Invite anyone from anywhere.


Adeon Hawkwood

 

Posted

A couple of times today, I was invited to an incarnate trial. Upon arrival, the leader had invited too many people.

Myself, I have only rarely had a problem keeping track of who's coming and who's switching. The reason folks don't invite until in zone is because of the whole "cannot invite enemy" thing. It's time for this to stop. It's pointless.

If a trial is held in a co-op zone, then in a co-op zone, the leader should be able to invite anyone.
If they're hidden - shouldn't matter.
If they're an enemy - shouldn't matter.

The only thing that matters for an incarnate trial is are they level 50.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

Quote:
Originally Posted by Ukaserex View Post
If they're hidden - shouldn't matter.
I'm with you on the other points, but if they're hidden from invites, surely the default interpretation is that they don't want them. I mean, last time I checked, that wasn't on by default.


 

Posted

Quote:
Originally Posted by Captain_Photon View Post
if they're hidden from invites, surely the default interpretation is that they don't want them. I mean, last time I checked, that wasn't on by default.
Yer darn right that's what it means.


 

Posted

I agree it would be an excellent QoL feature. That being said I kinda wonder if there is a technical reason why we can't reliably invite cross-faction except when everyone is int he same zone (and similarly why we cannot reorganize league teams when people are out of zone.

If you recall when co-op zones were first introduced you could only invite when everyone was in zone and leaving the zone kicked you from the team (which sucked for doing TFs). Even with the later changes cross-faction invites are tricky (they seem to work but only if all members of the team are either the same faction as the invitee or are in a co-op zone). Since it seems odd that the devs would deliberately implement such an inconvenient system I suspect that there is something in the code that makes cross-faction invite problematic. Given that CoV and CoH were originally separate games with no co-op zones this isn't entirely implausible.


 

Posted

right now there are a lot of quirks with this

here are the rules i think it goes by:

  1. can only form a co op team if everyone is in the same zone
  2. once a co op team is formed members can leave the zone
  3. in addition to 2, you can invite more members to the team regardless if other poeple on the team are out of zone
  4. the leader can invite poeple out of zone if they are the same alignment (ie villains can only invite other villains out of the co op zones)
  5. in addition to 4, the leader can invite opposing alignments out of zone if they are in another co op zone (villains can invite heroes to a team in RWZ if the hero is in a co op zone such as cimerora, pocket d, or midnighters club)

if im missing anything or didnt explain something good let me know, but i think these are all the quirky rules that apply to co op teams


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
[*]in addition to 2, you can invite more members to the team regardless if other poeple on the team are out of zone
I'm not sure about this one. My experience is that you cannot invite people of the opposing alignment to the leader unless everyone else is in-zone.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I'm not sure about this one. My experience is that you cannot invite people of the opposing alignment to the leader unless everyone else is in-zone.
you can once you have a co op team formed and the opposite alignment is in another co op zone, i know cause ive done this (team in rwz or cim and invited a hero in pocket d or midnighters club or one of the above zones we were not in)

it wont let you invite opposing alignments if you have not formed a co op team yet though so once you have a co op team then you can almost invite anyone from anywhere

as i mentioned in the previous post how they have it set up now is very quirky and overly complex


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
/invites my Ranger and/or Chanter from Aion

... now that would be impressive. >.>
I would pay big money for that capability, believe me. Mmmm the ability to play GW/Aion/WoW/Rift/AoC toons in CoH... so much awesome my head would explode.

But I digress.

Really, I think what the team/league interface needs is something along the lines of "invite" and "reserve" so, for example, if Joe-Bob-Tanker is starting a league but I am in the middle of a mission but wanting to join, instead of saying "/invite NovaFang", he would "/reserve NovaFang". That flags the team/league as having one less position (marked as "reserved") and meanwhile, I would have some sort of notification saying "team invite pending". When I finish my mission, I accept the pending invite and am automatically added to the league that I was reserved into.

Same could be done for cross-faction and for people needing to switch toons. "/reserve @NovaFang" allows me to drop the toon I'm on, switch over to another toon and voila, I accept the pending invite and join the team. Cross-faction reserves could not be redeemed until the character in question meets the necessary requisites for joining the actual team (either entering the right zone or what have you)...


There... officially back on topic.