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The question in the OP is a wide open one, because it's wildly subjective what a "perfect" in-game market is. Is it one with the highest trade efficiency between players? Is it the one that provides the simplest interactions? Is it the one with the most facilities for traders or game economists? Is it the one that provides the most interesting interactions, creating a market mini-game? I'm sure that's not all the options.
Some of those possible targets for what a perfect market should be are in opposition to one another. Moving towards one tends to move away from one or more of the others. No one market will provide all those features.
What I think the CoH market does do is strike a surprisingly good balance between several of those features. I think it discards nearly all economist/trader facilities and some market efficiency in the interests of simplicity of interaction and the mini-game. While many people dislike the shield the market's anonymous transactions provide, that same anonymity also avoids finger-pointing and other personal drama originating from market interactions, which I personally feel is a worthwhile sacrifice in the name of community for a game that doesn't treat the market as a core element to progress.
So, no, I don't think our in-game market is perfect, but given all the competing things that it could try to do or be, it does a pretty good job of being a good fit for this CoH, given CoH's broader design, genre and community. -
No.
There won't be a CoH 2.0. I don't mean there will never be a sequel. There might be, someday. What I mean is that it won't be this game, made shiny. It will be a different game with the "City of Heroes" name stamped on it.
I have never, ever played a sequel to any video game that was anything other than someone else's vision for what the first game should have been, but wasn't. Sometimes the sequel has been a fine game, but if I really liked the original game, I have never once been happy with the sequel, because it was missing things from the original game that were part of why I liked it so much.
To me, wishing for and then getting CoH 2.0 is likely to be a bit like fantasizing that your significant other could suddenly get the body of a supermodel or greek god, having it actually happen, and then discovering that their personality was changed by the process and the things you liked best about them were altered.
I'm sure to some people, this sounds like Chicken Little. After all, I can't know for sure what a CoH 2.0 will be, and whether or not I will like it. That's true, but here's what I do know, and why I think that kind of soul change is likely with any sequel to CoH.
The successes of CoH 1.0 were due to some of the strangest quirks of fate imaginable. The designers set out with fairly draconian visions of combat balance yet managed to create a min/maxer's Monty Haul wet dream that somehow also included no real "loot". They thought combat would proceed at a fairly slow pace, but created one of the most FPS-like MMOs that would exist for years. They thought we would slog our way from mission to mission street sweeping as we went, but gave us relatively early access (compared to competition) to glorious and fast travel powers.
CoH ended up being wildly entertaining almost because it's designers missed a bunch of the marks they were aiming for. A lot of things they did, like how buffs and debuffs stack, they did the way they did seemingly because they were both (actually) noobs at MMO design and kind of bad at math (or at least at mapping their math to gameplay).
Now, I'm sure there are a lot of lessons-learned about the "feel" of CoH that designers of version 2.0 would be likely to identify and try to preserve. The fast pace and scale of high-level combat are examples of things that I hope would be noticed and retained. But how they are achieved seem extremely likely to be approached with more careful, less noobish design. And that, in my opinion, is where the risk lies of them replacing the soul of this game with a new one. I am almost sure its "personality" will change.
I don't play other MMOs. I was exposed to them constantly before CoH, because I have many friends that play lots of different MMOs. I looked at those MMOs and was always tempted to play them to join my friends, but looked at what my friends were actually doing in most of them and felt "why would I pay monthly to do that?" CoH was the only one that made me go "ooh, I want to do that!" And outside of CoH, I still feel that way, even with the most very recent MMO alternatives. This makes me feel very confident that if CoH 2.0 feels much like a different game, I will be exceptionally unlikely to play it.
All this leads me to think that calls/wishes/demands for CoH 2.0 come from two broad categories of people:
- People who do play (or would be willing to play) different MMOs, and so would be happy playing an essentially different CoH game if it provided a few core elements they want, such as genre.
- People who are thinking that CoH 2.0 will be CoH 1.0, reskinned and tuned for better performance.
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Quote:I agree. I want my characters to look vaguely cartoony. That other game overdid it. This game is fine. I don't want my CoH characters to look "real". In fact, I intentionally turned off some of the new-fangled graphics features of ultra-mode, not because my rig couldn't handle them, but because they removed the cartoon-ish feel from the game.I share similar tastes and feelings as herotoonefan and was going to mention roughly the same stuff.
Not that I'm against some improvements, mind you, but I really don't find myself having an negative issue with how the character models look.
The thing that does really bug me about the characters is the SEAMS... especially the skin textures and the neck!
So, I could certainly see fixing up the skin textures some, although "fixing" can become such a subjective thing it can be scary.
The feet and hands, funny enough, never really bother me.
The hair doesn't bug me either.
Sure, I love greater modern graphics (although, not what I've seen in other mmorpgs, that's for sure), but I have zero negative issues with the looks of this game's characters.
Yes, it is an older game, but I think the style really does a great job of bending with the time.
Though people here seem to complain about it all the time, the hands really don't bother me. Most of the hairs don't bother me, though I think a few are terribly ugly. I am completely wierded out by the assertion that female arms look like sausages - I actually think they do a pretty good job for as few polygons as they use.
There are areas I think are need improvement, even for cartoonish looks. Necks is my big one Necks look horrible in profile - the front of our necks are not concave!. (In portrait necks look OK to me.) Bare feet: they look like bars of soap. Come on, surely bare feet could get a couple more poly subdivisions so they aren't actually cuboid.
A minor model bugaboo that is a pet peeve of mine is that some old, medium-long hair models have exposed back-facing polygons. I've never understood how it's persisted so long. What this means is that these hair models expose to you the "back" of an outer hair surface. These surfaces don't render, so you see through the hair when you look at that surface. The surface in question is exposed when you look at the character directly in the face - you'll find you can't see the hair hanging behind their head, even though there would be hair there if you looked at the back of their head. This error (and it's definitely an error) could be fixed without altering the shape of the hair at all. While fixing it would add polygons to the hair model, it seems to me it could be fixed adding very few - even just a couple of planar surfaces on the "inside" of hair model could cover the exposed back faces. (I do know how these sorts of models are made, so I'm not completely talking out of my butt on this, but I don't know what the current poly/vertex counts are, what are considered acceptable limits, and whether fixing this would actually cause a problem. Subjectively, it seems unlikely to me.)
I'm pretty happy with the game's graphics. I really don't worry about it being upgraded, and I would not want any such upgrades that did happen to replace the current overall look unconditionally. I would be pissed if the the poly models for my characters' faces changed. They look like I want them to. If they didn't, they would look like something else. -
I think Keyes is much improved. I think Keyes had completely different issues. For what it's worth, I think the damage pulses were nerfed into meaninglessness. I wasn't a big fan of them, but I didn't hate them as much as most people seemed to. At their current damage levels, I'm not sure why they're there at all.
Keyes suffered from very different problems than what we're discussing, IMO. It suffered from tedious repetition (which I believe TPN also suffers from to an extent), and from effects which could kill you without recourse (which MoM suffers from to an extent in the Penelope room).
Don't mistake my arguments against you as blind acceptance of everything about the iTrials as wonderful. Each of the UGT, TPN and MoM have things I'd like to see changed or improved. For me, they are all relatively small changes that I think would greatly improve the overall experience.
Here's an example. In the UGT, nothing in the trial tells players that being Targeted means they should move away from other players. Nothing tells them how to avoid being targeted in the first place. Nothing tells them what is about to happen when the Avatar channels the Will of the Earth, or how to avoid it. That's bad design. It's doubly bad because it does tell you how to avoid some other effects. "Get behind the avatar." "Get near Desdemona." But this effect? Nah, figure it out on your own.
Notice though that I don't particularly want the devs to remove those mechanics - I want them to make the mechanics less mysterious, because you still have to play well to avoid them even if you know what to do. Today, the only way to know what to do is to find out from players who learned it in beta, or people they passed it on to, or to go outside the formal community. Do you know how I figured out how to avoid "Targeted"? I looked at (off-forums) posts of data showing the War Walkers' powers. I would probably never have figured out how it worked just by running trials. And that's just not cool. -
Quote:Actually, I've found that this makes a lot of the iTrials easier at minimum settings.The iTrials, on the other hand, do not become simpler. As I understand it, there is some scaling according to league size that's different from normal content (don't know the specifics though) and the objectives are constructed such that you can't just steamroll right on past it. They can get easier, but brains are still needed, and in some cases they actually get harder with more people, like oldPosi.
There seems to be a sort of difficulty maxima on things like the BAF somewhere between its minimum and maximum league sizes. At the extremes of league size the AVs seem to melt faster on average than when the league is somewhere in the middle at around 16-20 people.
Someone who had a non-temp power for viewing foe stats was able to see that small leagues resulted in debuffed AVs -they are actually penalized to help minimum sized groups.
To your point though, it's not wise to turn your brain off in a large-league iTrial. The increased spawn sizes and AV stats make the fights more dangerous, which was not the norm for most content due to force multiplication. (There were a few exceptions - sometimes increased spawn sizes produced dangerous force multiplication for NPCs. Usually, though, player character multiplication could drown it out.) -
Quote:That's not how I see it at all. I see it as those people sucking. I'm sorry, but this stuff is not that hard. Perhaps you view this attitude as self-professed "elite" players dissing the "little guys" but we're talking about an awfully low bar for "elite" here. This isn't "listen to a detailed discussion of the trial beforehand and remember the details". This is "don't do X" or "stop doing X right now!"At least we agree on something. Not exactly what I'd call a high water mark in terms of design victories though, when people walk away from your game because it sucks.
Plenty of us are just fine with that. And we're not going to be tolerant of those who aren't. As usual, there will by derriere-hats who take positions like mine too far and are tyrants with the league star. That's unfortunate and I don't advocate it, but that's life. -
Quote:The trials are what they are. Given what they are, if someone can't read instructions given by a leader, or forgets what they read, that is their fault. Extending fault to the devs for creating a situation where reading comprehension is required is misattribution. You may feel the devs should not have created such a situation, but that is a separate issue. Given that situation exists currently, it is the responsibility of the players putting themselves in the dev-created situation to obey its rules. If they fail to do that out of ignorance or accident, that's likely acceptable because most of us stop being ignorant or repeating the same mistakes. If they do it repeatedly or very exremely (like standing outside and firing repeated attack chains at civilians, not just one AoE) while ignoring calls by others for them to stop, then that's not acceptable.I'm also kind of tired of hearing about all these things that are "the players' fault."
If people can't deal with that, then they just don't need to play these trials.
By the way, I don't know why you think the MoM trial is so bad. There's one mechanic in it I think needs adjustment. If you die in the Penelope fight room, you're often very screwed unless you get a full health rez from somewhere. You see, you rez (from any rez) without your level shifts for a short time. I don't know why, and that's not unique to this trial - it happens anywhere. The issue is that you are subjected to extremely high environmental damage in the Penelope phase, which is even higher if you lose your level shifts. As a result, if you don't have a lot of base HP or get rezzed with full HP, you can die again before you even get to move.
It's not a good trial for unshifted characters. I wish it had a label on it to that effect, but that and the above deaths thing are the only issues I have with the trial. -
Quote:Did you take a poll?That's the problem, most of us don't give 2 ***** about getting the civilians of Preatoria on our side.
Quote:That's the complaint this writing is stupid as ****, it makes zero sense and it's extremely hard to take seriously. Who ever wrote this as well as the last few incarnate trials well this may sound harsh but I would can their ***.
What you're pointing out is that the explanation for why it's bad assumes our characters' motivations, particularly for characters which are villains or vigilantes, which is a complaint that goes far beyond just this trial. -
Oh, trust me, I feel the LFG queue itself has awful problems. Here's me pointing out some reasons why I think the LFG queue sucks.
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You must have been on a high population server. People did form LW events on Justice, but it was rare. Frankly, I felt like more people ran it when it was through the WL spawns + present portal. There were things wrong with that method (people often missed the timer), but there seemed to be more willingness to dive in when it had that exclusive window element about it.
I might like it to be behind the LFG queue more if I didn't think the queue's functionality was extremely limited. You can't tell if anyone is waiting in it, who they are or what AT they're on, you can't tell what's already running, you can't be in mission instances while you wait (supposedly coming later), and the wait times displayed are utter tripe. If you actually believe the number it was showing, I have a bridge in Brooklyn I'd like to sell.
Oh, and as an aside, the league size minimum was crap, but that was covered in a much earlier thread. -
Quote:IMO, the interaction between the LFG queue and iTrials has been a severe miss from the get-go on the devs' part. The concept of "end game trial" has always had strong elements of incompatibility with "randomly assembled group of players". While many leagues are formed "by hand" in ways that seem random (as in with whoever is at hand), many are not. They just seem random because the leaders don't relay in league chat what they are doing with people they have other communication channels with (global channels , SG chat, etc.) to round out a league. Unless nearly everyone is under-shifted for a trial, you only need a small core of people playing the "right" things to provide a solid pillar on which to build with otherwise mostly random people. A leader with a handful of friends can make sure a league has core roles covered without having to rely on the pick-up members to be able to perform those roles. Everyone feels included and the trial usually goes well.It's funny, because allegedly the trials are designed for use with an LFG queue that allows people to join them anonymously--there was a protracted battle to even get a closed league feature put in.
In my opinion, the LFG queue has been one of the most floundering features the devs have added to this game with the possible exception PvP (though generating far less angst). It could provide excellent utility, if only anyone knew what it was supposed to really be for, or if it bore some resemblance to how a lot of people actually form teams. It seems to have been created with a sense of "build it and they will come" that simply never materialized. -
I don't have a problem with suggestions that the devs revisit some of the more useless set bonuses, already mentioned. I wouldn't have a problem with them making snipes less damn common. I am sick to death of Rare snipe set drops off of mobs.
None of that is what came to mind then I saw a suggestion to "revamp" the sets. Nor, personally, would any of that make the market more interesting to me. Sure, it would liven up what's interesting, and force people to re-evaluate niches and such.
That's not "interesting" to me. To me, what was interesting about the market was figuring out how it worked at a basic level, and debating that with posters here. We pretty much long ago stopped finding those topics controversial. While I'm sure there are still people who don't agree about how the market works, most of the old guard have settled on explanations that they find sufficiently functional for how they use it. Introducing new supply/demand shocks into the existing market isn't going to change how the market works, and isn't likely to introduce any new controversy about the same. (It may reawaken some old controversy, but that's not really the same, IMO.)
The only thing that would make the market interesting again for me would be if they changed the way the market actually functioned. But frankly, I don't want them to do that, because the market works for me. As much fun as the market provided me at one point, it was always a means to an end - making characters who could punch face better. Disrupting how it works would disrupt my ability to use it for that, while risking that I might not actually enjoy the modified market itself. I'd rather they kept change elsewhere. -
Quote:Yes, but that's taking the position to absurd levels. That argument says because there's a fire pit at the bottom of the slippery slope, all surfaces must be exactly level lest we ever build one that burns us.Less sarcastically, I don't take a relativist approach to the griefablity of design. There are reasons we can't attack other players outside of PVP zones, reasons we can't break into other people's Wentworth stashes, and reasons some powers have confirmation dialogs. It's not just a matter of throwing up your hands and saying "well, there's always going to be some way for players to harm each other, so anything goes."
I don't think the devs should create things where one poor or even just accidentdal action by one player leads to failure for everyone. That's what the badge criteria for "Avoids the Green Stuff" does, and I think that's crappy.
To a more limited extent, that's what mechanics like the UGT War Walkers targeting, the "Will of The Earth" mechanic, and Mother Mayhem's "Suffer In Silence" all do. I am not a fan of these either, but don't consider these as bad because they don't necessarily lead to binary failure and can be mitigated by the actions of others. Compared to those, the requirement to not blast civilians in the TPN is simply not very heavyweight. I think most complaints about it are much ado about nothing. -
Most of the cameras seem to congregate near the TPN buildings. I have found that focusing on the IDF deployed around the outside perimeter means you probably won't hit cameras even with AoEs, and if you do, it'll only be 1-2. Another related option is to pull the IDF towards the area the league enters the trial at. The cameras don't follow.
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Quote:This isn't a black-and-white area. This sort of challenge can exist without being massively fragile. I will provide the devs negative feedback if I think they build something that's too fragile. I think "Avoids the Green Stuff" is too fragile, because it's completely binary. The TPN is not completely binary - how bad someone can screw up does depend on the magnitude of their action and when they do it, but any failure does not lead to automatic failure. The MoM is fragile if people ignore instructions about how to handle Voids and nightmares repeatedly, but screwing up even one or two of them isn't likely to lead to failure.Rule #0: People are stupid and will take every available opportunity to prove it.
Rule #1: Failure to take Rule #0 into account when designing any system will hurt a lot more people than you think.
If one person can manage to botch a trial for 20+ people, the devs screwed up. Period.
I'm going to be blunt: I think your rules are stupid, and I reject them out of hand. If you run around making rules like that, you dumb down everything you get to experience with other people. In order to ensure you avoid the mere possibility you might fail due to someone else's action, you ensure that either failure isn't even an option, or you never play with other people. I, for one, don't ever intend to ask the devs to take that course. So feel free to inflict those rules on yourself; I'll instead endeavor to surround myself with sufficiently non-stupid people to insulate me from the stupid ones. (Contrary to the apparent opinion I probably project even to my in-game friends, I don't assume everyone I don't know is stupid. I assume there are a lot of stupid people out there, and anyone I don't know might be one of them, but I consider them innocent until proven guilty.) -
I have re-read two books in all my years. One was a Terry Brooks book: The Sword of Shannara. I originally read it when I was very young, and reread it many years later, and actually didn't remember most of the book, which is unusual for me. (This probably has a lot to do with why I do not reread books often.) Oddly, the other was the novelization of the movie Tron, which I read when that movie came out. I don't remember why, of all the things I've read in my life, I was compelled to read that twice in quick succession, but I know I really liked it (on its own merits, separate from the movie).
I rewatch movies frequently, usually on TV, and almost never at the theater. (I do watch many movies at the theater.) There are only a couple of movies I like to rewatch even though I've seen them recently.
As mentioned above combat in CoH is almost never the same twice. How my brain works, it doesn't matter almost at all that it's the same warehouses and caves every time, fighting the same several dozen foe models and four or five animation skeletons. It doesn't matter that I've read the same stories dozens of times. All that matters is that the fights are dynamic. Even on the same character, the same mission will not play the same way twice, basically ever.
Additionally, I am someone who approaches every replay of something as an opportunity to do something better. If I can help my league complete it faster, while getting more Astrals/badges, or with fewer deaths, or something like that, I enjoy that. For a long time before we had iTrials I was a speed TF runner, and my personal goal every time we re-ran a TF we had done dozens, maybe hundreds of times before, was to do it faster this time than we had previously.
Therefore, my tolerance for iTrial repetition is fairly high. It is not infinite, but even running the same iTrial repeatedly tends not to play out identically, and presents a new opportunity to improve tactics or just outright reaction. I play the iTrials for their reward, but I find ways to have fun with them while making that progress.
* This is probably one reason I prefer "clicky" powersets like Regen or Dark Miasma. Powersets that are "toggle and forget" tend to collapse the number of dynamic elements in a fight, at least in terms of how I react to the tactical progression. -
Quote:Well, frankly, being left alone outside with Maelstrom is no walk in the park. Not a lot of people would probably do it just for kicks, though I can see some people doing it just to see how long they could live. For whatever reason,EDIT: I'm also intrigued that you put enough trust in players to assume some of them won't hang around fighting Maelstrom outside no matter what you tell them.
I've never seen anyone do that, but if they did and used AoEs out there to do it, and I caught them, I'd very likely be able get them kicked from a league that I run, even if it was an open event. -
Quote:True. To be clear I'm talking about the express points where you have to fight him. You don't have to fight him during the broadcast phases, though doing so can reduce rate of PO loss. I have never been on a league that devoted anyone to fighting him, even if they do devote someone to Seers. To be honest, I don't think I have ever been on a TPN where anyone was assigned to fight Maelstrom, though some large leagues have had someone tank him to help keep him off of the Seer hunting players.Careful--this isn't true during the part where the Telepathists, Technicians, and Maelstrom are all out at the same time and all sapping public opinion. For the sake of precaution, most leagues I've been on just say "absolutely no pets, aoes or confuses outside, ever." It makes it less likely you'll suffer a catastrophic failure for one person's mistake.
If you depend on Lore pets and AoEs, there's just no compelling need to be out fighting Seers or Maelstrom. I find it awfully hard to believe that in a league of at least 12 people, if anyone is being devoted to that, someone can't be picked who has a viable single-target attack chain. There is plenty of stuff for people who are AoE-centric to fight inside the TPN buildings. I agree that AoEs, Ion, etc. are fun. People can have that fun indoors.
IMO, having to tell people not to use AoEs or pets when fighting him during the phases where you expressly fight him is dumb. I understand why people do it. The fact that other players are so unreliable is part of why it's so dumb.
I'm not nuts about the fact that the trial has a mechanism that dumb people can fail for us. That doesn't mean I rag on the devs for putting that in. I'm going to rag on the dumb people, for not being able to handle such a simple mechanism.
TL;DR, people are making too much of the restrictions, including some people who lead the trial. -
Quote:No, you don't. There is never a reason to hold back AoEs on Maelstrom. Whoever is telling you that is wrong. There are no civilians out during that fight. While some are present when Maelstrom first appears (before they run out of the area), the Public Opinion bar disappears immediately, so even if you blast the civilians then, it shouldn't matter.If I'm ever on the outside team of TPN on that toon, I have to just stick with Mael and use the heal, +end, +att and +team att powers, occasionally throwing in an SB or ID or something.
There's no reason to hold back pets, either, except as a precaution against people who can't be bothered to rein in the pets when the civilians reappear. There is a significant delay in defeating Maelstrom outside (the second time you fight him) and the civilians retaking their protest positions. People who can't get their pets under control before then are dumb, IMO. -
I don't really have a main. My gig is that I only get characters to 50 who I really do enjoy playing. I don't stop enjoying playing them when they get to 50, so I tend to keep playing them, which leaves less time to create and level new characters.
Before I9 and inventions, I was not this way. We had much less repeatable content back then, and there were no long-term goals to shoot for, so even though I still enjoyed my characters I played most, playing them at 50 was too listless. As a result, I tended to stop just shy of 50 with them and only break them out for special stuff. I created alts instead.
By the time enough content and goals existed to motivate me to play characters at 50, I had already created a decent stable of alts. I have hit 50 on most of the ones I really enjoy, with a couple left who I have trouble getting to from playing the 10 that have already hit 50.
Most of my time is spent playing one of those 10 50s. -
Quote:My thoughts exactly.By level 50, almost any reasonably solo-capable character should be able to solo at +4. Not +4/x8, that's really hard. But +4/x1 isn't terrible, mostly you just need good accuracy.
I mean... the trials, Tin Mage/Apex, and STF have been at 54 since always, even before we had level shifts, and they're perfectly doable. -
In addition to GG's images, I also found where the devs posted the 50-54 info here on the forums.
I'm still looking for the post I think I remember saying we get to be fully +3 in the open zone.
Edit: Found it. It wasn't a redname post, so it's second-hand info. -
Quote:IDF are more challenging than normal mobs, and we don't meet them in incarnate content as anything but level 54s. We can meet them as 50s (and less) in normal, non-Incarnate content.Don't forget that the DA mobs are going to be tougher than normal mobs - a Dark Astoria 50 is going to be more challenging to fight than a Peregrine Island 50.
Quote:This is meant to be soloable content - throwing, say, a new 50 Defender into a zone with nothing but enemy 54s would be unfair.
I have been a strong proponent of something other than iTrials as a way for people to get "iProgress", but I'm not looking for that to also bridge the mechanical stat-contest difficulty gap between iTrials and standard 50 content.
Quote:Also, as far as level shifts go, it's possible that the +2 and +3 might still only work on Trials, or only on Trials and Incarnate missions - so 50+1 might be the highest available for street sweeping. -
I read what was posted of those slides and the summary posts, and got 54-only out of it. Level 50 makes little sense to me - nothing in the Incarnate content is level 50. That's going to make most of the zone a waste in terms of challenge to anyone who has all their level shifts.
Can you point to a specific bit of info on that? If that's really the plan, my feedback to the devs on that is going to be to not do it that way. My opinion is that everything in that zone should be level 54 (or higher). And yes, I understand that some people will be heading in there on straight 50s with no Alpha shift. -
Quote:If people fail due to an "oops moment", then fine. I won't be happy, but I won't hold it against them. People who do this and know they did it usually apologize, and anyone who does that almost always calms me down, though it does depend on what they did before that, and for how long in the face of people telling them not to.Except that you often cannot see what you're targeting because of effects spam and you tab to the nearest target because that's what has worked in the entire game until this mission and then you have an oops moment?
What's not cool is people who repeatedly and long-term ignore chat and just attack willy-nilly, or blatantly do something that's both bad and that the leader asked them not to. "Don't run ahead of me" when someone is leading a bomb badge attempt on the Underground is a great example. Whether or not I want that badge, if the leader decides it's a badge run, I make a best effort to help them get the badge, and "don't run ahead of me" is sound advice. I have seen players repeatedly ignore those requests and fail the badge attempt. I have also seen them voted off the trial, and I had no pity on them.