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Ryme Intrinseca
Dead Man's Game RUST415
2074
|
Posted - 2014.11.25 12:30:00 -
[1] - Quote
I'm seeing this more and more. HK 091D and sd aaa were repeatedly spawning near a supply depot outside their redline and not moving (save the occasional crouch/reload/etc so they don't get kicked). Even this relatively mild case ('only' 12 and 14 deaths) really puts their team at a massive disadvantage:
1. Obviously, they have players who are contributing nothing. 2. The teams are unbalanced (sd aaa has 20,803 kills, 3.17 KDR, and 1.40 W/L, so probably has quite a high Mu). 3. They have a large clone deficit.
You get nos. 1 and 2 with 'traditional' MCC AFKing, but no. 3 is the 'new' feature I've started seeing recently. I think some players are now using AFK macros so they don't even have to press X on the battle finder, spawn in, etc. They have simply programmed their M/KB or controller to do that for them. This has the result that they don't control where they spawn and often put themselves in the line of fire, but they don't care, because they're mostly interested in farming ISK, SP, and (this week) officer weapons.
This new kind of AFKing is even worse than traditional AFKing, because of the clone deficit it imposes on its team. If you have six or seven of these players (as others have reported) you simply bleed so many clones that you'll lose regardless of how the rest of the team performs. It ruins games much more than traditional AFKing.
Ideally, CCP would write a program that could recognize the routines of these AFKers and kick them. It might also be possible to change the battle finder so it is not possible to launch a battle using a macro. Failing that, a partial solution would be to make ISK and SP more proportional to WP. At any rate, something needs to be done. |
Ryme Intrinseca
Dead Man's Game RUST415
2074
|
Posted - 2014.11.25 12:37:00 -
[2] - Quote
CommanderBolt wrote:What is your solution?
Do you blame people for AFK-ing in this game? I certainly do not as much as it is frustrating.
Ryme Intrinseca wrote:Ideally, CCP would write a program that could recognize the routines of these AFKers and kick them. It might also be possible to change the battle finder so it is not possible to launch a battle using a macro. Failing that, a partial solution would be to make ISK and SP more proportional to WP. |
Ryme Intrinseca
Dead Man's Game RUST415
2074
|
Posted - 2014.11.25 13:46:00 -
[3] - Quote
CommanderBolt wrote:Ryme Intrinseca wrote:CommanderBolt wrote:What is your solution?
Do you blame people for AFK-ing in this game? I certainly do not as much as it is frustrating. Ryme Intrinseca wrote:Ideally, CCP would write a program that could recognize the routines of these AFKers and kick them. It might also be possible to change the battle finder so it is not possible to launch a battle using a macro. Failing that, a partial solution would be to make ISK and SP more proportional to WP. Yea I saw that bit, but is this not just treating the symptom and not the problem? (Possibly the WP bit covers that). I mean in general isk and loot rewards are quite pitiful. This week with the officer weapons, well you might as well AFK seeing as you are just as likely, hell possibly more likely to actually receive the good loot. I would intend the current overall payout (the size of the 'pot') to stay the same, but AFKers would get less of it (because they have less/almost no WP) so there would be more for everyone else. This deals with two issues (AFKing and low payouts) at once. |
Ryme Intrinseca
Dead Man's Game RUST415
2074
|
Posted - 2014.11.25 13:49:00 -
[4] - Quote
Murlott wrote:There is an elegant solution to the problem - it is necessary to return the weekly limit SP - 190k ;) This would also help a bit but I think you also need to do something about people AFKing below the cap as well. If you took the cap back to 190k, a lot of people who are AFKing up to the 750k cap would just go back to capping their alts via AFKing, which is what they did before. |
Ryme Intrinseca
Dead Man's Game RUST415
2074
|
Posted - 2014.11.25 14:28:00 -
[5] - Quote
Orber Gen wrote:Ryme Intrinseca wrote:Murlott wrote:There is an elegant solution to the problem - it is necessary to return the weekly limit SP - 190k ;) This would also help a bit but I think you also need to do something about people AFKing below the cap as well. If you took the cap back to 190k, a lot of people who are AFKing up to the 750k cap would just go back to capping their alts via AFKing, which is what they did before. How many AFKers u saw before 1.9 and how often? There were lots in September. Even more now though. |
Ryme Intrinseca
Dead Man's Game RUST415
2074
|
Posted - 2014.11.25 14:58:00 -
[6] - Quote
Apothecary Za'ki wrote:Ryme Intrinseca wrote:I'm seeing this more and more. HK 091D and sd aaa were repeatedly spawning near a supply depot outside their redline and not moving (save the occasional crouch/reload/etc so they don't get kicked). Even this relatively mild case ('only' 12 and 14 deaths) really puts their team at a massive disadvantage: 1. Obviously, they have players who are contributing nothing. 2. The teams are unbalanced (sd aaa has 20,803 kills, 3.17 KDR, and 1.40 W/L, so probably has quite a high Mu). 3. They have a large clone deficit. You get nos. 1 and 2 with 'traditional' MCC AFKing, but no. 3 is the 'new' feature I've started seeing recently. I think some players are now using AFK macros so they don't even have to press X on the battle finder, spawn in, etc. They have simply programmed their M/KB or controller to do that for them while they do something else. This has the result that they don't control where they spawn and often put themselves in the line of fire, but they don't care, because they're mostly interested in farming ISK, SP, and (this week) officer weapons. This new kind of AFKing is even worse than traditional AFKing, because of the clone deficit it imposes on its team. If you have six or seven of these players (as others have reported) you simply bleed so many clones that you'll lose regardless of how the rest of the team performs. It ruins games much more than traditional AFKing. Ideally, CCP would write a program that could recognize the routines of these AFKers and kick them. It might also be possible to change the battle finder so it is not possible to launch a battle using a macro. Failing that, a partial solution would be to make ISK and SP more proportional to WP. At any rate, something needs to be done. what about a simple get at least 50 WP to be eligible for the EOM payout.. that way the afkers cant afk and get +50wp That would help a lot. |
Ryme Intrinseca
Dead Man's Game RUST415
2076
|
Posted - 2014.11.25 16:12:00 -
[7] - Quote
KEROSIINI-TERO wrote:Ryme Intrinseca wrote: Failing that, a partial solution would be to make ISK and SP more proportional to WP. At any rate, something needs to be done. Captcha to enter the battle!!! Actually I said something like that
Quote:It might also be possible to change the battle finder so it is not possible to launch a battle using a macro. Though I meant something more simple, like make the sequence of button presses needed to launch the battle less predictable. |
Ryme Intrinseca
Dead Man's Game RUST415
2076
|
Posted - 2014.11.25 16:33:00 -
[8] - Quote
TEBOW BAGGINS wrote:Apothecary Za'ki wrote:Ryme Intrinseca wrote:I'm seeing this more and more. HK 091D and sd aaa were repeatedly spawning near a supply depot outside their redline and not moving (save the occasional crouch/reload/etc so they don't get kicked). Even this relatively mild case ('only' 12 and 14 deaths) really puts their team at a massive disadvantage: 1. Obviously, they have players who are contributing nothing. 2. The teams are unbalanced (sd aaa has 20,803 kills, 3.17 KDR, and 1.40 W/L, so probably has quite a high Mu). 3. They have a large clone deficit. You get nos. 1 and 2 with 'traditional' MCC AFKing, but no. 3 is the 'new' feature I've started seeing recently. I think some players are now using AFK macros so they don't even have to press X on the battle finder, spawn in, etc. They have simply programmed their M/KB or controller to do that for them while they do something else. This has the result that they don't control where they spawn and often put themselves in the line of fire, but they don't care, because they're mostly interested in farming ISK, SP, and (this week) officer weapons. This new kind of AFKing is even worse than traditional AFKing, because of the clone deficit it imposes on its team. If you have six or seven of these players (as others have reported) you simply bleed so many clones that you'll lose regardless of how the rest of the team performs. It ruins games much more than traditional AFKing. Ideally, CCP would write a program that could recognize the routines of these AFKers and kick them. It might also be possible to change the battle finder so it is not possible to launch a battle using a macro. Failing that, a partial solution would be to make ISK and SP more proportional to WP. At any rate, something needs to be done. what about a simple get at least 50 WP to be eligible for the EOM payout.. that way the afkers cant afk and get +50wp i place 2 droplinks before AFKing directly on the ground and MCC spawn beacon... It should not be possible to deploy uplinks in the redline. |
Ryme Intrinseca
Dead Man's Game RUST415
2081
|
Posted - 2014.11.25 21:09:00 -
[9] - Quote
Kaze Eyrou wrote:Forlorn Destrier wrote:My solution:
1. Remove ISK and SP rewards based on time in match 2. Increase ISK and SP rewards for WP gains
But then we have to figure out how to address the logi boosters... Who has a solution for them? lol "Logi boosting"... No please, explain to me how the Logistics class boosts now because, based on my time being a Logistics player ever since Uprising 1.0 and your accusation, I believe it's safe to say you haven't picked up a repair tool... Currently, the best and only way to boost is with Academy Inferno getting Vehicle Damage points the entire match. What about people overcooking grenades and repping each other? Probably this is what was meant by 'logi boosting'. |
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