"Too few players to continue". What's going on?


Arilou

 

Posted

So we have a league of 12 doing Keyes, no problem. At some point, one person disconnects; no big deal, that usually happens. We complete first reactor, we complete second reactor. All is going well. We get to third reactor with 11 players, collect 8 glowies, and this giant red text appears:

"TOO FEW PLAYERS TO CONTINUE!"

Trial instantly failed. 30 minutes down the drain. What the hell, devs? Just WHAT THE HELL?


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Posted

Gotta stop those filthy soloers somehow.


 

Posted

Now that's messed up. It really should be up to the League to decide if they're down too many people to continue onward or not.


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Posted

A time limit should be sufficient to say "you gave it a shot and couldn't do it, goodbye!" A specific check on the number of players still in the league is terrible, especially since there can be extenuating circumstances such as disconnects or a griefer that needed kicking; neither of which necessarily means the team is incapable of completing the task at hand!


 

Posted

Quote:
Originally Posted by bAss_ackwards View Post
Now that's messed up. It really should be up to the League to decide if they're down too many people to continue onward or not.
I really don't want to get involved in this thread, but I feel I have a point to make here.

If the developers set the precedent that the Players themselves can dictate how many or how few players are needed for any particular task or event, the player base will immediately respond by demanding that every other particular task or event with a specific-number-of-players-required-limitation have that specific-number-of-players-required-limitation removed.

Whether or not you, or Leandro likes it, the developers have to stick to their guns when it comes to minimum players in a task or event.

If that means shutting down a in-progress trial that has dropped to 11 players from 12? Well, sorry, them's the breaks.


 

Posted

Quote:
Originally Posted by Leandro View Post
So we have a league of 12 doing Keyes, no problem. At some point, one person disconnects; no big deal, that usually happens. We complete first reactor, we complete second reactor. All is going well. We get to third reactor with 11 players, collect 8 glowies, and this giant red text appears:

"TOO FEW PLAYERS TO CONTINUE!"

Trial instantly failed. 30 minutes down the drain. What the hell, devs? Just WHAT THE HELL?
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Posted

Quote:
Originally Posted by je_saist View Post
If the developers set the precedent that the Players themselves can dictate how many or how few players are needed for any particular task or event, the player base will immediately respond by demanding that every other particular task or event with a specific-number-of-players-required-limitation have that specific-number-of-players-required-limitation removed.
Complete bull, and we have a precedent: Task Forces. People have been duoing or even soloing difficult task forces, but there have not been mass calls for removing the requirement of initial number of players.

This check makes it super easy to grief a trial. Join a trial that plans to run with the minimum number of players, then do nothing. If they kick you, THEY FAIL THE TRIAL! It's ridiculous.


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Posted

Quote:
Originally Posted by Leandro View Post
Complete bull, and we have a precedent: Task Forces. People have been duoing or even soloing difficult task forces, but there have not been mass calls for removing the requirement of initial number of players.

This check makes it super easy to grief a trial. Join a trial that plans to run with the minimum number of players, then do nothing. If they kick you, THEY FAIL THE TRIAL! It's ridiculous.
So the GM's are supporting griefing now...gemme a breakYou should take care of the real players


 

Posted

and I spent another hour of my life waiting for the GM's to fix their game...again

waste of time


 

Posted

Quote:
Originally Posted by je_saist View Post
I really don't want to get involved in this thread, but I feel I have a point to make here.

If the developers set the precedent that the Players themselves can dictate how many or how few players are needed for any particular task or event, the player base will immediately respond by demanding that every other particular task or event with a specific-number-of-players-required-limitation have that specific-number-of-players-required-limitation removed.

Whether or not you, or Leandro likes it, the developers have to stick to their guns when it comes to minimum players in a task or event.

If that means shutting down a in-progress trial that has dropped to 11 players from 12? Well, sorry, them's the breaks.
I could totally see your point je_saint if it happens instantly as soon as the disconnects/quit hits...sadly what Leo is refering to is when we start..lose someone quickly..then are able to continue on with the trial until a random point where it says we can not continue.

I have been in leagues that have had just 10 players finish the ENTIRE trial with just 10, after starting with 12, 2 either decide to quit or dc before the first phase is over (although I have also been in leagues where they quit 2nd or 3 rd reactor in, bring the total from 12 to 11 and we are still able to finish.

"Them may be the breaks" je_saint, but if they want them to be the breaks, they need to be consistent.


 

Posted

Hrm, I wonder what exactly the conditions are for that (ridiculous) auto-fail. My second live Keyes run started with 15, but by the final stage we'd lost a few and only had 11. It still let us play through to completion.

(I'm not 100% sure if we had 11 at the start of the final stage, or if that last player dropped during the final stage)


 

Posted

Quote:
Originally Posted by Biowraith View Post
Hrm, I wonder what exactly the conditions are for that (ridiculous) auto-fail. My second live Keyes run started with 15, but by the final stage we'd lost a few and only had 11. It still let us play through to completion.

(I'm not 100% sure if we had 11 at the start of the final stage, or if that last player dropped during the final stage)
Random conditions are random...hence they should not Auto Fail if you go under the minimum start conditions. INCONSISTENCY


 

Posted

Quote:
Originally Posted by Biowraith View Post
Hrm, I wonder what exactly the conditions are for that (ridiculous) auto-fail. My second live Keyes run started with 15, but by the final stage we'd lost a few and only had 11. It still let us play through to completion.

(I'm not 100% sure if we had 11 at the start of the final stage, or if that last player dropped during the final stage)
I had a group of 8 for KIR before. So I dunno. I suspect there may have been the 0 players not in the hospital. Or it could be the old trial autofail got turned on in KIR.


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Posted

Quote:
Originally Posted by Scythus View Post
Is there ever a time when you post something that isn't a large pile of BS?
No.

The same thing happened with the Lambda trial a while back, except there wasn't any message and the trial just automatically failed after a certain amount of time. They have since changed that, so I don't know why they put in that condition for this trial. It's simply stupid.


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Posted

I was on the team where this happened and I agree - this is a ridiculous auto-fail. If we had some warning that it would happen, then we could have planned for the possibility. And given the years of experience we all have with task forces, where the mechanics are apparently different, we had no reason to think that this kind of auto-fail could even happen.

Also, it happened at an odd time. It was at the third reactor, but not at the start of the phase, where it might have made some sense. It happened after we had broken open 2 bunkers and were working on the third. It really did come as a complete surprise to everyone on the team.

If the devs are going to put this kind of mechanic in the game, it should be consistent and players should be provided with notice of it. However, it would be better if it just didn't happen at all. There are existing mechanics in the trials that cause failure if the team runs out of time or fails to make the objectives. Those should be sufficient.


 

Posted

Quote:
Originally Posted by Leandro View Post
So we have a league of 12 doing Keyes, no problem. At some point, one person disconnects; no big deal, that usually happens. We complete first reactor, we complete second reactor. All is going well. We get to third reactor with 11 players, collect 8 glowies, and this giant red text appears:

"TOO FEW PLAYERS TO CONTINUE!"

Trial instantly failed. 30 minutes down the drain. What the hell, devs? Just WHAT THE HELL?
I wonder who the disconnected player was. Anti-Matter may have been jonesing for a beatdown with him/her, and with that player gone, went, "Bugger it, I'll go invent zero point tech in the meantime."

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Posted

The developers have already set a precedent for:

1. Allowing a Task Force to continue even if the number of people falls below the minimum for the trial, so long as it's not just ONE person. One person is not a team.

2. Keeping logged-out on the team and still counting them for the purposes of team size calculations. A team of 4 people online and 4 people logged off is still an 8-man team.

Which of the two precedents is honoured, if any, is down to the development team, yes, but allowing either or even both is not unprecedented.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
One person is not a team.
Unless you're a Mastermind.

Michelle
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Posted

I'm thinking what's happening here is it uses the same coding that Task Forces do. Players are always "members" of the task whether they're online or not unless they physically quit or are kicked. So that's why yours failed with 11 where others are reporting being fine with that number or fewer.

I understand the whole "slippery slope" dilemma, but there is a precedent already with Task Forces and there's two sides to look at this from. Currently, a Task Force will stay together as long as at least two players have not quit. That's why people can duo or solo them (provided the other person logged off, not quit). What I'm assuming is we have the same situation here on a slightly larger scale, where the number before a disband is upped to match the larger size of the task.

I'm sure the Devs are well aware that certain groups and players would try to see just how few people they really need to put up with to get through the trials, so they put a handy cap in place to ensure that players are required to, well, actually play. I think rather than demanding the limit be removed, we should question the actual number. 11 is just one below what it takes to start the trial and I agree- that's too easy for someone to willingly ruin for everyone. Perhaps it should be if the number drops below 8?


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Posted

Quote:
Originally Posted by Burning_Brawler_NA View Post
I'm thinking what's happening here is it uses the same coding that Task Forces do. Players are always "members" of the task whether they're online or not unless they physically quit or are kicked. So that's why yours failed with 11 where others are reporting being fine with that number or fewer.

I understand the whole "slippery slope" dilemma, but there is a precedent already with Task Forces and there's two sides to look at this from. Currently, a Task Force will stay together as long as at least two players have not quit. That's why people can duo or solo them (provided the other person logged off, not quit). What I'm assuming is we have the same situation here on a slightly larger scale, where the number before a disband is upped to match the larger size of the task.

I'm sure the Devs are well aware that certain groups and players would try to see just how few people they really need to put up with to get through the trials, so they put a handy cap in place to ensure that players are required to, well, actually play. I think rather than demanding the limit be removed, we should question the actual number. 11 is just one below what it takes to start the trial and I agree- that's too easy for someone to willingly ruin for everyone. Perhaps it should be if the number drops below 8?
No, the number should be 1. For trials, Hamidon, TFs, the CoT trial, everything.

Minimums are stupid, irritating and pointless.

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Originally Posted by Samuel_Tow View Post
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Posted

Quote:
Originally Posted by Leandro View Post
Complete bull, and we have a precedent: Task Forces. People have been duoing or even soloing difficult task forces, but there have not been mass calls for removing the requirement of initial number of players.

This check makes it super easy to grief a trial. Join a trial that plans to run with the minimum number of players, then do nothing. If they kick you, THEY FAIL THE TRIAL! It's ridiculous.
Actually. you're wrong on this one.

If a TF drops to 1 person, then the TF ends.

If a trial drops to a minimum amount of people, then it ends.

The difference seems to be, is if someone DCs or logouts of the trial, they're out. If someone DCs or logouts of a TF, they're still in and can log back into it.


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Posted

Quote:
Originally Posted by je_saist View Post
I really don't want to get involved in this thread, but I feel I have a point to make here.

If the developers set the precedent that the Players themselves can dictate how many or how few players are needed for any particular task or event, the player base will immediately respond by demanding that every other particular task or event with a specific-number-of-players-required-limitation have that specific-number-of-players-required-limitation removed.

Whether or not you, or Leandro likes it, the developers have to stick to their guns when it comes to minimum players in a task or event.

If that means shutting down a in-progress trial that has dropped to 11 players from 12? Well, sorry, them's the breaks.
Sorry, but I just don't agree with this in the least - especially in an *incarnate* trial where players are getting more and more powerful.

The ONLY time we should see this sort of thing is if there's a requirement for multiple people - such as the Hollows trial, where you must have 8 people clicking glowies nearly simultaneously. And then, at least for trials, there should be a warning with the league leader able to invite more - AND a timeout, so that people can - if they got disconnected - have reasonable time to get back INTO the trial.

Pop up warnings. Down to 1 team? 4 people? Give the league leader a warning - "Trial is below starting minimum. This may be exceedingly difficult. Are you sure you wish to continue?"

But just failing a trial? No.


 

Posted

Quote:
I'm sure the Devs are well aware that certain groups and players would try to see just how few people they really need to put up with to get through the trials, so they put a handy cap in place to ensure that players are required to, well, actually play.
I have to say I'm not seeing the logic. The less players there is, the better these players have to play to complete the trial successfully.

On a standard 24 men PUG BAF, I'd say easily one third to one half of the League is close to dead weight. The more players you have, the less each of them has to actually play, to the point that people can actually leech and still get rewards just fine. One of my friends actually pushes that to the extreme by using his defender with a debuff on auto while he plays another account doing another activity entirely on a different server.


 

Posted

Quote:
Originally Posted by nihilii View Post
i have to say i'm not seeing the logic. The less players there is, the better these players have to play to complete the trial successfully.

On a standard 24 men pug baf, i'd say easily one third to one half of the league is close to dead weight. The more players you have, the less each of them has to actually play, to the point that people can actually leech and still get rewards just fine. One of my friends actually pushes that to the extreme by using his defender with a debuff on auto while he plays another account doing another activity entirely on a different server.
genius!


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