What if the leader goes afk during a TF?


firespray

 

Posted

During the recent double XP weekend it happened on one of the many Citadel TF's that were run, that our teamleader went afk, just before the Council Hunt (3 or 4 missions before the end of the TF). We waited for a bit, but the leader did not exit the mission. We were stuck.
Supposedly, he fell asleep. Happens duing double XP :-)

So, I filed a petition, but the GM could not suggest anything else than restart the TF.

Wouldn't it be appropriate if a GM can promote another teammember to teamleader, so an entire team is not frustrated by the teamleader going afk for whatever reason? Moreover, nobody needs to be kicked from the team either.

Think of the consequences after 5 hours of Dr. Q and you cannot finish .....eeeeeeeeeeeew


Leader of the Paragon Punishers SG and the Phantoms of War SG

 

Posted

There's a couple ways this could be fixed.

1. Expand the auto-logoff if AFk so it happens even if you're in a mission or on a TF.
2. Add a feature so that if every member of a team (or maybe 75% of them or something) agrees on it, they can demote the leader.
3. Allow the leader to pass the star on TFs.

None of these are perfect solutions. 1 would work, but the timer is like 20 minutes, and I can see a lot of people just leaving rather than waiting that long. 2 would be a great solution, but it would be a lot harder to implement than the others. 3. Would help in certain circumstances, but not in ones like you ran into.


 

Posted

Quote:
Originally Posted by firespray View Post
1. Expand the auto-logoff if AFk so it happens even if you're in a mission or on a TF.
Considering not being logged out in an instance or on a TF was specifically asked for and included back when auto-log-out was introduced, that's unlikely to change.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Why was that asked for? Specifically the TF exemption. I'm trying to imagine why the player of 2005 would want that feature, and I can't imagine why they would.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by Vanden View Post
Why was that asked for? Specifically the TF exemption. I'm trying to imagine why the player of 2005 would want that feature, and I can't imagine why they would.
Maybe because of stuff like this. If I am reading right, that is almost nine hours.


 

Posted

Logging off doesn't kick you from the TF though, and never has.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

It is not possible to kick the leader from a team. Only the leader can kick teammembers. It would be quite appropriate, in my opinion, if an unexplainable afk by the teamleader could be mended by giving another teammember the star after petioning. Nothing else in game mechanics would have to be changed.


Leader of the Paragon Punishers SG and the Phantoms of War SG

 

Posted

Quote:
Originally Posted by Vanden View Post
Logging off doesn't kick you from the TF though, and never has.
It used to if you were exemplared to somebody in the Task Force. Of course that is no longer an issue.


 

Posted

If the leader doesn't talk to the TF contact 3 minutes after the mission is finished, for example, then maybe allow anyone in the team to talk to the contact.


 

Posted

Quote:
Originally Posted by Twilight_Snow View Post
If the leader doesn't talk to the TF contact 3 minutes after the mission is finished, for example, then maybe allow anyone in the team to talk to the contact.
Not sure if this will work since I am guessing leader fell asleep in an instanced mission. Suppose a team of people decide to stay in mission even after a mission complete to kill of straggling enemies. Why not? Extra XP?


 

Posted

I've had this happen many times on TFs and normal missions. Leader goes afk and the rest of us stand around unable to do anything until he/she comes back. Think about the time invested in some of those SFs. Once this happened on the last mission of the LRSF and the whole team had to quit right at the end. Could teams have a co-leader or second in command that could also choose missions and kick? Would that have such a big impact on the game?


@Joshua.

 

Posted

Quote:
Originally Posted by Vanden View Post
Why was that asked for? Specifically the TF exemption. I'm trying to imagine why the player of 2005 would want that feature, and I can't imagine why they would.

Remember the time frame you are talking about. First of all back then there were no Safegaurd or Mayhem missions so no temp travel powers to assist (and obviously no Ninja run ..hadn't been dreamed up yet). Player RAN from one mission to another until level 14 when they could finally take a permanent Travel power. Back then also we had the "OLD" Positron TF that was way more than twice as long as doing Posi One or Posi Two and the missions took you to just about every zone in the city.. You may have started in Steel but you would hit Skyway, Atlas, Perez Park and on and one. It was a real torture test and could take as much as five hours. Even the higher level TFs took longer then because no one had an Ouroborus Portal and no one had the Vet reward "Mission Teleporter" yet either. Now keep in mind that back then if a 48 level joined a Positron he or she got no XP, didn't keep up to 5 powers above the TF limit so unless they got it in before hitting 15, or were a serious badge hunter, most people skipped it completely.

The Hollows is almost a ghost zone now with very few people going there to run missions but in 2005 it was the one zone with contacts that actually let you run missions in the SAME zone as the actual contact. Once again saving some time as opposed to the contacts in KR and Steel that would take great delight in watching an 11 level run all the way to the train station, complete a mission in Atlas, run all the way back and then .. get a mission in ATLAS again !

People balk at the Doc Q mission these days and people complete it in 4 hours sometimes less. When it first came out some teams took as long as 7 hours to complete and would break the thing up between 2 days... This same thing frequently occurred with the Old Positron.

Back then there was no such thing as a Hospital and a Combat Nurse in Hazard zones so IF you were doing missions in the Hollows and died... You rezzed in either Skyway or Atlas Park's Hospital (depending on which entrance you came through) You had to RUN all the way back to the gate and then to the mission and heaven help you if you stopped to resupply your inspirations. I did that once on a long mission against the Trolls. I was almost finished when I died and had no choice but to Hosp. I stopped at City Hall and bought new INSP and when i got back to the mission .. it had reset like I hadn't done a thing. When I asked about that in chat I was informed i'd been out of zone and awy to long so the mission restarted.. Anyone have THAT happen to them recently?

Okay so maybe its not that big an issue these days but there were time back then when sitting inside a mission without fear of being logged off was about the only way you could take a break, grab a snack or take a BIO before continuing to slowly level.

Now as the Grumpy Old Man says "All you kids get off my lawn and leave me alone!" LOL


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

Posted

I had a similar issue the other day where the leader essentially leached from the team. He sat out 2 of the missions in an ITF - logging in long enough to pick the next mission. Then saying "Sorry be back in a few". I wanted to restart without the leach, but the rest of the team said it wasn't worth it.

Be nice to have a "Kick the leader" option where everyone else on the team can vote. You get 100% agreement and the leach is gone...


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

Quote:
Originally Posted by Wicked_Wendy View Post
Remember the time frame you are talking about. First of all back then there were no Safegaurd or Mayhem missions so no temp travel powers to assist (and obviously no Ninja run ..hadn't been dreamed up yet). Player RAN from one mission to another until level 14 when they could finally take a permanent Travel power. Back then also we had the "OLD" Positron TF that was way more than twice as long as doing Posi One or Posi Two and the missions took you to just about every zone in the city.. You may have started in Steel but you would hit Skyway, Atlas, Perez Park and on and one. It was a real torture test and could take as much as five hours. Even the higher level TFs took longer then because no one had an Ouroborus Portal and no one had the Vet reward "Mission Teleporter" yet either. Now keep in mind that back then if a 48 level joined a Positron he or she got no XP, didn't keep up to 5 powers above the TF limit so unless they got it in before hitting 15, or were a serious badge hunter, most people skipped it completely.

The Hollows is almost a ghost zone now with very few people going there to run missions but in 2005 it was the one zone with contacts that actually let you run missions in the SAME zone as the actual contact. Once again saving some time as opposed to the contacts in KR and Steel that would take great delight in watching an 11 level run all the way to the train station, complete a mission in Atlas, run all the way back and then .. get a mission in ATLAS again !

People balk at the Doc Q mission these days and people complete it in 4 hours sometimes less. When it first came out some teams took as long as 7 hours to complete and would break the thing up between 2 days... This same thing frequently occurred with the Old Positron.

Back then there was no such thing as a Hospital and a Combat Nurse in Hazard zones so IF you were doing missions in the Hollows and died... You rezzed in either Skyway or Atlas Park's Hospital (depending on which entrance you came through) You had to RUN all the way back to the gate and then to the mission and heaven help you if you stopped to resupply your inspirations. I did that once on a long mission against the Trolls. I was almost finished when I died and had no choice but to Hosp. I stopped at City Hall and bought new INSP and when i got back to the mission .. it had reset like I hadn't done a thing. When I asked about that in chat I was informed i'd been out of zone and awy to long so the mission restarted.. Anyone have THAT happen to them recently?

Okay so maybe its not that big an issue these days but there were time back then when sitting inside a mission without fear of being logged off was about the only way you could take a break, grab a snack or take a BIO before continuing to slowly level.

Now as the Grumpy Old Man says "All you kids get off my lawn and leave me alone!" LOL
Yeah all this is true. Well Posi was long until I came to love Ill/Kin. Say hello to speed run, and it worked in the old days. Man oh man I missed so much.

Oh and I really really miss old Hollows, now rezing in another zone that is a different issue, it was supposed to be hazardous well now it is a joke. Also no point to go there for the most part. Come to think of it wonder how many people can do the Trial there now days.

What was even more sad when SSK went into affect there was no point in me keeping my old Frostfire mission. I would keep it and then join a lowbie team just so they could get a experience of a fun mission. Yep now when we go to do it hey look I am 50 and there lvl 15 umm. Sneezes and wipes the whole room.


 

Posted

Another possible solution to Task Forces/Strike Forces, Ouroborus and Architect Entertainment teams would be:

For all players on team: Treat as Collaboritve Mission (unabandonable)

Allows any player to talk to Contact + Add teammember enters next mission (if previous task completed) = remove existing players from map and selects current task.

Probably been suggested before, but to me... that's the best and easiest to implement.