Deserter Debuffs for Scenario-quitters please

York

Fledgling Freddie
Joined
Jan 4, 2004
Messages
153
Sometimes when queued up ive joined scenarios with 5 mins left on the timer and the score at something like 300/20 in thier favour.

Other times ive had someone come to to door and the afk timer has kicked in and booted me out, other times my daughter is asking for something or i get CTD's or a heap of other reasons the most annoying being in our premade and half the group doesnt get a pop up. So if any of that happens your saying i shouldnt be allowed to play for 30mins to an hour? I dont think i would subscribe for very long if that was the case.

But fix all that and ill agree.
 

Awarkle

Fledgling Freddie
Joined
Feb 1, 2004
Messages
1,131
some scenarios just dont suit certain classes, i used to enjoy temple of isha on my engineer because its quite defendable.Then it got flooded with aoeing sorcs and it went from fun to release all the time.

i wish the scenarios would level things out so the sides are more balanced with groups. its not that much fun to go into a scenario and you look at the teams and there is 1 warrior priest for both groups.

Also i agreed somtimes you put together a guild group and for some reason someone misses the port message and so they are left outside the group. Most of the time we will leave the scenario and rejoin one as a group.
 

Xandax

Loyal Freddie
Joined
Mar 4, 2004
Messages
911
While I can understand the issues folk goes through when the scenario is obviously imbalanced in group-setup (no healers, too many healers, no tanks etc) I have never once left a scenario and I would personally very much like to see a debuff mentioned in the OP.
This goes for any character I have, at any level and any faction. Whether we get our asses handed to us or we can slap the opponent silly in return.

As somebody said - don't join if you don't intent to fight. And yes, I've lost a plenty and lost huge.

The perfect scenario-mechanics would be the game actually could balance things out, so we don't end up in scenarios without healers or some sort - but I know that such programming is far from easy and would mean vastly fewer scenarios being run overall - so I'll live with it as I'd hope everybody would have (but looking at the amount of quitters in T3 at the moment and afk'ers, I know it isn't).

Oh, and can we also please get a debuf on anybody whining in a scenario :flame:
 

Aada

Part of the furniture
Joined
Mar 12, 2004
Messages
6,716
As i have said before scenarios need to be redone so each scenario has 2 lvl caps for example T1 could be level 1-5 then when you reach level 6 you go into the next tier of that scenario.

It is not FUN being steam rolled by people 7-9 levels higher then you when you know you cannot do anything to them.
 

Ashash Saleem

Fledgling Freddie
Joined
May 14, 2004
Messages
86
As per title. Most of you will have seen this at times.

You go into a scenario and then for no adequate reason the sides become completely unbalanced. One or other has several players that quit because it appears they don't fancy the odds of winning. I've seen Destruction do this in Tor Aknockback when there are 6 bright wizzies on the other side and Order do this in Serpent's Backpassage. Ultimately the reason is irrelevant - join in and fight, win or lose you did your best. If you don't want to fight, stay out.

The point is that just like WoW, a deserter debuff would be really useful for splitters, so there is no advantage to them in quitting a scenario just because they don't fancy the odds. What these tits do is spoil the scenario for everyone else that does want to stick around for a decent scrape.

Whereas WoW did this for 15 mins, I'd prefer a 30 min debuff. Or perhaps the debuff could prevent them from earning any RP for the next 30 mins.

I agree it can be annoying when we sudenly lose people in scenarios, but a debuff would penalize those with valid reasons to leave, for example when one of our group doesn't get the invite (stupid bug that happens quite a lot on axe bite pass) for the scenario, when this happens our group usually waits out he timer and leaves so we can reflag and go back in together, Or as you start the scenario a guildy/friend asks for help elsewhere and you time out to help him/her, it would be very unfair to penalize everyone for the sake of a few.
 

Moriath

I am a FH squatter
Joined
Dec 23, 2003
Messages
16,209
As i have said before scenarios need to be redone so each scenario has 2 lvl caps for example T1 could be level 1-5 then when you reach level 6 you go into the next tier of that scenario.

It is not FUN being steam rolled by people 7-9 levels higher then you when you know you cannot do anything to them.


Grow some !!!!!
 

Bone_Idle

Fledgling Freddie
Joined
Dec 22, 2003
Messages
267
I have also done it a few times when ive seen 5+ BW's on Order side. I can't heal through all their dots so whats the point of playing.

And no, shamans cant remove Hex's even if we could its one every 5 seconds.
 

`mongoose

One of Freddy's beloved
Joined
Jan 9, 2004
Messages
957
I don't do it tbh.

I try and heal my way through the pain that is 5 x bw :)

I do this mainly because

1. I'm stubborn
2. I'm stupid
3. As long as I'm having fun I don't really care about win/lose

I do incredibly dislike the bw dots, along with the white lions pull in which apparently their pet can do from anywhere. These are things that I have to live with. I'm confident that my shammy has at least one ability that REALLY fucks order off at lvl 40. If not well - pfft - he's still my shammy and I love being able to drop huge heals in on tanks keeping them up in the face of massive aggro.

M
 

Xandax

Loyal Freddie
Joined
Mar 4, 2004
Messages
911
I don't do it tbh.

I try and heal my way through the pain that is 5 x bw :)

I do this mainly because

1. I'm stubborn
2. I'm stupid
3. As long as I'm having fun I don't really care about win/lose

I do incredibly dislike the bw dots, along with the white lions pull in which apparently their pet can do from anywhere. These are things that I have to live with. I'm confident that my shammy has at least one ability that REALLY fucks order off at lvl 40. If not well - pfft - he's still my shammy and I love being able to drop huge heals in on tanks keeping them up in the face of massive aggro.

M

Shamans are so annoying in general, so I do not hope they get an ability at 40 to "fuck" Order off :D
 

Shike

Can't get enough of FH
Joined
Dec 24, 2003
Messages
3,936
As i have said before scenarios need to be redone so each scenario has 2 lvl caps for example T1 could be level 1-5 then when you reach level 6 you go into the next tier of that scenario.

It is not FUN being steam rolled by people 7-9 levels higher then you when you know you cannot do anything to them.

I thought about that aswell but, I think it would be too empty scenarios then.

Best would be if the system calculated alittle on the total level versus total level so it cannot differ too much so that the levelimbalance itself becomes a huge problem.

I dont hop out if we have no healers though.. thats our own stupidity, not really imbalance such as I find gross levelimbalance to be, thats a designflaw and we cant do much about that and if I see that destro repetadly miss a healertyp I just switch to my shammy :)
 

Nate

FH is my second home
Joined
Mar 13, 2004
Messages
7,454
What I'd like to see is the guy that actually does/helps with the objective gets the most reward. Currently you can have one guy farm the objective to 500 and get nothing during the Scenario for doing it while all the others farm the enemy players and get loads.
 

Belsameth

Tainted
Joined
Dec 13, 2003
Messages
530
What I'd like to see is the guy that actually does/helps with the objective gets the most reward. Currently you can have one guy farm the objective to 500 and get nothing during the Scenario for doing it while all the others farm the enemy players and get loads.

Yup, this is something Mythic has to fix as well (and is fixing, judging from last patch notes)
Not only the flag/ball/whatever carrier tho, but those supporting him as well.
 

Shike

Can't get enough of FH
Joined
Dec 24, 2003
Messages
3,936
What I'd like to see is the guy that actually does/helps with the objective gets the most reward. Currently you can have one guy farm the objective to 500 and get nothing during the Scenario for doing it while all the others farm the enemy players and get loads.

Yup, agree 100%. The scenario need to matter the most, not the killings.

It aint that hard really. For example, make all capturepoints have a buff around them, with a range of.. say.. ~200 Ft (can of course be adjusted where need be!, its just an example). All kills within this area are worth more than those outside. If its a movable objective like in mourkain, Tor Anroc etc the artifact itself carries the aura with the buff and kills close to it, either for capture or for defence are kills that matters for the objective. Same for heals aswell.

This system would more or less force everyone to participate more in the objective of the scenario. Would help some scenarios alot too i think, like Nordenwatch for example. Quite often it becomes a campfest of either spawn and that is not the objective even though it helps with the objective but I see people camping a spawn while some WE or WH sneaks by and steal fort/barrack/LH on their own, which is pretty darn weird and everytime I ask myself, how is it even possible.
Mainreason is ofc, nobody is there to defend it since it gives zero reward and thats a flaw in the system. The buff surrounding the objectives should reward with RPs/XP more than killing enemies since it would prevent camping spawns, and also forces people to act, rather than standing around afk somewhere. Then its actually a real capture the flag more than it is today.

An example:

Nordenwatch which have 3 controlpoints.

Fort rewards everyone within the flags aura with 100XP per minute and also 50RP per minute. Kills within this aura rewards the player with a smaller amount of RP/XP per kill. Heals within the aura rewards the healer and also the healers group aswell.

Lighthouse rewards with 75XP per minute and 25RP per minute since its a less important objective and same for barracks.

Stealth = no reward during the stealthed period.

(numbers are just examples, taken totally out of context, they are merely there to demonstrate the difference between fort and LH/Barrack.)

Another thing you also could add here to spice things up some would be that anyone that have been within an aura for more than 5 minutes starts to shine with a bright light. Killing anyone shining would reward with something extra, could be a bonus of 20% or so, or an item, etc. Etc etc etc.. a simple aura around objectives would open up for quite a few new ways of designing the scenarios mechanics.
 

rynnor

Rockhound
Moderator
Joined
Dec 26, 2003
Messages
9,353
I'm all for some penalty to those who leave - had a particularly annoying troll crossing on my marauder where I scored right at the start and most of the order players logged :(

Considering I have stuck around in scenarios we lost by over 400 points this seems dis-curteous!
 

Nate

FH is my second home
Joined
Mar 13, 2004
Messages
7,454
Yup, agree 100%. The scenario need to matter the most, not the killings.

It aint that hard really. For example, make all capturepoints have a buff around them, with a range of.. say.. ~200 Ft (can of course be adjusted where need be!, its just an example). All kills within this area are worth more than those outside. If its a movable objective like in mourkain, Tor Anroc etc the artifact itself carries the aura with the buff and kills close to it, either for capture or for defence are kills that matters for the objective. Same for heals aswell.
Aye all sounds good, I think the murder ball fix would make the Game Type actually work with a fix where the points gained from holding only work when in close vicinity of the enemy(it would stop the play where it's picked up and taken back to spawn as there would be no gain from doing so).

This system would more or less force everyone to participate more in the objective of the scenario. Would help some scenarios alot too i think, like Nordenwatch for example. Quite often it becomes a campfest of either spawn and that is not the objective even though it helps with the objective but I see people camping a spawn while some WE or WH sneaks by and steal fort/barrack/LH on their own, which is pretty darn weird and everytime I ask myself, how is it even possible.
Mainreason is ofc, nobody is there to defend it since it gives zero reward and thats a flaw in the system. The buff surrounding the objectives should reward with RPs/XP more than killing enemies since it would prevent camping spawns, and also forces people to act, rather than standing around afk somewhere. Then its actually a real capture the flag more than it is today.

An example:

Nordenwatch which have 3 controlpoints.

Fort rewards everyone within the flags aura with 100XP per minute and also 50RP per minute. Kills within this aura rewards the player with a smaller amount of RP/XP per kill. Heals within the aura rewards the healer and also the healers group aswell.

Lighthouse rewards with 75XP per minute and 25RP per minute since its a less important objective and same for barracks.

Stealth = no reward during the stealthed period.

(numbers are just examples, taken totally out of context, they are merely there to demonstrate the difference between fort and LH/Barrack.)

Another thing you also could add here to spice things up some would be that anyone that have been within an aura for more than 5 minutes starts to shine with a bright light. Killing anyone shining would reward with something extra, could be a bonus of 20% or so, or an item, etc. Etc etc etc.. a simple aura around objectives would open up for quite a few new ways of designing the scenarios mechanics.
I think spawn camping definitely needs some adjustments, there should be no gain when near spawn(and objectives near the spawn should be moved a little further away(ie. Serpents Passage)) Roaming Guards should be brought in when Spawn Camping occurs.

I'm not too sure about the xp/rp/minute thing, seems a little ott to me. Holding should give a bonus to the defender for kills and on cap should reward the cappers.
 

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