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Lt. Commander
Join Date: Dec 2007
Posts: 120
Recently I've started noticing more and more AFK (Away from Keyboard) players plaguing pvp arenas. They queue for pvp game play, only to sit idle for the entire match, essentially becoming a nuisance to both teams since they take the place of players actually interested in competitive game play. In today's capture / hold matches, my teams had no less than 4 AFK'ers in 3 straight games! Yes, these idle players are most likely lazy individuals who simply want free emblems, energy credits, merits, etc., but given how many of them are starting to show up in large numbers, I wouldn't be surprised if they are actually sweat-shop gold farmer PC's with 1 person handling several systems at a time. Current PvP arenas always reward any showing up, even if they do absolutely nothing other than enter the map.

Given the above, I recommend that Cryptic take steps to stop rewarding inactive arena appearances while giving bonuses to those who actually participate. Simple steps like scaling rewards based on damage inflicted, healing done, kills scored, and deaths suffered can easily benefit real players while giving nothing to AFK individuals. Another option would be a /kick command that lets players on the same map eject inactive players if the majority approves the ejection.

Regardless of what happens, the current arena system that rewards inactivity just doesn't work. It is being abused now and will continue being exploited by unsavory parties until Cryptic changes it.

Please reply to this thread if you've witnessed idle players in your recent PVP / Arena / Capture + Hold matches. Thank you for your time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-03-2010, 01:37 AM
I never get mad.... But this makes me craze... These guys wnt team up or nothing. Its making me give up instantly. I should ignore them but i cant. I hope cryptic haves a simpel solution. Because i dont i have to say.

But i will report them buddy! I will make them pay for what they do, en their fleet too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-03-2010, 02:28 AM
I'd be very careful before I started linking the rewards to "performance" in ANY type of PvP match.

There are too many balance issues that'll cause problems. Just a few examples, based on your suggestions:

Link rewards to dmg/heal etc.:
So how does that benefit the dudes that are ninja-capping points in CnH matches? Anybody that spends a huge amount of time in the furball, not helping his team much at all, will receive higher rewards than the 2-man squad capping the points in the background.

Anybody that focuses on pure shutdown can be a major asset to his team in arena. He can lock down a target and strip all their nice toys, and then the escorts come in and kill the target dead! This is good teamwork, and exactly the way it's supposed to be. But implement a system like yours, and nobody will be prepared to play the shutdown dude, because he'll get shafted every game.

You'll see a LOT more cruisers sliding off to a corner of the map with a buddy, where they carefully do as much damage as possible to each other (and as much healing as possible to themselves) to max out their points. This won't improve PvP any more than just ignoring the AFK'ers.

And even if they can somehow measure ALL contributions to a combat, how do you possibly balance them off? Who's to say how much reward should be earned by capping a whole lot of CnH flags is worth in comparison to tying up the enemy team in a furball. Who's to say how valuable healing is in comparison to damage? Who's to say how valulable damage RESIST abilities are?

No. This is an extremely poor idea. They tried it in Warhammer Online, and all they succeeded in doing was make players even MORE selfish (if that's really possible!).

Allowing a /kick command for players:
Having seen the shenanigans that WoW players get up to, and the kind of things that happen in FPS games, I am massively opposed to this one as well.
Player does something I can't understand or do? Hax! /kick
Player kills me? /kick
Player is an awesome tank build that we can't beat? /kick
Enemy healer keeping them all alive? /kick
I don't like that player? /kick

No. Sorry. Even worse idea than your previous one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-03-2010, 02:43 AM
Quote:
Originally Posted by MilesIvanov
I'd be very careful before I started linking the rewards to "performance" in ANY type of PvP match.

There are too many balance issues that'll cause problems. Just a few examples, based on your suggestions:

Link rewards to dmg/heal etc.:
So how does that benefit the dudes that are ninja-capping points in CnH matches? Anybody that spends a huge amount of time in the furball, not helping his team much at all, will receive higher rewards than the 2-man squad capping the points in the background.

Anybody that focuses on pure shutdown can be a major asset to his team in arena. He can lock down a target and strip all their nice toys, and then the escorts come in and kill the target dead! This is good teamwork, and exactly the way it's supposed to be. But implement a system like yours, and nobody will be prepared to play the shutdown dude, because he'll get shafted every game.

You'll see a LOT more cruisers sliding off to a corner of the map with a buddy, where they carefully do as much damage as possible to each other (and as much healing as possible to themselves) to max out their points. This won't improve PvP any more than just ignoring the AFK'ers.

And even if they can somehow measure ALL contributions to a combat, how do you possibly balance them off? Who's to say how much reward should be earned by capping a whole lot of CnH flags is worth in comparison to tying up the enemy team in a furball. Who's to say how valuable healing is in comparison to damage? Who's to say how valulable damage RESIST abilities are?

No. This is an extremely poor idea. They tried it in Warhammer Online, and all they succeeded in doing was make players even MORE selfish (if that's really possible!).

Allowing a /kick command for players:
Having seen the shenanigans that WoW players get up to, and the kind of things that happen in FPS games, I am massively opposed to this one as well.
Player does something I can't understand or do? Hax! /kick
Player kills me? /kick
Player is an awesome tank build that we can't beat? /kick
Enemy healer keeping them all alive? /kick
I don't like that player? /kick

No. Sorry. Even worse idea than your previous one.
MilesIvanov - the above are just suggestions. It's up to cryptic to figure out how to properly identify AFK'ers, but a big give-away is having zero damage, healing, kills, deaths, movement, and captured nodes despite being in the match since start time. Perhaps adding mission-style objectives to a pvp match might make a difference, like shooting any opponent, capturing any node, getting shot by any enemy, using any ability that targets anyone else, etc. Anything that forces intelligent keyboard input will help.

As far as /kick, it's easy enough to code additional safe-guards to prevent abuse, such as disabling /kick if the player is not currently flagged idle by the server.

Quote:
Originally Posted by Shar487
"Another option would be a /kick command that lets players on the same map eject inactive players if the majority approves the ejection."
I did say inactive players, not a blanket kick command

Even something as simple as a shortened idle-timeout (5 minutes as opposed to 15 minutes) would be better than the current status-quo. Perhaps you can even post a few other suggestions?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-03-2010, 07:04 AM
I say institute a time-out period from pvp for every player who does not participate in any pvp event that the freely entered. 10 minutes would suffice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
I q'd up for a CnH last night with my MG klink, after waiting for 10 minutes w no one else q'ing, i went to do azlsea. after completeing a mission, i stepped outside to have a cigarette. while outside my neighbor asked me to help her with something. I came inside after about 20 minutes afk. when i left, i was in the nebula, when i returned, i was in a CnH, my team had just lost, & i was getting flamed for not helping. i never clicked engage to go to the CnH,, i was in the nebula when i went afk. i was expecting to get back to the comp to find i was logged out for being afk to long. i have no idea how i wound up in the CnH, & why i wasn't booted for not touching a key for over 20 minutes. weird. I have never been put in a match w/o hitting engage before last night. has this happened to anyone else?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-03-2010, 07:30 AM
Actually yeah, that happened to me when I was finishing up the final Deferi episode. I had one last thing to do before accepting the match but lost my cursor and didn't click accept in time. The window still changed to the countdown and started the game with me in it. Things come up so you can't really **** on people who get caught like this (especially if it isn't clear that you can be drawn in even without accepting and eve then only sometimes) but there are plenty you can see over and over again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
10-04-2010, 01:56 AM
Inactivity timers work well in Warhammer Online. If a player stays in the same place not doing anything for more than a minute (i think) a warning appears on the screen giving them a warning and if they dont do something they get booted. Its not fool proof - they could jut move briefly and stop again, but it was actually quite effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9 Lamest Feddybears evah
10-04-2010, 06:20 AM
I was in a CnH last night, where all the feds hid at there spawn point & just waited for the fight to be over. pathetic really. not 1 of them left the spawn point. we figured out what was going on pretty quick, & proceeded to curb stomp them at the spawn point. A couple actually put up a good fight, but they didn't even try to capture 1 single control point. . after it was over they were commenting about how they were glad it was over. Most pathetic bunch of mewling little babies i have ever vaporized. I look forward to the arrival of the Romulan faction, maybe then a Klingon can get a REAL fight.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
10-04-2010, 06:29 AM
Quote:
Originally Posted by MilesIvanov
I'd be very careful before I started linking the rewards to "performance" in ANY type of PvP match.

There are too many balance issues that'll cause problems. Just a few examples, based on your suggestions:

Link rewards to dmg/heal etc.:
So how does that benefit the dudes that are ninja-capping points in CnH matches? Anybody that spends a huge amount of time in the furball, not helping his team much at all, will receive higher rewards than the 2-man squad capping the points in the background.

Anybody that focuses on pure shutdown can be a major asset to his team in arena. He can lock down a target and strip all their nice toys, and then the escorts come in and kill the target dead! This is good teamwork, and exactly the way it's supposed to be. But implement a system like yours, and nobody will be prepared to play the shutdown dude, because he'll get shafted every game.

You'll see a LOT more cruisers sliding off to a corner of the map with a buddy, where they carefully do as much damage as possible to each other (and as much healing as possible to themselves) to max out their points. This won't improve PvP any more than just ignoring the AFK'ers.

And even if they can somehow measure ALL contributions to a combat, how do you possibly balance them off? Who's to say how much reward should be earned by capping a whole lot of CnH flags is worth in comparison to tying up the enemy team in a furball. Who's to say how valuable healing is in comparison to damage? Who's to say how valulable damage RESIST abilities are?

No. This is an extremely poor idea. They tried it in Warhammer Online, and all they succeeded in doing was make players even MORE selfish (if that's really possible!).

Allowing a /kick command for players:
Having seen the shenanigans that WoW players get up to, and the kind of things that happen in FPS games, I am massively opposed to this one as well.
Player does something I can't understand or do? Hax! /kick
Player kills me? /kick
Player is an awesome tank build that we can't beat? /kick
Enemy healer keeping them all alive? /kick
I don't like that player? /kick

No. Sorry. Even worse idea than your previous one.
You have some good points..

However, a couple of ships that actively seeks out and keep opponents tied up, can be as valuable as the people capping the point.. I fly in a group that usually consists of all Defiants, our objective there is to disrupt the opponents capping (and we are fairly good at it) - We will specifically go for a flag that is either captured or in the process of being captured by the opposing side.. If no points are ticking for the opponents we will try and find opponent groups and/or engage enemy ships coming in from a respawn.

Capping should be counted as well as damage/healing (naturally a allready capped point should not count) - Anyone with 0 (or very low) in everything should not be rewarded.. Same goes for Arenas for that matter.
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