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Commander
Join Date: Jun 2012
Posts: 297
# 21
11-19-2012, 09:08 AM
Quote:
Originally Posted by marctraiderz View Post
And there i was, trying to figure out if i even still want to play PvP in this game, and you come out with something depressing like this. Guess they cant even 'fix' this relative small problem, they dont even care about the essentials.



Well, MWO Also has afk'ers in the queue's, but hey, that game's still in beta ^^
Well MWO also has friendly fire and repair bills. AFK'ing can be VERY expensive in MWO. That problem almost solves itself.
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Lt. Commander
Join Date: Jul 2012
Posts: 182
# 22
11-19-2012, 10:13 AM
Quote:
Originally Posted by thepleasuredome View Post
Well MWO also has friendly fire and repair bills. AFK'ing can be VERY expensive in MWO. That problem almost solves itself.
It can be Very expensive to be on my team i think i have like 3 or 4 friendly fire kills lol.

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Career Officer
Join Date: Jun 2012
Posts: 1,325
# 23
11-20-2012, 04:55 AM
If I recognize the same AFKer three times or more and I happen to know his/her fleet leader I always make it a mission to pass that fact on. There's nothing I can do to punish somebody for AFKing and ruining a potential strong team besides blowing them up and flying back to the action. But if their fleet leaders give a damn then I think they'd deserve to know.
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Join Date: Jun 2012
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# 24
11-20-2012, 09:51 AM
Quote:
Originally Posted by aquitaine985 View Post
If I recognize the same AFKer three times or more and I happen to know his/her fleet leader I always make it a mission to pass that fact on. There's nothing I can do to punish somebody for AFKing and ruining a potential strong team besides blowing them up and flying back to the action. But if their fleet leaders give a damn then I think they'd deserve to know.
For now, I definitely encourage this path.

A technical solution, if one exists, won't be implemented over the short term, though we're doing some investigating to see what it would take to address this concern for both PvP and STF maps (really, all public queues). Until we can determine what we can do, and whether or not we have the time & resources to implement it, the community will need to take the responsibility upon themselves to encourage better play habits.

I just wanted to let you all know that it's not off the radar to attempt to address this problem. It's far from being an easy fix, though.
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Lt. Commander
Join Date: Jun 2012
Posts: 230
# 25
11-20-2012, 09:56 AM
Quote:
Originally Posted by borticuscryptic View Post
I just wanted to let you all know that it's not off the radar to attempt to address this problem. It's far from being an easy fix, though.
Making the missions give dilithium only for wins is that difficult?

(You could increase dil-per-mission rewards to compensate for the fact that on average it will take more than three matches to get three wins.)
Starfleet Veteran
Join Date: Jun 2012
Posts: 196
# 26
11-20-2012, 10:03 AM
Bort,

My solution "was" to put said persons on my ignore list. However, this does not prevent the queues from putting me in missions with said individuals. I send "GM reports" now twice about 1 individual that I keep getting teamed with late in the evenings (Eastern Time).

"Short term", could the queues honor the ignore option?

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# 27
11-20-2012, 10:35 AM
Quote:
Originally Posted by borticuscryptic View Post
For now, I definitely encourage this path.

A technical solution, if one exists, won't be implemented over the short term, though we're doing some investigating to see what it would take to address this concern for both PvP and STF maps (really, all public queues). Until we can determine what we can do, and whether or not we have the time & resources to implement it, the community will need to take the responsibility upon themselves to encourage better play habits.

I just wanted to let you all know that it's not off the radar to attempt to address this problem. It's far from being an easy fix, though.
The whole part of a design of this magnitude to make sure no one afk's and can complete anything creating bad habits is doing some kind of optional and it would be optional on you getting points or not. So if someone afk's and something is setup that could not be botted like a cool example would be is if you had a pvp time travel match to where say both teams must use 2 different means to travel back in time to a specific map which would be part of the same map technically. A mechanic like that would require all members of a team to do something specific which would be tasks to get into a match. Something complex enough if a person were to not complete the task (the afker) that there would be a timer of some sort if they don't reach the given point they are ejected from the match then another person could enter to take the place of this said afker.

This is why I believe in mostly missions that are PvEvP style because it helps discourage this playstyle and gives individual points in a point system like that too so even if you have a crap team you'd get most of your points from participation where as the afker would get nothing at all. So a design based on afker(0 points), participation 75%, and PvE and PvP skill 25% of points. It's my idea of an across the board type system and if there ever was to be a leaderboard you could rank up there on PvE skill if you wanted to but it would give that edge to those who really just want to PvP with a little bit better PvP related awards to them so it would make the majority happy.
Captain
Join Date: Jun 2012
Posts: 1,395
# 28
11-20-2012, 10:40 AM
Quote:
Originally Posted by borticuscryptic View Post
For now, I definitely encourage this path.

A technical solution, if one exists, won't be implemented over the short term, though we're doing some investigating to see what it would take to address this concern for both PvP and STF maps (really, all public queues). Until we can determine what we can do, and whether or not we have the time & resources to implement it, the community will need to take the responsibility upon themselves to encourage better play habits.

I just wanted to let you all know that it's not off the radar to attempt to address this problem. It's far from being an easy fix, though.
Why not just use the existing idle tracker tool to flag idlers and boot them with a harsh queue penalty after a reasonable length of time? I know you could get false positives and all ("My dog needed dinner", "I was getting a drink", "I'm the president of Costa Rica don't you know who I am") but I mean really if you don't have the time you ought not to queue in the first place since it just isn't fair on your team.

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Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,138
# 29
11-20-2012, 10:42 AM
Quote:
Originally Posted by fakehilbert View Post
Making the missions give dilithium only for wins is that difficult?
This is one option under review, but it's not a true fix.

AFK'ers still spend their time doing nothing (likely tabbed out, doing something else), and teams can still win without them even if it's less likely. These two factors mean it wouldn't stop an AFK'er from jumping into a Queued Map and waiting for a win so they can earn their Dilithium. Even if that only happens like 10% of the time, that's still 10% of their non-effort. It's a diminished amount, but in the end it means nothing to the type of player that employs this method of earning.

Additionally, players that try their hardest, and don't win, get nothing for their time & effort. If an AFK'er enters a match on their team, they are even less likely to win no matter how much they try.

So, in essence, restricting rewards to a Win condition punishes active players more than it punishes AFK'ers.
-=-=-=-=-=-
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Cryptic - Systems Design
"Play smart!"
Quote:
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Captain
Join Date: Jun 2012
Posts: 1,455
# 30
11-20-2012, 10:47 AM
Quote:
Originally Posted by borticuscryptic View Post
This is one option under review, but it's not a true fix.

AFK'ers still spend their time doing nothing (likely tabbed out, doing something else), and teams can still win without them even if it's less likely. These two factors mean it wouldn't stop an AFK'er from jumping into a Queued Map and waiting for a win so they can earn their Dilithium. Even if that only happens like 10% of the time, that's still 10% of their non-effort. It's a diminished amount, but in the end it means nothing to the type of player that employs this method of earning.

Additionally, players that try their hardest, and don't win, get nothing for their time & effort. If an AFK'er enters a match on their team, they are even less likely to win no matter how much they try.

So, in essence, restricting rewards to a Win condition punishes active players more than it punishes AFK'ers.
So why not ban them for griefing? Why not the same for knowingly exploiting bugs? What good is that part of the ToS if it's not enforced?

Edit: There's some other issues I brough up here:

http://sto-forum.perfectworld.com/sh...d.php?t=447701

Along the same lines and haven't heard anything on them. I know policy enforcement isn't a Dev issue, but it would be nice to have some official stance on this issue even if you can't comment on it.

Last edited by p2wsucks; 11-20-2012 at 10:50 AM.
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