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


Arilou

 

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?
How many were in the hospital at the time? How many were in the process of mapserving?




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Posted

Quote:
Originally Posted by BrandX View Post
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.
Rejoining a trial is supposed to work, but is finicky. Sometimes you can get back in, sometimes you can't.

Quote:
Originally Posted by je_saist View Post
If that means shutting down a in-progress trial that has dropped to 11 players from 12? Well, sorry, them's the breaks.
A minimum number to start is sufficient to communicate to normal people that something is meant to be done on a team of a particular size. If crazy people want to fill to start, they're aware of the difficulty. Creating limits to discourage them won't work - they can just find people willing to door-sit. They're already thinking about ways to get around the rules.

The only people hurt by this are normal players.


 

Posted

Quote:
Originally Posted by MrCaptainMan View Post
No, the number should be 1. For trials, Hamidon, TFs, the CoT trial, everything.

Minimums are stupid, irritating and pointless.

Eco
This. 1000 times this.

LET US START AND FAIL WHATEVER CONTENT YOU CREATE.

Minimum teams sizes have always been stupid. They are stupid now. They will always be stupid.

LET YOUR PLAYERS FAIL AND MAKE BAD DECISIONS. Losers don't deserve trophies.

While on that topic, reopen the flight and teleport pools to kheldians. If some tool chooses flight pool: fly on a peacebringer that already has energy flight at level one, that's his problem.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Dark_Respite View Post
Unless you're a Mastermind.
Actually, that's how the game defines it, and it's a bit weird about it. See, the "team" is a concept completely separate from all of the players on it, and the game automatically disbands your team when you're the last person left in it, I assume so as not to require the last person to quit... Himself? However, whether you're on a team or not is pretty easy to tell - can you chat in the Team channel? If not, you are not on a team. If you can, you ARE on a team, even if you're the only person in it.

Whenever two people join up together or a single player uses the "Select Mission" function, the game assigns a team to the player(s) involved, in much the same way as a TF contact assigns a TF Name. Anything attached to this team remains attached to it even if the people who caused it left. That's why you can have a Khelidan join a team, play a mission and leave, but everyone else will be fighting Voids and Quantums for the rest of the nigh - because the TEAM got tagged to spawn them, and will not lose that tag unless it is disbanded.

Similarly, if a team selects an active mission, then the mission owner quits and goes to do it, so long as that mission hasn't despawned, the "Mission Complete!" message will still go to the TEAM and the owner will get no fanfare. That's because the team owns the mission. The actual mission owner player is just allowed to enter it because it's his own, but the mission still completes for the team.

I'm pretty sure TFs are simply tagged to disband when they go down to a single person the same way a regular team disbands. I don't think this is necessarily a precedent for enforcing any sort of minimum player requirement, just a precaution so as to not let a single player try to solo the thing if the rest of the players quit.


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

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.
Yep, I agree with you, and I think this should apply to Task Forces also. I'm so sick of people in global channels asking for fillers to help them start a TF like Manticore that has an arbitrarily high minimum needed to start. And if someone needs to go to bed in the sixth hour of a Dr Q TF....well them's the breaks. The devs need to stick to their guns or them dirty soloers will be making it impossible for everyone else to get a team for anything. Doom and stuff.

But seriously though...je-saist, you've totally outdone yourself with this post. This level of wrongness will be hard to top.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
This. 1000 times this.

LET US START AND FAIL WHATEVER CONTENT YOU CREATE.

Minimum teams sizes have always been stupid. They are stupid now. They will always be stupid.

LET YOUR PLAYERS FAIL AND MAKE BAD DECISIONS. Losers don't deserve trophies.

While on that topic, reopen the flight and teleport pools to kheldians. If some tool chooses flight pool: fly on a peacebringer that already has energy flight at level one, that's his problem.
I'm really trying to find a reason as to why you'd put limits when creating teams/task forces/trial leagues...

and the best I can come up is a mere imitation of this (yes, even the part about kheldians -hell, why not add the EPP into this as well?).

Oh, and this
Quote:
Originally Posted by ScottyB View Post
The only people hurt by this are normal players.
Seriously, I'm trying real hard to be for these limitations... I just can't find any reason, at all.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
However, whether you're on a team or not is pretty easy to tell - can you chat in the Team channel? If not, you are not on a team. If you can, you ARE on a team, even if you're the only person in it.
I chat in team chat while solo all the time. Usually when I first log on to a character, it will say the 'you are not on a team' thing if I type anything in team chat, but after a while it opens up even though I'm still solo. Always figured it was a bug.

Edit: further reading = ah hah! Okay.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
While on that topic, reopen the flight and teleport pools to kheldians. If some tool chooses flight pool: fly on a peacebringer that already has energy flight at level one, that's his problem.
I can see where it would just be a "dumb decision" with PBs grabbing flight, but Warshades grabbing flight or teleport pools on the other hand could have a slightly more profound effect. Especially with the latter case. think about it: teleport spammed to new levels, recall foe spam...

Actually, it would be pretty damn kickass. where can I sign for this?


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

If they are going to make trials fail because people get mapserved, then stability needs to be addressed immediately. Not in six months, not in 2013, but NOW.

Out of 24 players assembled for a trial, it seems that 7-8 players are mapserved merely upon zoning into a trial. About half of those players will zone in halfway through the trial, but many dont.

My point being, the people left have no control over whether The Mapserved come back or not. I dislike being penalized beause the server is not allowing people back on. It also sucks because when I am one of The Mapserved, the game locks my computer up so hard that I literally have to turn my machine off and completely reboot. This takes a lot of time and guarantees that I lose my chance at a good reward. Fail.


 

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.
Wrong, wrong, and severly wrong. Along with the points that other folks have already made in the thread, the level of strength your Incarnate is and your knowledge of the Trial can pull far more weight than other up-and-coming Incarnates. I know my main Incarnate does extraordinarily more in a Trial than my newly minted Incarnates. It should be up to the League if they want to continue onward or abandon - and if it's an Open League, more players can join in via LFG queue mid-Trial.


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Posted

Quote:
Originally Posted by AzureSkyCiel View Post
I can see where it would just be a "dumb decision" with PBs grabbing flight, but Warshades grabbing flight or teleport pools on the other hand could have a slightly more profound effect. Especially with the latter case. think about it: teleport spammed to new levels, recall foe spam...

Actually, it would be pretty damn kickass. where can I sign for this?
First time I rolled up a Warshade at level 6 I instinctively reached for the Fly pool for Hover. I find it really annoying to use TP without having hover. Really, really annoying dropping out of the sky like a limp rag cause my pc lags or my reflexes seize or my attention falters for a split second... (tiny rant)

So imagine my disdain when I found I was unable to pick the pool. For the life of me I couldn't imagine why it was made that way. Yeah I could accidently double up on travel powers but...

I'd gotten so excited to play a MFing warshade but was so dissappointed by this. I still hadn't figured out why it was like this. Until the post above reminded me that PvP still exists and as such has to be balanced around. Bah...


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Posted

Quote:
Originally Posted by je_saist View Post
If that means shutting down a in-progress trial that has dropped to 11 players from 12? Well, sorry, them's the breaks.
Sorry je_saist, but wrong again.

With the client being only slightly more stable than a house of cards in a wind chamber, and the fact that the trials are KNOWN to mapserve with a regularity that metamucil can't guarantee, auto-failing a trial by going below an arbitrary population (to stop the "I solo'ed/duo'ed this Trial" runs most likely) is bullcrap of the highest order.

Maybe if the underlying client and systems were rock-solid stable, you'd STILL be wrong. If players want to run a trial a certain way, and can get past the entry barriers LET THEM RUN THE F**KING TRIALS!



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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?


WHAT THA **** DEVELOPER TYPE PEOPLE?


Getting that out of my system...I wonder if the pop up was added to identify why trials previously were being auto failed. The minimum players thing may be a bug that they identified so the pop up just makes testing easier (figure out auto conditions and label them so they can be addressed individuality without making matters worse). Since no minimum fail was previously mentioned this seems logical to me.


 

Posted

When je_saist says something about computer hardware, it's usually correct.


 

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.
To bring up another problem with this is that you failed to fully read that the guy who dropped from Leandro's Trial had ended up dropped out for quite some time BEFORE they autofailed.
Combine this with other issues mentioned about DCing from trials and what you have is basically an issue where people can practically auto-fail AT ANY TIME, even if the normal auto-fail conditions had been met as early as before the cut scene.


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Quote:
Originally Posted by MaestroMavius View Post
First time I rolled up a Warshade at level 6 I instinctively reached for the Fly pool for Hover. I find it really annoying to use TP without having hover. Really, really annoying dropping out of the sky like a limp rag cause my pc lags or my reflexes seize or my attention falters for a split second... (tiny rant)

So imagine my disdain when I found I was unable to pick the pool. For the life of me I couldn't imagine why it was made that way. Yeah I could accidently double up on travel powers but...

I'd gotten so excited to play a MFing warshade but was so dissappointed by this. I still hadn't figured out why it was like this. Until the post above reminded me that PvP still exists and as such has to be balanced around. Bah...
A work around is just 1) grabbing Nova to use for fly or 2) grabbing Nova and using it the form for fly and missions.


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Posted

No one's considered that Anti Matter might have been the one who DCed. Kinda hard to continue with the main enemy off checking his Facebook page.



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Posted

Quote:
Originally Posted by BrandX View Post
A work around is just 1) grabbing Nova to use for fly or 2) grabbing Nova and using it the form for fly and missions.
My human form WS makes use of the various jet packs available in game. With that one toggle on it's invisible anyway.


 

Posted

Arbitrary rules are stupid and evil, and so is anyone who supports them.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
This. 1000 times this.

LET US START AND FAIL WHATEVER CONTENT YOU CREATE.

Minimum teams sizes have always been stupid. They are stupid now. They will always be stupid.

LET YOUR PLAYERS FAIL AND MAKE BAD DECISIONS. Losers don't deserve trophies.
Grin. I give this a thumbs up. If the reason we can't solo them is because Devs are afraid everyone will solo them, and not team them, well then, soloing is what people want to do, and people who are allowed to do what they want to do, within reason of course, keep their subs active, which is good for the game.

I still grimace whenever I hear that teaming gets higher rewards..why do you think that is....because people have to be bribed to team, meaning if given a choice, the Devs fear the player base would choose soloing, leaving the squishies and folks who like to team hard pressed to find a team.

*Sigh*..I think the day we get cross server teaming, and have all the bugs chased out of the process, will be the day we will be allowed to solo taskforces and such critters.

And not until then.

Lisa.


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Posted

Ummm, hey folks. Before you all get worked up into a frothy NERDRAGE (on both side of the argument), maybe you want to check that this is WAI and not just a bug?

Cause, you know, the KIR is relatively new to Live and from being in the pre-Beta that tested it, I don't remember any discussion about the establishment of minimum number. Twelve may have been just a placeholder that never got revisited.

So, let's find out if 12 is a hard minimum, a bug, or a placeholder that never got set properly.

If it's the first, then proceed with the justifiable nerdrage.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
This. 1000 times this.

LET US START AND FAIL WHATEVER CONTENT YOU CREATE.

Minimum teams sizes have always been stupid. They are stupid now. They will always be stupid.

LET YOUR PLAYERS FAIL AND MAKE BAD DECISIONS. Losers don't deserve trophies.

While on that topic, reopen the flight and teleport pools to kheldians. If some tool chooses flight pool: fly on a peacebringer that already has energy flight at level one, that's his problem.
i also agree with this 1000 times, i hate looking for padders to start tf if im running below the min, and unless the min are removed then im VERY tempted to make a whole boatload of free accounts when i21/freedom gets here as a personal squad of anytime padders

also on the topic of teaming = more rewards, i noticed when i was farming a whole lot of friends one day and within 3 hours i made 16 shards just running the tv farm twice, when i run it solo on same diff settings i barely make 5 shards in the same amount of time (i believe this is due to how the shard drop rate works)


 

Posted

Quote:
Originally Posted by Zortel View Post


Dose this mean that je_saist is the equivalent of dividing by 0?

But dose that make him a digital or analog person?


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