Nov 25, 2008, 11:13 AM // 11:13
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#61
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Quote:
Originally Posted by upier
Going to the loo hurts the teams killing capabilities. Which means the team is less effective in that time. ...
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You could also just wait a few minutes when someone has to go afk and, rather then being annoyed about reduced effectiveness, use the opportunity to get something to drink for yourself, identify and salvage your loot, socialize with other team members, ... etc. It makes PuGs a lot more enjoyable if you take the human nature of your fellow players into consideration in stead of focusing on effectiveness.
Quote:
Originally Posted by Shasgaliel
... mutual respect ...
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Had to quote that, mutual respect. And mutual means it goes both ways, respect for the wish of team members to get the missions done as well as respect for the needs of the individual who is faced with life interrupting the game. And yes, indeed, communicating what is going on is important, communication is where a good PuG is different from a bad PuG.
But the mutual in mutual respect is not what appears to be in the interest of the topic starter when he made his suggestion.
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Nov 25, 2008, 11:21 AM // 11:21
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#62
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Guest
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I love how players think of their teammates as AI rather than humans and don't take the normal everyday stuff thats comes into human life into account when gaming.
If you're really that impatient in life I suggest sticking to heroes and henchmen, PUGs are probaby better off without you.
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Nov 25, 2008, 11:31 AM // 11:31
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#63
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Lion's Arch Merchant
Join Date: Aug 2007
Guild: Shadow Hunters Of Light [SHOL]
Profession: R/
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Sometimes an emergency can come up. Sometimes you get leechers.
If going to pug then accept that you may get people not as "leet" as you and may appear to be leeching or doing nothing.
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Nov 25, 2008, 11:47 AM // 11:47
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#64
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Desert Nomad
Join Date: Sep 2006
Location: Virginia
Guild: Spirit of Elisha
Profession: W/
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I support adding a leecher option. I know it will never be done. Anet is too busy with GW2 now. But it would be nice to have. I've had issues in the past with leechers in UW or FOW. They want the end chest, but don't want to sit at the keyboard for the 1 hour or however long it takes to get there.
I made a suggestion a while back in sardelac similiar to this that actually got support in most of the replies. It was fairly abuse proof.
If the majority of your team report you for leeching you do not get the reward chest at the end. You also receive no experience/gold/drops/faction for this mission or dungeon. Any drops that have already fallen for you, you keep. You do not get kicked back to town.
However if you are activately doing "something" then you cannot be reported. Something is defined as actively killing a monster, casting a spell on an ally or setting up traps or spirits within radar range of your party. Running around in a circle at the start area doesn't count and you must have been leeching for at least 10 minutes before you can be reported.
With those restrictions in place, an angry mob...er pug...cannot report bad players for leeching. Only true leechers. It's not perfect, but better than we have now.
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Nov 25, 2008, 11:57 AM // 11:57
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#65
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Nov 25, 2008, 12:04 PM // 12:04
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#66
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Amy Awien
You could also just wait a few minutes when someone has to go afk and, rather then being annoyed about reduced effectiveness, use the opportunity to get something to drink for yourself, identify and salvage your loot, socialize with other team members, ... etc. It makes PuGs a lot more enjoyable if you take the human nature of your fellow players into consideration in stead of focusing on effectiveness.
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For instance - you do a speed run and consider it to be more enjoyable if it takes an hour instead of 20 minutes because someone was socializing instead of killing?
Players will mostly play to win.
If something like socializing is the point of the trip - then this should be discussed at the start since the expected thing is that people join a team to kill. Fast.
So if anything is not in accordance with that - that should be discussed BEFORE entering an area.
Seriously, I am huge fan of communication. Just, start it before we enter so that I have the chance to kick you or leave if what is being expected of me doesn't suit my needs.
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Nov 25, 2008, 12:08 PM // 12:08
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#67
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Zerohour Enterprises [ZHE]
Profession: W/
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reporting was the dumbest thing anet has done in this game. when you give sick and lonely 12 year old any type of power, your asking for trouble. had this game been full of mature adults (like it seemed it was 3 1/2 years ago), reporting would have been fine.
giving power to kids = trouble.
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Nov 25, 2008, 12:53 PM // 12:53
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#68
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Wilds Pathfinder
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Quote:
Originally Posted by Unreal Havoc
I love how players think of their teammates as AI rather than humans and don't take the normal everyday stuff thats comes into human life into account when gaming.
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- Strange thing, but when I'm about to do mission, still standing on outpost, I usually:
1) Pick proper build
2) Check inventory for books, lockpicks, ID kits and quest log that I have the quest
3) Not put pizza in the oven or promise to meet with friends in 20 minutes.
4) Go to bathroom (if needed), set up music, check mission entry
If something's not right, I don't start the mission. When the mission starts I'm prepared to finish it. Simple as that.
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Nov 25, 2008, 04:34 PM // 16:34
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#69
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Most people have more complicated lives that consist of more then pizza, some friends and music. And even for those with less complicated lives the group can be fun enough to follow up with a few more missions, in which case it takes a bit longer then expected.
Quote:
Originally Posted by upier
For instance - you do a speed run and consider it to be more enjoyable if it takes an hour instead of 20 minutes because someone was socializing instead of killing?
Players will mostly play to win.
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Speed-clears are rather specialized and not everyday PvE for most players and not what the game was designed for (and I wouln't consider them enjoyable). In everyday missions and quests there's plenty of time and room for an occasional chat and time-out and you will still finish the job. If you don't like that, take H&H.
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