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Leechers that join your group


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#1
ksam

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Sometimes when I make a group and no one joins after 5 minutes of waiting, i'll go in solo. And often times someone will come in on a <lvl 5 character on threatening or perilous and there is no way to kick them even if it your group. This makes me so mad I usually end up leaving the instance and soloing everything for the rest of the day



#2
TormDK

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Since it's a co-op experience, what exactly does it take away from you?

 

I mean, if they die - don't bother rezzing them?



#3
ksam

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Since it's a co-op experience, what exactly does it take away from you?

 

I mean, if they die - don't bother rezzing them?

Because they always end up being dead weight. Sometimes even being the cause for you to fail 



#4
TormDK

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Well, the same can be said for honest players joining your game, so I don't really see your point?

 

I'm not a hardcore player by any means, but I have no problems taking a level 1 into a threatening game and survive, and even if it was a wipe typically there's enough XP to be at least level 5 next match.

 

What would your proposed solution to this issue be? That the leader can kick with only his own vote?



#5
Senor Pez

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Because they always end up being dead weight. Sometimes even being the cause for you to fail


WAT

#6
ksam

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Well, the same can be said for honest players joining your game, so I don't really see your point?

 

I'm not a hardcore player by any means, but I have no problems taking a level 1 into a threatening game and survive, and even if it was a wipe typically there's enough XP to be at least level 5 next match.

 

What would your proposed solution to this issue be? That the leader can kick with only his own vote?

Yes this exactly since it is their group to begin with



#7
nibyl

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Yes this exactly since it is their group to begin with

No, that would be a terrible idea. I for one would never join a random group if there was a possibility that I would get kicked just because some kid is throwing a temper tantrum.

 

But I get where you're coming from. When someone joins "your" game with obviously no way of surviving or meaningfully contributing to party damage you kinda wish they would leave and someone more competent joined instead. Just give them the kick-vote and hope for the best. Personally, if it's a threatening game, those I can more or less solo and the dead weight serves some purpose as bait. Perilous I usually play with people on friends list, I suggest you try it too.

 

And in the end, who cares. There's xp in victory and defeat alike.



#8
Drasca

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Sometimes when I make a group and no one joins after 5 minutes of waiting, i'll go in solo. And often times someone will come in on a <lvl 5 character on threatening or perilous and there is no way to kick them even if it your group. This makes me so mad I usually end up leaving the instance and soloing everything for the rest of the day

 

What pisses me off isn't that they leech, it is that they don't stay for the next game, or switch back to a level 1 character. I don't mind carrying for a level, but pull your weight for the next!


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#9
DrakeHasNoFlow

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I'm wondering should there be a lvl requirement for perilous difficulties? Threatening is fine for lvl 1's, but I seem to see quite a bit of the top leaderboard guys just randomly enter perilous lobbies with lvl 1's and just chill in font rooms. Obviously they want to level up as fast as possible due to xp rewards even if it's a zone wipe but other people who have leveled up legit through playing on threatening and progressing to perilous should not be taken advantage of and be forced to carry, especially if they are complete strangers in pugs.

If it's the highest difficulty than people should pull their own weight and not just be there for the rewards, but actually contribute without leeching. It's already difficult to play perilous with a bunch of randoms, but it's exponentially harder with xp moochers who think hanging around in the back doing nothing is actually helpful, because it's not. I can see why everyone now has to gather at the flag in zone 5.

Bioware, should also do something about the promotion exploit, as well.

#10
TheThirdRace

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I'm wondering should there be a lvl requirement for perilous difficulties? Threatening is fine for lvl 1's, but I seem to see quite a bit of the top leaderboard guys just randomly enter perilous lobbies with lvl 1's and just chill in font rooms. Obviously they want to level up as fast as possible due to xp rewards even if it's a zone wipe but other people who have leveled up legit through playing on threatening and progressing to perilous should not be taken advantage of and be forced to carry, especially if they are complete strangers in pugs.

If it's the highest difficulty than people should pull their own weight and not just be there for the rewards, but actually contribute without leeching. It's already difficult to play perilous with a bunch of randoms, but it's exponentially harder with xp moochers who think hanging around in the back doing nothing is actually helpful, because it's not. I can see why everyone now has to gather at the flag in zone 5.

Bioware, should also do something about the promotion exploit, as well.


While I understand the feeling of players leeching being unfair, the solution you suggest is simply inadequate. There's already a mechanic allowing you to boot them from the lobby/game, why the hell aren't you using it? There is absolutely no need to introduce a ridiculous level restriction for a problem which you already have a perfectly viable solution...

Also, for zone 5 the gathering in the circle solution was bad. It should have been done the same way doors between areas are done, i.e. as soon as someone plants the flag, the whole team is teleported to it. Not only would it be consistent with how moving from area to area works, but it would also remove the possibility a moron keeps trolling you in area 5 by not getting in the freaking circle. The change was made without any attention to details and now we suffer from the consequences. Granted, we can always boot them, and we do, but we suffer because we're now 3 to clear the last area and there's a low probability someone will join up before we clear it.

Finally, for the promotion "exploit"... It's a moot point. The players that use it the most are usually the ones that play the most. They already have almost all the best items, speed running a threatening game is gonna take them less than 10 minutes with 4x level 1 characters. They already play heavily every day so a couple extra games isn't gonna make a huge difference. More importantly, they can easily clear Perilous with 3 medium level characters so having a 1 level character tagging along isn't a problem at all, the time they "lose" for that level 1 character is even less than 10 minutes. Those people are actually playing the game, more than anyone else I might add, why do you try to discourage them? We already have a very small player base, can we at least do all we can to actually hold on to the few players we have? You also have to realize the promotion "exploit" is not as huge as people imagine it to be, it's 10 minutes over 10 to 14 matches to max your character to level 20. You're wasting more time opening doors in those 10 to 14 matches than it would take to compensate a level restriction on Perilous. And for my final argument, there are a **** load of other things to fix before even thinking about the promotion "exploit", not mentioning Bioware kind of "owe" us some slack with the amount of bullshit we've endured so far. They took almost 4 months to fix the key bug, the matchmaking is still abysmal, the loot system is even worst, the Narnia level is still there, etc. I'm sure they can understand that removing one of the few "features" that benefit players, by not dying of boredom in Threatening, could cause a massive uproar. My take on it is don't touch this with a 10 foot pole...

In any case, I really hate when people try to put limitations on others just because they feel they don't get as much out of it. Is it jealousy or victim mentality? Because that sure as hell ain't a "balance" problem since it's a coop game, the option is available to everyone equally and the only thing limiting you is the time you're willing to invest. There's nothing to gain by putting restrictions, except someone in his tiny little heart will sleep better at night at the expanse of everyone else...

#11
DrakeHasNoFlow

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While I understand the feeling of players leeching being unfair, the solution you suggest is simply inadequate. There's already a mechanic allowing you to boot them from the lobby/game, why the hell aren't you using it? There is absolutely no need to introduce a ridiculous level restriction for a problem which you already have a perfectly viable solution...Also, for zone 5 the gathering in the circle solution was bad. It should have been done the same way doors between areas are done, i.e. as soon as someone plants the flag, the whole team is teleported to it. Not only would it be consistent with how moving from area to area works, but it would also remove the possibility a moron keeps trolling you in area 5 by not getting in the freaking circle. The change was made without any attention to details and now we suffer from the consequences. Granted, we can always boot them, and we do, but we suffer because we're now 3 to clear the last area and there's a low probability someone will join up before we clear it.Finally, for the promotion "exploit"... It's a moot point. The players that use it the most are usually the ones that play the most. They already have almost all the best items, speed running a threatening game is gonna take them less than 10 minutes with 4x level 1 characters. They already play heavily every day so a couple extra games isn't gonna make a huge difference. More importantly, they can easily clear Perilous with 3 medium level characters so having a 1 level character tagging along isn't a problem at all, the time they "lose" for that level 1 character is even less than 10 minutes. Those people are actually playing the game, more than anyone else I might add, why do you try to discourage them? We already have a very small player base, can we at least do all we can to actually hold on to the few players we have? You also have to realize the promotion "exploit" is not as huge as people imagine it to be, it's 10 minutes over 10 to 14 matches to max your character to level 20. You're wasting more time opening doors in those 10 to 14 matches than it would take to compensate a level restriction on Perilous. And for my final argument, there are a **** load of other things to fix before even thinking about the promotion "exploit", not mentioning Bioware kind of "owe" us some slack with the amount of bullshit we've endured so far. They took almost 4 months to fix the key bug, the matchmaking is still abysmal, the loot system is even worst, the Narnia level is still there, etc. I'm sure they can understand that removing one of the few "features" that benefit players, by not dying of boredom in Threatening, could cause a massive uproar. My take on it is don't touch this with a 10 foot pole...In any case, I really hate when people try to put limitations on others just because they feel they don't get as much out of it. Is it jealousy or victim mentality? Because that sure as hell ain't a "balance" problem since it's a coop game, the option is available to everyone equally and the only thing limiting you is the time you're willing to invest. There's nothing to gain by putting restrictions, except someone in his tiny little heart will sleep better at night at the expanse of everyone else...


Because not everyone in pugs knows of the kick button feature, in game? You do realize it's a committee kick feature, and unfortunately there are quite a bit who do not realize it's possible mid game.

#12
Jebbadiah Jenkins

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Because not everyone in pugs knows of the kick button feature, in game? You do realize it's a committee kick feature, and unfortunately there are quite a bit who do not realize it's possible mid game.

Every time I have a leecher that needs to be kicked when we get to room 5, I have to plug in my mic and explain to people why and how to kick someone.

 

Sad but true, and 50 percent of the time, they still don't kick the person. Language barrier or whatever the reason may be, we stand around like idiots until enough people leave, and we finally get competent people who will actually kick someone.



#13
hanoobken

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For the 6 hours I played with a friend yesterday, almost everybody who joined our lobby < lvl 5 on perilous.  And they aren't just under-leveled, but under-geared as well.  To make things worse, our level 1 always-dead-group-members keep opening guarded treasure rooms while we are in combat with large groups.  We don't mind carrying level 1 friends, and even among friends we don't like being a burden (not for more than 1 round).  It's called decency.  If anyone reading this is guilty of such blatant leeching, please have the decency to at least go with the flow.  Don't become an even heavier burden than you already are by opening treasure rooms while the people carrying you are in combat.  We don't like seeing Revenants coming after us while we're trying to take out a group of multiple despair demons, shadows, etc...



#14
ChinookLoki

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Sometimes when I make a group and no one joins after 5 minutes of waiting, i'll go in solo. And often times someone will come in on a <lvl 5 character on threatening or perilous and there is no way to kick them even if it your group. This makes me so mad I usually end up leaving the instance and soloing everything for the rest of the day

 

There is no reason to ever kick from Threatening due to levels, that's just silly.



#15
Jkregers

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A couple players made it to the top 10 on the leaderboards on PS4 by leeching, so I guess it works. 



#16
DrakeHasNoFlow

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A couple players made it to the top 10 on the leaderboards on PS4 by leeching, so I guess it works.


Damp working as intended...

#17
TheThirdRace

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Because not everyone in pugs knows of the kick button feature, in game? You do realize it's a committee kick feature, and unfortunately there are quite a bit who do not realize it's possible mid game.


I do realize that and I feel for everyone to whom it happened. I'm just saying you're trying to solve a problem by attacking the wrong thing.

When a pipe burst because there's too much pressure from the water running thru it, you don't build an entire new system around the pipes requiring twice as much man power to manage, you lower the pressure.

What you're asking is akin to that. You have leechers, you're asking for a new mechanic to kick but you already have one. The real solution would be for Bioware to improve/fix their current system, not to build another system/mechanic on top of the broken one.

Don't forget a lot of private groups are perfectly willing to speed up a level 1 on Perilous given we help each other out, your solution destroys our teamwork for the sake of a few rotten apples. That's not an adequate solution, removing options rarely is.

Also, you specifically pointed the finger at top leaderboard players which is in my opinion blown out of proportion (full disclosure, I'm far from being a leaderboard player). I'm not saying no leaderboard player are leeching, but I'm saying it's a minority. Every leaderboard player I've played with can solo Perilous, most of them could top the score with a level 1 because of the way promotions work. They're not the problem, leechers not pulling their weight are. I say point the finger toward leechers and suggest solutions that affects only them, not the majority of the community.

#18
Laforgus

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While I understand the feeling of players leeching being unfair, the solution you suggest is simply inadequate. There's already a mechanic allowing you to boot them from the lobby/game, why the hell aren't you using it? There is absolutely no need to introduce a ridiculous level restriction for a problem which you already have a perfectly viable solution...

 

If 1 player is bothering the other 3, the solution is KICKS!

 

1285006444_beating-up-a-pole.gif



#19
ParthianShotX

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Something akin to the AFK autokick would likely work unless they actually are swinging away back in the empty font room

#20
TormDK

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Yeah, AFK'ers we can agree on.

 

I don't mind low levels joinining my group, if they stay for the next match as well - but afking is just poor form.



#21
graythegeek

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Finally, for the promotion "exploit"... It's a moot point. The players that use it the most are usually the ones that play the most. 

 

What is this promotion exploit of which you speak?



#22
TormDK

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What is this promotion exploit of which you speak?

 

If you play in private games, you can drop out and enter again as another character, and still get the xp rewards at the end.

 

So people join with their high level, do the waves, and near the end drop out and back in with their lowbie.



#23
llandwynwyn

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If you play in private games, you can drop out and enter again as another character, and still get the xp rewards at the end.
 
So people join with their high level, do the waves, and near the end drop out and back in with their lowbie.


Oh. Someone did that but I thought it was because they lost connection and wanted to play a different character for the final fight. :o



#24
graythegeek

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If you play in private games, you can drop out and enter again as another character, and still get the xp rewards at the end.

 

So people join with their high level, do the waves, and near the end drop out and back in with their lowbie.

Thanks for the explanation, appreciated.



#25
TormDK

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It's also not considered an exploit officially as far as I know, although my own personal opinion is that it is a lame method to use.