Sep 10, 2005, 02:45 AM // 02:45
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#1
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Frost Gate Guardian
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Don't reward leavers/quitters
After experiencing incredible frustration due to leavers in missions such as Dragon Lair and Thunderhead Keep, I decided that they should be punished.
Create the option for the team leader to Require a Pact signed (ie ticked) in order to stay in the team (on creation). Once the mission starts, any items, skills or exp earned will be lost if a member leaves.
Emphasis on OPTION.
I can already imagine the type of response here - what if you get disconnected after picking up an elite or gold item? Well, i dunno. What if you only want to do bonus? Well, i dunno; perhaps ask if the team wishes to continue.
In summary, a leaver can severely reduce a team's chance, and as such should not be rewarded. IF the leader requests you to sign a pact, you acknowledge that.
I thought of this after 3 people left during the Dragon Lair mission, twice in a row, directly after getting their caps. And it happens with bonuses too.
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Sep 10, 2005, 05:48 AM // 05:48
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#3
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Jungle Guide
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dragon's? omg try mineral springs when shield of judgement was there!
its still there, but nobody goes skill capping cus of sf atm.
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Sep 10, 2005, 03:39 PM // 15:39
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#4
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Lion's Arch Merchant
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The problem isn't kids. The problem is people who have a concept only of "self". I remember going back to do Dragon's Lair, I made it very clear; "I am here ONLY to capture Melandru's Resiliance, so please do not run through the portal before I capture the skill. As long as I get the skill, I will not leave the mission." We kill the dragon and then...someone runs through the portal.
Young children can be annoying, yes, but selfishness is not limited only to them. My advice is to find a guild and just do things with them. Want to do Thunderhead Keep? Ask your guild to get a team going. Want to go to Sorrow's Furnace? Guild trip. I know, it's not something I like either, but it's what you need to do. And I know personally that it works wonders. I am a Guild Leader, and I invite only people who show common courtesy and follow simple directions. As a result, we can get eight people to do Thunderhead Keep with no trouble, and we can go skill capping without having to worry that when someone says "Lets get this skill I need first, then we can get your skills," they aren't just being an idiot.
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Sep 10, 2005, 03:53 PM // 15:53
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#5
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Frost Gate Guardian
Join Date: Sep 2005
Profession: E/Me
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Thought of having an option to kick people out of a group a few times. Yesterday taking a lvl 10 through Thirsty made we wish I had the option. He didn't leave or go afk, he rather tried to sabatoge the mission by constantly agroing. Not really a big deal but we had henches that he knew would follow him. I don't care that much about him doing that, but knowing that I had done him a favor by just bringing him along and then trying to screw us over wasn't cool.
That being said, you can't add the option. Too many farming groups with only a few people would simply just kick the other players if they got a great drop. Doing a smite run with an ele and monk and you just saw a max gold storm bow drop, oops I don't like you being in my group anymore, bye bye.
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Sep 10, 2005, 04:23 PM // 16:23
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#6
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Pre-Searing Cadet
Join Date: Sep 2005
Guild: Oasis Covenant
Profession: N/Mo
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i'm not sure why yall are assuming that the folks who map out are kids. near as i can tell .. the folks who map most often are the 20 something crowd.
So far there's been a lot said on the subject of leader being able to kick. And a lot said about how to deal with folks who map out. So far there isn't a solution i've seen that isn't abusable. Imagine the leader has the ability to kick .... you get almost all the way thru the mission ... the leader decides to be a jerk and kick half the people just because he can. There was a suggestion to invite someone from guild when someone mapped out ... imagine running thru missions with henchies .. kicking them .. then replacing them with your guildie friend who's just trying to "run" thru every mission.
The good news is the more the issue is discussed the more likely that a doable solution is discovered.
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Sep 10, 2005, 05:42 PM // 17:42
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#7
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Pre-Searing Cadet
Join Date: Sep 2005
Location: Hardcore in Suffolk, UK
Guild: Pharaohs of war
Profession: E/Me
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Instead of having less player then you started with, A-Net should fill the positions with henchies of that profession and level. This would stop the disadvantage.
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