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Lt. Commander
Join Date: Jul 2012
Posts: 110
i pretty much will only play colony invasion, because of lower level and afk players making you fail the other ones. its a waste of time to only get to 3/8 on fleet alert, or saving only 5 freighters, or not even getting to level 5 of no win..

this causes a problem.. you get like 10 or 20 fm max, then gotta wait 30 minutes to go again.

im not always blessed with a free day to be able to just sit there and wait out the timer.


when you pass a mission there should be NO cool downs.. cool downs should only be for people to leave early as a penalty.
Career Officer
Join Date: Jun 2012
Posts: 12
# 2
09-26-2012, 03:20 PM
I have to agree, start penalizing just the ones who leave early, and give us complaint tickets strictly for STF's for when someone purposely blows a mission just because the optional is lost. I can not count all the times I've done cure and someone purposely destroys a cube then sits back for the mission to fail.
Empire Veteran
Join Date: Jun 2012
Posts: 1,122
# 3
09-27-2012, 12:57 AM
I concur.

I play starbase incursion and fleet alert not only for marks but also for accolades. I guess, there is no accolade for colony invasion and saving the cargo ships.
Grinding for MkIV epic gear?
Ain't Nobody Got Time for That


Lt. Commander
Join Date: Jul 2012
Posts: 110
# 4
09-27-2012, 01:18 AM
its not so much that, the other ones you might get 3 or 5 fm?
most of the time you join a team with 2 level 30s and 1 guy that justs sit at the spawn in point and doesnt move.
Career Officer
Join Date: Jun 2012
Posts: 6,416
# 5
09-27-2012, 02:12 AM
Yes, those moochers, griefers, and lowbies are a major detraction from the fleet event. Not to mention the grind is really unfun.

But to penalize people for leaving early, that's not right. If we encounter such people, I want to leave because I don't want to sit around geting a tiny fraction of the marks I could've gotten with a good groups.



BTW, No Win isn't meant to be PuGed. If you get past Wave 5 with a PuG, then that group deserves props. But I can guarantee you, you won't get past Wave 7 with anything less than a good team of players who know No Win.

Last edited by azurianstar; 09-27-2012 at 04:43 PM. Reason: spelling
Career Officer
Join Date: Jun 2012
Posts: 1,502
# 6
09-27-2012, 08:43 AM
i agree that low levels have no business being in Fleetmark events
it is called ENDGAME content... isn't it? and wasn't it advertised as you have to be lvl 50 to enter these?


AFKers... i still have never seen one myself.
maybe because i play on KDF side mainly?
we have fewer players, that means less Trolls too.
(our Fed base is coming along well without me grinding for it)
but we also have extra long queue times, and being locked out of one that has 3 or 4 players ready to go, and starring at that queue for 5+ minutes is just silly.
not to mention i have 4 KDF Characters, as soon as to many of these timers lock me out, i will just swap characters and queue up again.


i can understand the desire to make players play different missions instead of grinding the same one over and over again ...on FED side yes,
but on KDF side these lockout timers really should be removed to reduce wait times in the queue, that should have priority over everything else.
Career Officer
Join Date: Jul 2012
Posts: 4,516
# 7
09-27-2012, 09:02 AM
Quote:
Originally Posted by aarons8 View Post
when you pass a mission there should be NO cool downs.. cool downs should only be for people to leave early as a penalty.
Agreed on the former: there should be no penalty for completing your mission (yes, it's a penalty, and not a cooldown: a penalty, by any other name, is still a penalty).

Leaver penalties are wrong, though. They're are a bad solution to a real problem -- the real problem not being that people are leaving for no apparent reason, but sub-par groups screwing it up for others, so that people naturally want to leave.
Career Officer
Join Date: Jun 2012
Posts: 1,173
# 8
09-27-2012, 09:22 AM
AFKers have become a genuine problem in STFs, simply due to the fact that unlike many fleet actions, they are not solely scored on DPS/damage. For as long as they are "alive" when it is done, they get their EDC/Loot all the while surfing goat porn in another browser window. It's annoying.
Career Officer
Join Date: Jun 2012
Posts: 4,852
# 9
09-27-2012, 09:27 AM
Quote:
Originally Posted by aarons8 View Post
its not so much that, the other ones you might get 3 or 5 fm?
most of the time you join a team with 2 level 30s and 1 guy that justs sit at the spawn in point and doesnt move.
Agreed - whilst I was going to post this in the 'Best and Worst Fleet Action experience' thread, it's just as relevant here.

Played Fleet Alert before work this morning, using my Fleet Defiant - wound up on a team with four other escorts, four Vice Admirals's and one Rear Admiral Upper Half - all tactical. We completely wiped the floor with the enemy (Klingon on this occasion) ships, and thanked each other for a very well played game subseuqent to the mission.

Played fleet alert earlier (whilst on lunch break from work) - this time in my Fleet Nova class. Wound up on a team of one Lt, two Lt-Commander's, one Rear Admiral Lower Half and a Captain - we got Orion's as the enemy. Now, my little Fleet Nova (Rhode Island variant) can usually hang in a fight fairly well, but I was drawing aggro most of the time and there were occasions where it seemed like the enemy were ignoring the only players so that the could concentate on removing me from the picture. To be fair, the RA player (using an odyssey) seemed to be holding his own too, but the rest of them.. well, they seemed to spend most of the mission in respawn oblivion. Needless to say this one failed near the end of wave two.

Point is - could have bailed, as that last one was an obvious fail from early on. And it is quite reassuring to know that there isn't a penaty for leaving a (fleet) mission which seems doomed from the onset.

Not saying that lower tier players shouldn't be allowed in though - not at all - but there should be better balance really, as that last mission basically involved two effective players and three dead-weights. So if a penalty is introduced it really needs to be, in my opinion, because of the missions being made more rank-specific.
Quote:
Originally Posted by robdmc View Post
Remember, this place [Captain's Table] is so desolate that upon entering the Aenigma Nebula you will be prompted with a warp out box because the game thinks you flew there by mistake.

Last edited by reyan01; 09-27-2012 at 09:30 AM.
Career Officer
Join Date: Jul 2012
Posts: 4,516
# 10
09-27-2012, 09:38 AM
Quote:
Originally Posted by reyan01 View Post
Played Fleet Alert before work this morning, using my Fleet Defiant - wound up on a team with four other escorts, four Vice Admirals's and one Rear Admiral Upper Half - all tactical. We completely wiped the floor with the enemy (Klingon on this occasion) ships, and thanked each other for a very well played game subseuqent to the mission.

Played fleet alert earlier (whilst on lunch break from work) - this time in my Fleet Nova class. Wound up on a team of one Lt, two Lt-Commander's, one Rear Admiral Lower Half and a Captain - we got Orion's as the enemy. Now, my little Fleet Nova (Rhode Island variant) can usually hang in a fight fairly well, but I was drawing aggro most of the time and there were occasions where it seemed like the enemy were ignoring the only players so that the could concentate on removing me from the picture. To be fair, the RA player (using an odyssey) seemed to be holding his own too, but the rest of them.. well, they seemed to spend most of the mission in respawn oblivion. Needless to say this one failed near the end of wave two.

Fleet Alert is, by far, the easiest of them all (no special tasks: just kill everything around the base, fast, and concentrate on the big, named ships).

Would be nice, though, if people of similar level got grouped together (with mission difficulty matching their average level).

People not really participating is another -- yet no less real -- issue. A human can spot them easily; building a viable game mechanic around it, to prevent or diminish it, is going to be a lot trickier, though.
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