In-Testing: Task / Strike Force and Trial Missions
Mr_No_Pants wrote:
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It's simple they want you to do A to get B.
A is meant for C people but if D people can do it that's cool to.
If D people do it and C people get credit A is not being met.
The item no longer is working as intended.
Now with this switch if 1 person can do the work of C so they can get the reward then you might see some nerfs.
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I read your post and followed the instructions, but my allen wrench is bent and I have two screws left over.
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
Apply an AR/DEV chainsaw.... Its not a hammer.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Aren't they suppose to be bent?
I'm concerned about the SS TF, specifically Quartermain. Will there be a fix for this TF. Given the extaustive length of the TF, I find it hard to believe that a full team of 8 will be willing to spend all of the time required to make it to the end where multiple clicks are required. I've never done it, but have only read about the length required and some of the mission objectives. Will this TF be reduced or changed so that if a team decides to quit down, that it will be completable with any Team size? Perhaps have the required sychronized clicks pare down to be equal to the actual team size? I really want to get that badge one day, but I dont see it run often in the current state, and I'm sure it will decrease in frequency in the new state.
So, after all of these posts and no new input from the devs in, what, a week, these changes made it through?
I just don't know about TF's anymore, seriously. The last thing I want is grief-logging from bad apples.
@Mojo-
Proud Member of Fusion Force.
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I'm concerned about the SS TF, specifically Quartermain. Will there be a fix for this TF. Given the extaustive length of the TF, I find it hard to believe that a full team of 8 will be willing to spend all of the time required to make it to the end where multiple clicks are required. I've never done it, but have only read about the length required and some of the mission objectives. Will this TF be reduced or changed so that if a team decides to quit down, that it will be completable with any Team size? Perhaps have the required sychronized clicks pare down to be equal to the actual team size? I really want to get that badge one day, but I dont see it run often in the current state, and I'm sure it will decrease in frequency in the new state.
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I was on a Quaterfield team on Saturday with a team that varied between 5 and 7 online. Spawns were for 8, anyway, since this was before the patch was applied. We finished in a little over 11 hours, including a 4 hour break.
Granted, if the spawns were smaller it would have gone faster - but the Inf payout was worth the extra trouble.
Another solution for softloading missions would be to have all spawns behave like the vines in the cov respec trial. As team members log back in after the mission has been spawned, the spawns all increase in size.
(\__/)
(O.o )
(> < )
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I'm concerned about the SS TF, specifically Quartermain. Will there be a fix for this TF. Given the extaustive length of the TF, I find it hard to believe that a full team of 8 will be willing to spend all of the time required to make it to the end where multiple clicks are required. I've never done it, but have only read about the length required and some of the mission objectives. Will this TF be reduced or changed so that if a team decides to quit down, that it will be completable with any Team size? Perhaps have the required sychronized clicks pare down to be equal to the actual team size? I really want to get that badge one day, but I dont see it run often in the current state, and I'm sure it will decrease in frequency in the new state.
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I was on a Quaterfield team on Saturday with a team that varied between 5 and 7 online. Spawns were for 8, anyway, since this was before the patch was applied. We finished in a little over 11 hours, including a 4 hour break.
Granted, if the spawns were smaller it would have gone faster - but the Inf payout was worth the extra trouble.
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I was on the same TF.
My Blaster loved the large spawns for throwing his hails of bullets and fire into.
There is no real reason for this one especially to require 8
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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This change and the previous one is bad because it still allows for some teammates to grief your team should they choose to log off and not quit. I have had it to happen twice since the first change on a few tfs I have done. Once on Katie hannon and once Sara Moore TFs. We need a way to be able to kick people from the team that are not currently logged in. Secondly neither of these changes have done anything to address the reason why this softloading of tf/sfs happens in the first place. If the recipes that people can actually use were more readily accessable we would not be going thru this now in the first place. Either address the issue with the drop pools or you are doing all this for nothing and all it is doing is punishing the rest of the playerbase instead of farmers.
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Understandable and thanks for the feedback. However, I would have to advise you to better get to know the people you are grouping with. Simply put, if someone has a reputation for such, don't engage in a task / strike force or trial with them. You would be well advised to only take your most trusted allies with you to tackle such challenging and dangerous missions!
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All you're saying is basically "Don't do PuG TFs/SFs!"
I'm pretty sure that this is not a good thing. I don't care if they say they're trying to "fix" something; it changes the way I like to play the game. sometimes, in a TF/SF, people have to leave. schedules aren't the same. and now I have to wait for my group to log back on before I can continue the TF? I'm not saying I only have one toon, but if I wanna play a specific toon, I wanna play a specific toon!! and so what if people like to solo a few missions in a TF/SF? last I checked, they weren't forcing their way of doing things on people who disagree with it. not to mention that I consider someone willing to solo a mission in a TF a nice person, helping out if I can't be there for a few rounds. what I'm getting at is, live and let live. not everyone plays the game the same way, or even for the same reasons, but it seems that the devs are trying to make everyone play it only one way. annoying. don't tell me what to do :|
sodacan pictures naow
I soloed a two-spawn Positron earlier today...it was pretty boring and annoying at times but still doable. Was on a Spines/SR Scrapper.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
I would like to thank NCSoft for making game content no longer worth the time risk. Read: I won't ever touch it again.
No longer will I do TF's, where people logging out and forgetting to /quit the TF will now make it more difficult for the remaining team to finish it (for the badge, drop, et cetera).
Too often am I in a TF (since I have to majority PUG them) and have people quit due to dinner, kids, et cetera by simply logging out. Now, we run a serious chance of the time being wasted and us being unable to finish them, unless they also remember to /quit the TF (or simply have the common decency to do so).
Looks like TFs are for pre-mades, now.
Well, for all that [censored], I can just return to WoW and play a game with better vistas, in order to be forced to rely on pre-mades not to get screwed.
Great job, NCSoft! You make it easier to leave the game and only come back when you have the latest "Flavor" live. I.e. to play and get bored with the newest Issue.
Hopefully Jack and Cryptic will learn from this BS, too.
Take care.
Doesn't seem that anyone has mentioned this...I skipped some posts in the middle for time's sake, so I'm not sure. Seemed like pretty much similar complaints. And it looked like everyone thinks that there is no way to kick someone from a tf who is offline?
But there is.
/kick playername. A friend used it once, I know it works.
I prefer the new system over the "minimum tf size=spawn size" approach from before. No, it doesn't allow a soloist or significantly smaller part of the team to come back and do missions in the tf, whittling it down (which can be helpful on the longer tfs), but maybe it will mean that people will communicate more and set up a return time if they have to break. And, there's less concern that you'll miss out on the tf if they need you. Of course, it's also a concern when you have a ruthless tf leader who decides that he doesn't want to wait when people have a RL situation they need to attend to, and kicks them.
It sure would be nice if there was a way to prevent these situations. Unfortunately...you're not talking about a real game programming problem, here. The problem is with the people, and there's no coding that's going to be able to solve every unethical thing people can think up to do. When people are rude, selfish, impatient, greedy, undependable, etc., things like this will happen.
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I would like to thank NCSoft for making game content no longer worth the time risk. Read: I won't ever touch it again.
No longer will I do TF's, where people logging out and forgetting to /quit the TF will now make it more difficult for the remaining team to finish it (for the badge, drop, et cetera).
Too often am I in a TF (since I have to majority PUG them) and have people quit due to dinner, kids, et cetera by simply logging out. Now, we run a serious chance of the time being wasted and us being unable to finish them, unless they also remember to /quit the TF (or simply have the common decency to do so).
Looks like TFs are for pre-mades, now.
Well, for all that [censored], I can just return to WoW and play a game with better vistas, in order to be forced to rely on pre-mades not to get screwed.
Great job, NCSoft! You make it easier to leave the game and only come back when you have the latest "Flavor" live. I.e. to play and get bored with the newest Issue.
Hopefully Jack and Cryptic will learn from this BS, too.
Take care.
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I always find these posts the most amusing, ya know...the ones that overreact...
You did see the part where you can /kick <playername> right? Even if they are logged off?
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You did see the part where you can /kick <playername> right? Even if they are logged off?
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Now THAT I didn't know.
I'll get that added to the wiki when I edit in the task force spawn chnages to the TF page.
Thanks for the tip.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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You did see the part where you can /kick <playername> right? Even if they are logged off?
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You're asking if he saw the part that was posted in a reply 17 hours after the message you quoted and asked about?
and would someone actually confirm that this works? every time it's mentioned it sounds like someone "knows" it works, or someone they know was able to use it. and by "works", I don't just mean the command goes thru, I mean confirm that spawn sizes get adjusted.
I'll be checking this tonight for myself, but have no reason to doubt it.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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You did see the part where you can /kick <playername> right? Even if they are logged off?
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You're asking if he saw the part that was posted in a reply 17 hours after the message you quoted and asked about?[/quoted]
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Yes.
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and would someone actually confirm that this works? every time it's mentioned it sounds like someone "knows" it works, or someone they know was able to use it. and by "works", I don't just mean the command goes thru, I mean confirm that spawn sizes get adjusted.
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I wish I wasn't at work.
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I'll be checking this tonight for myself, but have no reason to doubt it.
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I believe somewhere in this thread someone tried it (maybe on test thread?), and the system said "<name> is not online or doesn't exist"
Pretty sure that's why everyone's complaining. Let me see if I can't sift through and find the thing.
all I could find by searching was this http://boards.cityofheroes.com/showflat....ue#Post10292071
and we still would need to test if it interracts properly with the code that adjusts spawn sizes. it's possible that code only interacts with the Kick or Quit buttons (like a certain recent bug that did things with a button but didn't take into account a slash command that did the same thing)
I will try and test this tonight after work, but I am hoping someone can do so prior to 7 pm.
1. I am going to test with Posi TF since that requires the least amount of fillers to start.
2. I will then fill to the requirement of 3 players, yes?
3. I will Kick the filler and ask the second player to log off and not log back in on ANY hero or villain for 10 mintues.
4. I will then try /kick.
I will repeat the test but have the player log off and back onto another hero and try to /kick.
Why?
I am curious if this kick command recognizes the player online in any instance or whatever.
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2. I will then fill to the requirement of 3 players, yes?
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If you can fill to 6, which would spawn bosses in the mobs, then it should be more noticable if /kicking a few of them actually improves your spawn generation at all.
Should we plan to meet on Test at 7pm? Run thru a few permutations then?
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I am curious if this kick command recognizes the player online in any instance or whatever.
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Think /kick @Global would do anything?
The problem with the test server...will there be enough fillers?
What server do you frequent?
It's simple they want you to do A to get B.
A is meant for C people but if D people can do it that's cool to.
If D people do it and C people get credit A is not being met.
The item no longer is working as intended.
Now with this switch if 1 person can do the work of C so they can get the reward then you might see some nerfs.