time to actually do two full fights at least, and maybe even tag the third if you were fast enough. Today... even with level scaling we've far surpassed that. Mk XV gear, Endeavor bonuses, new abilities that weren't around back then...
Its an issue that many games face. Older content not keeping up with newer capabilities.
The problem is availability of the target (V-Rex) which is partially related to the DPS.
Easy solutions could be:
- Transport everyone towards the nearest transport hub. Drawback is that those with teleport goodies and fast running gear can still get a head start, possibly killing the Rex before some players arrive.
- Transport everyone just outside of Omega Silo and implement a 30 second delay before the rex appears.
- Increase hit points/resistance of V-rex. Drawback is that while geared up players will barely notice, this may pose a problem for newer players without fancy gear.
- Add some dampening field to the Omega Silo, possibly pillars or drone which need to be destroyed to drop the damage reduction.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
But it could apply to the V-Rex, as... I hate to say it, the core issue is the same. DPS. Its content that didn't keep up with power creep. When the Voth Battlezone was first introduced, we couldn't melt the V-Rex in seconds. You had time to actually do two full fights at least, and maybe even tag the third if you were fast enough. Today... even with level scaling we've far surpassed that. Mk XV gear, Endeavor bonuses, new abilities that weren't around back then...
Its an issue that many games face. Older content not keeping up with newer capabilities.
Read what was said. these people are not doing the missions. they run from goal to goal, kill one voth and move to the next goal. the people that actually DO the fighting to clear the goal do all the work and the cheaters reap the benefits.
I read the post just fine. Like it or not, shooting 1 Voth is contributing, so cheesy or not they are entitled to get a reward. You may also want to read the whole thread. You will see I have said a few times this content is poorly designed and in need of a long overdue, much needed overhaul.
oh I think not!
what some here have failed to note is that these campers are letting their bridge officer NPCs do all the work while they are actually AFK
0
rattler2Member, Star Trek Online ModeratorPosts: 58,666Community Moderator
Possible, but we've seen the results of making NPCs into HP sponges with Delta Rising. This is a significant balancing act that would have to be undertaken. We can't just look at the top and balance around that.
Honestly I don't even know HOW to address this issue. It could be a combination of factors that would have to be done. They could even add a mechanic where players have to actively bring down some kind of shield generator around the V-Rex or something. Or maybe do what they did in the Badlands, where the three stations have smaller scale versions of the mechanics encountered at each point that have to be done.
So for example...
Instead of the smaller scale Artillery point, modify that to be a generator or two powering a shield protecting the Voth and the V-Rex.
For a smaller scale Control point, maybe trying to circumvent Voth computer security to weaken a shield to justify needing to stand in a particular area.
And finally for a smaller scale generator point, reverse it so that instead of plugging in a power thing, its us pushing a canister of Omega back into the silo to prevent it from being loaded into a waiting ship.
Then... then we get to fight the V-Rex.
Instead of just pew pew, give us something more to interact with, like in the Badlands.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
But it could apply to the V-Rex, as... I hate to say it, the core issue is the same. DPS. Its content that didn't keep up with power creep. When the Voth Battlezone was first introduced, we couldn't melt the V-Rex in seconds. You had time to actually do two full fights at least, and maybe even tag the third if you were fast enough. Today... even with level scaling we've far surpassed that. Mk XV gear, Endeavor bonuses, new abilities that weren't around back then...
Its an issue that many games face. Older content not keeping up with newer capabilities.
Read what was said. these people are not doing the missions. they run from goal to goal, kill one voth and move to the next goal. the people that actually DO the fighting to clear the goal do all the work and the cheaters reap the benefits.
I read the post just fine. Like it or not, shooting 1 Voth is contributing, so cheesy or not they are entitled to get a reward. You may also want to read the whole thread. You will see I have said a few times this content is poorly designed and in need of a long overdue, much needed overhaul.
oh I think not!
what some here have failed to note is that these campers are letting their bridge officer NPCs do all the work while they are actually AFK
That doesn't work with the V-rex though. Sure, it might help them surviving the Swarmers while they're AFK at the final battle points, but as soon as the Rex appears, those Boffs end up dead very quickly.
And their captains along with them, in some cases.
I honestly doubt that they're dealing enough damage. I mean, if you have two engineering boffs for example, you could let them spawn some mines - but you'd have repeat that until the fight actually starts or those mines will just have disappeared before the V-rex spawns.
Besides, those boffs aren't going to kill the V-rex by themselves.
So some players being truly AFK and not even coming back for the boss fight is not that big an issue anyway. Sure, those players might unfairly earn some resources, but just by doing that, they're not negatively impacting others per se.
The real issue is that campers - because they're camping and thus in a good spot when the Rexes spawn - can prevent others (those capturing the zones) from earning rewards.
I, and probably most other people, don't care that some others (the AFK-campers, so to say) earn some dilithium for which they didn't do much work and didn't help meeting the requirements (ie, flipping zones so the end fight could start). I mean, sure, that's annoying enough, but as long as those doing the (or much more) work also get their rewards, it's not a big deal imo.
Whatever solution they implement should therefore focus on that: ensuring that those who helped flipping the zones, can also participate in the boss fight and earn the rewards associated with those. That should take priority, not so much punishing AFK-campers. Even though they'd certainly deserve some punishment, fixing the issues for active, participating players is more important.
I remain convinced that a delay, a 30 to 60 seconds timer between capturing the last zone and the start of the boss fight, is the best solution for that. We have such things in literally all content, even in missions like Infected Space where those briefings are mostly useless and unnecessary long. We were supposed to get a feature that allowed skipping those if the entire team did it, but they're still there. Well, at least then add them to the one instance where they could have a positive effect.
Now that I'm thinking about it, there is yet another possible solution:
Why not have the V-rex be immune to damage for something like 30 to 60 seconds?
Basically:
- Last zone gets flipped
- V-rexes spawn immediately
- V-rexes are invulnerable for 30 or 60 seconds
- Fight proceeds as it would now
That would actually solve the issue of AFK-campers, because if the V-rex can attack others during its invulnerability, they'll likely end up dead without their Boffs having done any damage.
While giving other players sufficient time to reach the silo's.
As I said above, punishing AFK-campers isn't the most important thing to me, but this solution would do that while doing the more important thing: giving those who deserve the end battle-rewards a fair chance of collecting them.
They have the Technology. Pahvo Dissension lets you beam to the Start/End Area. Just have one with three choices: Park Silo, Outskirts Silo, and City Silo. Becomes Active when the Omegas become active.
Post edited by ltminns on
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
[
That doesn't work with the V-rex though. Sure, it might help them surviving the Swarmers while they're AFK at the final battle points, but as soon as the Rex appears, those Boffs end up dead very quickly.
And their captains along with them, in some cases.
I honestly doubt that they're dealing enough damage. I mean, if you have two engineering boffs for example, you could let them spawn some mines - but you'd have repeat that until the fight actually starts or those mines will just have disappeared before the V-rex spawns.
I know I see lots of dead AFKers sometimes
yet the AFKers do take a spot on the zone which could be open for more deserving players
Honestly I don't even know HOW to address this issue.
it was said so many times before, add 30-60 sec delay on spawn thats it, it solves everything.
the campers camp because they afraid otherwise they aint get dino, so if that fear is solved 90% of campers will stop camping and actually help flip zone.
the ones who run through map and attack only 1 voth and carry on will not be able to do it any good if the afk campers help out since then the zones will be flipped fast and the dinos activate.
how fast? the zone with 5 consoles with 3 switches each can be done in 1 min 30 sec, the generator easily in 2 min, i do that all the time solo, the only slow one is the stand around in circle wait for slow progress bar annoyance but luckily you dont need to activate all dyson zones, 4 can be red to spawn dinos.
yes all problems are solved with 30-60 sec delay on dino spawn. thats it, and it was said since the first month of dyson.
ps pro tipp for flipping last minizone and still get dino:
leave a generator minizone close to dino last, then do it, and when the last 3rd console activates activate the console first, then wait 10 sec and kill the 4 voth, this way the respawn of the last 4 voth will be too slow for them to activate console so the generator will autofinish without you, so the moment you kill the 4 and made sure they dont self rezz you can run towards dino, as the generator moves on its own it gives you good 20-25 sec to get to dino.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
I think you conveniently ignored the rest of my post in order to jump on the timer suggestion alone.
no ive read it all, i just didnt adress it the same as cryptic wont, as the rest of your post is alot of programming work that cryptic wont ever do, the timer is the only sane suggestion that is small enough for coding that maybe cryptic will do.
that being said if we look at the tzenketchi battlezone maybe not.
in general this is one of the biggest problems with feedback, that it isnt filtered by programmers but whoever, as such they choose the "best" feedback they like that is "creative" but basically means alot of work, and all suggestions that would fix the problem but are not "beatifull" are ignored, and when cryptic goes to programmers with the curated suggestions all that is left are programming heavy "creative" "beatifull" suggestions that when programmers tell how much time itll take cryptic boss goes NO. and then thx to this broken phone nothing gets done exactly what happened with the 1000 dil sink suggestions.
Comments
First thing I do in the battlezone if i know I'm going to hunt the rex, is check how many players are in the zone and then how many are camping. it's pretty rare that there isn't more than one instance, so if there are a lot of campers I change instances, I'm not going to capture zones for others to take advantage of.
While talking about the battlezones, and i see this in ALL battlezones, are the people that zip through kill one opponent and then off to the next zone. it takes 5 minutes to hit most zones and when someone else completes the zone they get the marks.
the threshold needs to me a LOT higher in order to get credit
Some people aren't actually in there for the battlezone itself. It could be they're there for endeavors. For example the destroy X Terran ships (Battlezone) Endeavor. So we also have that detail to consider.
But going back to getting credit for a zone... probably right that there needs to be some kind of thing. But then we have to balance it based on the number of people around. Because with some of the builds that exist in game... they may only have time to kill ONE thing before everything dies. We go from poking zones for credit to people actually being locked out of getting credit because they were unable to participate at the recommended level because everything died way too fast for them to contribute. I know during the Great Badlands Turkey Shoot after the three bases are knocked out, the only way I can really participate at all is if I just blind fire with FAW. By the time I actually target something... its dead. And you can pretty much forget doing that with a cannon build because by the time you turn to face something, even with scatter volley... its dead.
normal text = me speaking as fellow formite
colored text = mod mode
Same here.
Maybe that's the solution for this problem then - as long as you're in the zone when the V-Rexes are killed, you get the elite marks? Of course, that runs the risk of people just hanging around the Command Centre and not participating.
I think I agree with the suggestion of just delaying the spawn by 30-60 seconds.
As far as rewards in the zones go, I feel you should be PRESENT in the zone to collect. that's all that's required. that's say, 3 marks. If you participate in the zone at some predetermined threshold, say you deactivate one gun, or defeat or 2 nebula class, you get another 3-4 marks. if you reach another threshold, say, 80% of the actions, you get additional marks. I won't say any reward beyond that, because there will be trolls that will do what they can to make sure you DON'T get the bonus, then leave to troll another.
Also, as another incentive, the player who trips the final stage should get a elite mark bonus.
and one thing about the beaming back to the command center, yeah, good idea except there are players out there who have managed to figure out how to move crazy fast, like 2-4 times faster than a regular toon with ice boots can run. maybe as an additional equalizer, entering the ground battlezones disable speed buffs? just a spitball there
This isn't really an issue in the Voth battlezone though. In the Terran one, yes, if you're using torpedoes or cannons then you have only a small chance of doing enough damage. FAW or other AOE abilities are often the only way to feel useful there.
But that's because everyone is in the same spot. Things are very different during the flipping zones-part of the ground zone.
Edit: removed another quote, I had meant to reply to that but stopped after typing a few words yesterday.
The Voth zone is the only reason why I even bother getting those snow boots in the first place. There aren't a whole lot other uses for them.
Disabling them there would make the item almost useless.
But it could apply to the V-Rex, as... I hate to say it, the core issue is the same. DPS. Its content that didn't keep up with power creep. When the Voth Battlezone was first introduced, we couldn't melt the V-Rex in seconds. You had time to actually do two full fights at least, and maybe even tag the third if you were fast enough. Today... even with level scaling we've far surpassed that. Mk XV gear, Endeavor bonuses, new abilities that weren't around back then...
Its an issue that many games face. Older content not keeping up with newer capabilities.
normal text = me speaking as fellow formite
colored text = mod mode
and as a personal observation, maybe you could try, oh I dunno, help SOLVE the issues instead of being Mr I'm gonna TRIBBLE on every post made
The problem is availability of the target (V-Rex) which is partially related to the DPS.
Easy solutions could be:
- Transport everyone towards the nearest transport hub. Drawback is that those with teleport goodies and fast running gear can still get a head start, possibly killing the Rex before some players arrive.
- Transport everyone just outside of Omega Silo and implement a 30 second delay before the rex appears.
- Increase hit points/resistance of V-rex. Drawback is that while geared up players will barely notice, this may pose a problem for newer players without fancy gear.
- Add some dampening field to the Omega Silo, possibly pillars or drone which need to be destroyed to drop the damage reduction.
normal text = me speaking as fellow formite
colored text = mod mode
so maybe up the V-Rex's health?
oh I think not!
what some here have failed to note is that these campers are letting their bridge officer NPCs do all the work while they are actually AFK
Possible, but we've seen the results of making NPCs into HP sponges with Delta Rising. This is a significant balancing act that would have to be undertaken. We can't just look at the top and balance around that.
Honestly I don't even know HOW to address this issue. It could be a combination of factors that would have to be done. They could even add a mechanic where players have to actively bring down some kind of shield generator around the V-Rex or something. Or maybe do what they did in the Badlands, where the three stations have smaller scale versions of the mechanics encountered at each point that have to be done.
So for example...
Instead of the smaller scale Artillery point, modify that to be a generator or two powering a shield protecting the Voth and the V-Rex.
For a smaller scale Control point, maybe trying to circumvent Voth computer security to weaken a shield to justify needing to stand in a particular area.
And finally for a smaller scale generator point, reverse it so that instead of plugging in a power thing, its us pushing a canister of Omega back into the silo to prevent it from being loaded into a waiting ship.
Then... then we get to fight the V-Rex.
Instead of just pew pew, give us something more to interact with, like in the Badlands.
normal text = me speaking as fellow formite
colored text = mod mode
That doesn't work with the V-rex though. Sure, it might help them surviving the Swarmers while they're AFK at the final battle points, but as soon as the Rex appears, those Boffs end up dead very quickly.
And their captains along with them, in some cases.
I honestly doubt that they're dealing enough damage. I mean, if you have two engineering boffs for example, you could let them spawn some mines - but you'd have repeat that until the fight actually starts or those mines will just have disappeared before the V-rex spawns.
So some players being truly AFK and not even coming back for the boss fight is not that big an issue anyway. Sure, those players might unfairly earn some resources, but just by doing that, they're not negatively impacting others per se.
The real issue is that campers - because they're camping and thus in a good spot when the Rexes spawn - can prevent others (those capturing the zones) from earning rewards.
I, and probably most other people, don't care that some others (the AFK-campers, so to say) earn some dilithium for which they didn't do much work and didn't help meeting the requirements (ie, flipping zones so the end fight could start). I mean, sure, that's annoying enough, but as long as those doing the (or much more) work also get their rewards, it's not a big deal imo.
Whatever solution they implement should therefore focus on that: ensuring that those who helped flipping the zones, can also participate in the boss fight and earn the rewards associated with those. That should take priority, not so much punishing AFK-campers. Even though they'd certainly deserve some punishment, fixing the issues for active, participating players is more important.
I remain convinced that a delay, a 30 to 60 seconds timer between capturing the last zone and the start of the boss fight, is the best solution for that. We have such things in literally all content, even in missions like Infected Space where those briefings are mostly useless and unnecessary long. We were supposed to get a feature that allowed skipping those if the entire team did it, but they're still there. Well, at least then add them to the one instance where they could have a positive effect.
Why not have the V-rex be immune to damage for something like 30 to 60 seconds?
Basically:
- Last zone gets flipped
- V-rexes spawn immediately
- V-rexes are invulnerable for 30 or 60 seconds
- Fight proceeds as it would now
That would actually solve the issue of AFK-campers, because if the V-rex can attack others during its invulnerability, they'll likely end up dead without their Boffs having done any damage.
While giving other players sufficient time to reach the silo's.
As I said above, punishing AFK-campers isn't the most important thing to me, but this solution would do that while doing the more important thing: giving those who deserve the end battle-rewards a fair chance of collecting them.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I know I see lots of dead AFKers sometimes
yet the AFKers do take a spot on the zone which could be open for more deserving players
it was said so many times before, add 30-60 sec delay on spawn thats it, it solves everything.
the campers camp because they afraid otherwise they aint get dino, so if that fear is solved 90% of campers will stop camping and actually help flip zone.
the ones who run through map and attack only 1 voth and carry on will not be able to do it any good if the afk campers help out since then the zones will be flipped fast and the dinos activate.
how fast? the zone with 5 consoles with 3 switches each can be done in 1 min 30 sec, the generator easily in 2 min, i do that all the time solo, the only slow one is the stand around in circle wait for slow progress bar annoyance but luckily you dont need to activate all dyson zones, 4 can be red to spawn dinos.
yes all problems are solved with 30-60 sec delay on dino spawn. thats it, and it was said since the first month of dyson.
ps pro tipp for flipping last minizone and still get dino:
leave a generator minizone close to dino last, then do it, and when the last 3rd console activates activate the console first, then wait 10 sec and kill the 4 voth, this way the respawn of the last 4 voth will be too slow for them to activate console so the generator will autofinish without you, so the moment you kill the 4 and made sure they dont self rezz you can run towards dino, as the generator moves on its own it gives you good 20-25 sec to get to dino.
pro pro tipp for getting around dyson beside the frost boots, get discovery armor(10%run), a weapon with [run] mod(15%run), https://sto.fandom.com/wiki/Trait:_Maquis_Guile (10%run) , discovery rep shield (20% run with max shields) and you should be good to getting around.
for tacs: https://sto.fandom.com/wiki/Tactical_Kit_Module_-_Motion_Accelerator
https://sto.fandom.com/wiki/Tactical_Kit_Module_-_Coordinated_Synergies
https://sto.fandom.com/wiki/Tactical_Kit_Module_-_Psionic_Command_Aura
universal: https://sto.fandom.com/wiki/Universal_Kit_Module_-_Chroniton_Jolt
that being said kitmodules have too long cd and give too short of a boost, but if the difference is seconds....
normal text = me speaking as fellow formite
colored text = mod mode
no ive read it all, i just didnt adress it the same as cryptic wont, as the rest of your post is alot of programming work that cryptic wont ever do, the timer is the only sane suggestion that is small enough for coding that maybe cryptic will do.
that being said if we look at the tzenketchi battlezone maybe not.
in general this is one of the biggest problems with feedback, that it isnt filtered by programmers but whoever, as such they choose the "best" feedback they like that is "creative" but basically means alot of work, and all suggestions that would fix the problem but are not "beatifull" are ignored, and when cryptic goes to programmers with the curated suggestions all that is left are programming heavy "creative" "beatifull" suggestions that when programmers tell how much time itll take cryptic boss goes NO. and then thx to this broken phone nothing gets done exactly what happened with the 1000 dil sink suggestions.