I have an idea about teams
I think a lot of you have some good perspective on this issue.
I will share mine. I'm sure it's not "typical", but I'm equally sure it's a factor. Be warned, there is a bit of a rant below the asterisks. Some of it is stretching the truth to illustrate a point.
I like MoM and UGT trials because they are not "tank and spank". They require that the players keep tabs on their buff bars and the area around them. If someone's not done one of these, they will, for the most part, require some insight from the leader. So, I lead these ...or rather I did.
I would also lead the other trials to help those without shifts get them.
However, to make a long-winded drawn out story at least a bit shorter, there's just no pleasing some people.
Some will fuss because you don't give enough instruction.
Some fuss because your directions are longer than one line and they miss some or all of it for whatever reason. ( I know this is cruel of me, but I honestly think that some people just can't read very fast.) They're not stupid, but by the time they remember to look at the chat box, half of the comments or rewards or whatever have pushed the instructions out of view, so they can't see them.
Some fuss because you did something differently from the way they do things on another server.
Some fuss because you didn't want to wait for their friend to finish up a mission.
Some fuss because you asked someone else (instead of them)to pull the av to a specific spot.
There just really seems to be no end to the foolishness.
The leader calls for chokepoints in BAF, but because most are not familiar with the leader, they all do doors despite the instruction.
Occasionally, there is an amazing synergy on a team or trial, and leading is not just a pleasure, but a privilege. Because, all you had to do was recruit. Everyone already knows what to do. Typing instructions would just make you look slow, because they've already set out to do what you're about to type. These are the people that get rated highly.
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Warning -extreme stories below!
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I used to lead all the time, but now, I won't that often. The reason is, I don't want to hurt anyone's feelings. I'm unable to communicate to some 14 year old kid that if he wants to tank, he needs to make better slotting and power selection decisions. I would - but they haven't asked. They have no idea that they have no idea what they're doing. If I tell them, as gently as I can, that they might want to pick fire shield on their fire tank, I get grief. I don't pay their money, so I keep quiet. But, I'm not gonna team with these new players - unless it's just one or two of them with a group that I know are capable. (if they ask, I'm more than happy to share what I know)
That's why I think teaming is down. Because with Freedom, people are free to play - and not invest in their characters. They don't care if they get defeated, they don't care if an Eden trial that should only take 20 minutes takes over an hour and a half. They want to fly back up the holes and fall again for fun. They want to kill the monster instead of tackling the wall.
In short, teaming is down because player quality is down. I like to say I'm only slightly better than mediocre. But, some people are just playing a different game.
If I want to lead, and I get people that have names like "ms. soand so", I already know what I'm up against. The lack of a capital letter on a title like "ms." is indicative of nothing, but it's one of my many peeves. I immediately assume they are young kids without the knowledge of rules of English, or someone too lazy to be bothered with it. I am not perfect, yet, it just drives me up the wall.
So, I don't like to lead, because I would invariably offend, as I'm sure I have just by expressing my opinion.
"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
In a way I think it is ok that people that are not leaders normally in RL or games not lead here. Just like here, I am outgoing in RL and lead a business so leadership is like a drink of water to me. I recognize however, that forcing non leaders to lead or being put into that position unprepared can lead to disaster.
Let the leaders lead and the followers follow. A good leader is always going to find potentially good leaders to groom up for the times when they are not there and that is how that skill is passed down to those that show promise in that area. It is perfectly fine to be a warrior following the chief. Tank please pull Nightstar to me here. Everyone else off the court and behind me here. Thank you. |
You are absolutely correct. BUT if someone chooses to be a follower and stand around with his thumb up his butt waiting for someone else to take the initiative of leadership, that person has no right to complain about not being able to find teams.
Difficulty Heroic/Villainous - Challenge level 1 - require a team of 6 to spawn AV's
Difficulty Tenacious/Malicious - Challenge level 2 - require a team of 5 to spawn AV's
Difficulty Rugged/Vicious - Challenge level 3 - require a team of 4 to spawn AV's
Difficulty Unyielding/Ruthless - Challenge level 4 - require a team of 3 to spawn AV's
Difficulty Invincible/Relentless - Challenge level 5 - AV's spawn even if solo
The only thing a full team accomplishes on a DFB is it prevents the queue from adding uninvited players onto the team if they aren't using closed team/leagues.
It seems teams aren't as popular as they use to be. I have a couple ideas that migth encourage teams and team building. Perhaps the Devs would give a bonus or larger drops or some sort of reward to players that are on teams of 5 or more. I know you get more xp on larger teams but I think the incentive needs to be recipes or influence or something else that you only get while on a team. Plus, I think you should bonus the team leader a bit more than the rest of the team since they built the team and is running it, etc.
If those two steps were taken, I believe more teaming would happen and that would help everyone. |
Few things are less onerous in this game than leading a team. It is rare that you have to actually get firm with someone, possibly even kicking them.
Another alternative is to get into a solid network of SGs and form teams from those channels (SG, Coalition, global).
Check out the Repeat Offenders network of SGs! You'll be glad you did.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
I thought the trials didn't get adjusted based on the difficulty slider, but rather team size though.
Good to know.
Maestro Mavius - Infinity
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Keep Calm & Chive On!
How about a "most valuable team member" bonus. Lol!! Actually that would be awesome in my opinion. Exspecially if the devs include gauges on "timing" and actual teamwork, so not to award folks for just storming ahead of everyone. For example: if a teammate is being hurt and needing some help, a character can come and get the "assist" points. Maybe some type of "role" points for the character staying closest to the role of the arctype that was designed.
This may also improve the amount of teaming and overall "quality" of teams. While not necessary, this may incorage overall community gameplay. If you know your role in teaming, you inturn learn how to make your character better at that role over time. This would lead to better, more suitable builds for different archtypes, as well as knowelage of teamwork dynamics. That is if there was significant difference in bonuses when "playing correctly".
And that sort of passive teaming is what I prefer. I really like the LFG system when it works as a passive team-finding tool.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Not that I'm a big team player to begin with, but one thing that *does* detract
from it on those rare occasions when I do team, is the simple fact that in many cases, *only* the leader can READ the stories -- I find that rather irksome. I solo-ed DA and the SSA's for exactly that reason, and don't generally bother with tfs because they're not easily solo-able (without going thru a bunch of rigamarole). The only way I even know what the darn tf's are about is to read about them on P-Wiki. Seems a bit silly to me. Regards, 4 |
I find that the only "fix" teaming needs in this game is quality of life changes that make teaming easier. I would be against a strong reward-driven incentive for teaming, especially just for huge teams, because I don't want any part of that. Most of my time, I spend running missions alone and chatting with people on other servers. When I do team, it's with a single other person, usually someone I already know who happens to be online at the time. On the rare occasion I'll join a large team, it's to chase after team-only rewards like the WTF, and those experiences rarely leave me asking for more.
As far as I'm concerned, the biggest problem with teaming... Let me rephrase that. As far as I'm concerned, the biggest benefit to solo play is that I get to tailor my difficulty to my character, and thus end up feeling strong and dominant. However, because I don't build for power, this is an illusion. The moment I team with a power-built, Inventions-heavy character belonging to a much more focused player, I'm relegated to sidekick status, even if I'm technically the mentor. On large teams, that's even worse, because my supposedly awesome character turns into just a grunt, a face in a crowd.
Playing in a control environment - which means by myself or with people I know what to expect from - is how I enjoy the game the most. Making it easier for me is likely to get me to venture out of that comfort zone more often. Denying me more rewards, by contrast, is just likely to piss me off. For instance, if the LFG queue actually worked like it's supposed to and I could queue up for, say, a Bastion TF and actually get one within an 8-hour gaming session, I still would. Pity that never happens.
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.
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I don't think teaming is happening any less often...
Changes that need (should) be made, though, are improvements to the search window (namely, a button to filter out players already on a team). Also, trying to make the 'LFG' window help you find a group would be nice as well (right now, it's basically completely ineffective for that task). The rewards for teaming are already huge... it's just the tedium of making a team that's the problem. |
Those of us who don't have the luxury of many in-game "friends" are left to solo.
Please stop saying this issue doesn't exist. Just because you say it, doesn't make it true.
Main servers: Victory and Justice. Main account: @Justice29 Secondary account: @Clever One
Another thing I thought of while playing is this scenario:
/b Lvl $level $Archetype lft.
/hc lvl $level $Archetype lft.
10 seconds later.
/b Lvl $level $Archetype lft.
/hc lvl $level $Archetype lft.
10 seconds more.
/b Finding teams is so hard. Why are there no teams anymore. This game is dead.
Meanwhile, the 30 teams are inside a mission doing team things.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.