Give us the option to kick TF members when they log off.
*blinks*
I'm... pretty sure if you are the team lead you can type /kick playername and remove them from the team even if they are offline. There are some limitations as outlined on Paragon Wiki: http://paragonwiki.com/wiki/Task_Force
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If my memory is correct the system was further modified so that Task Force Spawns should not go below the starting level of number of players required to start the Task Force. E.G. if you started Synapse with 4 players, and one quit, Synapse would still spawn for 4 players rather than 3.As of 2008-03-05 task forces will always spawn according to the number of members associated with the team, no matter if they are online or not. If 4 people start the Synapse Task Force, and one logs out, the groups will still spawn as if there were 4 people on the team. If the person instead quits the task force, then the spawns will scale for 3 people. |
In any case, using the command line kick should affect the spawns on a Positron Task Force.
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The issue with that is not every player is aware of being allowed to do that when the designated player is logged off (myself and the team i was on for example).
I'm... pretty sure if you are the team lead you can type /kick playername and remove them from the team even if they are offline.
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And then you encounter the issue of recalling the full name of the player that you're trying to kick. I could have easily kicked one of the logged off scrappers because i could recall his/her full name, but I could not remember for the life of me the other player that did as well as he was much more quiet.
Besides, it never hurts to have more tools at your disposal.
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Nope. TFs spawn badmens based on how many people are currently attached to the Task Force, either logged in or logged out. If a person actually quits, he is no longer attached to the Task Force, and thus the Task Force begins to spawn badmens for one person less. If he logged out instead of quit, he is still attached to the Task Force, and it will continue to spawn the same number of badmens.
If my memory is correct the system was further modified so that Task Force Spawns should not go below the starting level of number of players required to start the Task Force. E.G. if you started Synapse with 4 players, and one quit, Synapse would still spawn for 4 players rather than 3.
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Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
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Thing is, I dual-box Posi / Synapse TF's on a regular basis. I've never noticed a change in spawns regardless of whether or not the fillers quit or log out.
Nope. TFs spawn badmens based on how many people are currently attached to the Task Force, either logged in or logged out. If a person actually quits, he is no longer attached to the Task Force, and thus the Task Force begins to spawn badmens for one person less. If he logged out instead of quit, he is still attached to the Task Force, and it will continue to spawn the same number of badmens.
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I have. There's a big difference between Synapse spawned for four, and Synapse spawned for two (one logged in, one logged out, and two quit).
Thing is, I dual-box Posi / Synapse TF's on a regular basis. I've never noticed a change in spawns regardless of whether or not the fillers quit or log out.
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Also, the last time I tried to /kick an offline player (sometime during i16), is didn't work. I don't think it ever has or that it was ever intended to work like that, though it would be nice if it did.
Making it so that offline players stay on the team list, but are "blacked out", like they're in a different zone, with a new icon over their AT icon (like when a player dies), would be nice. Standard code rant applies, of course.
@Roderick
I've never had a problem with it, though I've only done it like two or three times. You sure it wasn't an odd spelling you didn't realize?
Last night when I ran the Synapse TF and I tried to kick the healer that logged off it told me that the player did not exist. I know for a fact that I spelled his name correctly because I wrote down the name of every player that joined the TF so I wouldn't run into the same problem I did when we ran the Posi TF. Thankfully I set the TF at -1(x0) in preparation of this happening, however, this doesn't change the fact that having a tool to remove logged off TF members would be invaluable for all players.
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This is partially correct.
As of 2008-03-05 task forces will always spawn according to the number of members associated with the team, no matter if they are online or not. If 4 people start the Synapse Task Force, and one logs out, the groups will still spawn as if there were 4 people on the team. If the person instead quits the task force, then the spawns will scale for 3 people.
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It was a tougher change than intended, and was found to be affecting a lot of people who weren't logging out just to abuse task force mechanics. Some, including myself, suggested the change was so harsh that it potentially enabled griefing (Want to screw up someone's TF? Just log out without quitting.) So this change was tweaked and scaled back to only affect spawn sizes that would be smaller than the minimum team size for the TF.
For example, continuing the above example, if there are 6 on a Synapse Task Force, and 2 disappear, logged out but not quit from team, the task force will begin loading for 4. If any more disappear, the task force will continue loading for 4, as that is the minimum to form that task force.
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I'm all for the suggestion, it is a good idea. My last post was just in direct response to a potential issue that I know I have had on more than one occasion trying to PM people(though not a problem anymore since we can highlight and copy and click on names now).
Last night when I ran the Synapse TF and I tried to kick the healer that logged off it told me that the player did not exist. I know for a fact that I spelled his name correctly because I wrote down the name of every player that joined the TF so I wouldn't run into the same problem I did when we ran the Posi TF. Thankfully I set the TF at -1(x0) in preparation of this happening, however, this doesn't change the fact that having a tool to remove logged off TF members would be invaluable for all players.
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Mmmm
I believe the "/kick player name" does work, I have used it successfully in the past.
The real problem I have is remembering the player name and usually odd spelling of their name.
It would make life easier, if the TF team screen would keep all members of the team displayed with the not-logged ones greyed. This way, I can use the kick button that comes with the GUI on them.
Hugs
Stormy
Let me apologize in advance if this has been suggested before as my search-fu is weak.
Last night I was playing my traps defender on the 1st portion of the Positron TF. Our team layout was this, 2 tanks, 2 scraps, 3 defenders, 1 controller. It just so happened that our 2 scrappers (and our only dedicated dps) decided they were bored, or something along those lines, and they decided to log off rather than quit. For obvious reasons this caused us considerable grief when we reached the last mission and had to enter the Capitol Hall building. Needless to say we couldn't even kill 1 minion because 3 CoT bosses w/ dispersion bubble and earthquake floored our ToHit chances. This isn't even including the CoT Lt. Bosses who screw you over with their dark powers to lower your ToHit chance even more.
So we wiped.... A LOT.
This situation could have been easily avoided if we would have had the means to remove the 2 scrappers from our team so we wouldn't spawn maps as a team of 8. I personally don't care how they integrate it (if they even would), but providing the team leader the option to remove logged off players by talking to the TF Contact (in this case, Positron) would make such events a thing of the past.
Thank You.