During this weekend's double GWEN rep points, I decided to try farming vanguard points. What do I get? Every group had at least one person who decided to quit for no reason, or because the monks couldn't heal them when they ran well out of healing-range. Most groups didn't even manage to complete the run.
My suggestion: make something similar to Dishonorable, for PvE.
It would be put on if the player maps out of a PvE mission, dungeon, or explorable area which there is at least 1 other human player in the party. It would last about as long as Dishonorable, with more time added for each party left.
It would not be given to groups which /resign, or for walking through the portal to town. It would also not be given to the last person in a mission, should everyone else map out first.
Possible Effects:
Unable to create or respond to posts in Party Search.
If they try to join a party, the leader will have a message asking if they want to take a chance with the quitter. Anyone trying to join a party will have a message telling them if anyone has the "rage-quit" hex on, and how many.
The title beneath the name could be temporarily changed to something like "rage-quitter" or "untrustworthy" for the duration, with a counter of how many times they've quit a party in the last 24 hours, or other ammount of time.
Dishonorable-like hex for PvE
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/signed
I'm 100% for this, there is nothing more aggravating than having someone rage your team, for no reason, and then everyone else leaves afterward, because having one man down will affect the entire run; it most probably wouldn't.
Also, when I was using ursan *shudders* in DoA, EVERY team had leavers, even after people had used the Consumables, which really touches a nerve because it's as if people do not care for the expense of others.
In conclusion, this is a brilliant idea, and I know it may be difficult to implement, but it's not right that people should ruin the planning and patience of others.
I'm 100% for this, there is nothing more aggravating than having someone rage your team, for no reason, and then everyone else leaves afterward, because having one man down will affect the entire run; it most probably wouldn't.
Also, when I was using ursan *shudders* in DoA, EVERY team had leavers, even after people had used the Consumables, which really touches a nerve because it's as if people do not care for the expense of others.
In conclusion, this is a brilliant idea, and I know it may be difficult to implement, but it's not right that people should ruin the planning and patience of others.
hmmm...sounds like a nice concept, but in my opinion it would encourage the potential party-leavers to do one of the following:
These actions, as opposed to simply crippling the team, would let the person get out of the team without getting a dishonorable, and causing the team to restart whatever area they were in...
Also, generally speaking, people do not leave parties to be jerks or sore losers like they do in PvP, they usually just end up having to get off of guild wars (maybe suddenly, and didnt know beforehand if it were a long area) thus punishing the person although they did nothing "wrong"
Imagine being a necromancer who is trying to get in a team, had to leave a couple of times in the games, even if their team were okay with it, as sometimes people understand when others have to leave, but having a title stuck on them telling all the other teams they try to join that they are a rage-quitter, this ruining their playing experience.
So although it sounds like a wonderful concept to rid Guild Wars of the people that leave just to screw up a team, it would more likely make PvE worse than good.
MISSION
1. Aggro a huge group of monsters, killing the entire group, thus leaving the area.EXPLORABLE AREA
2.Run to the beginning to an exit portal and run through it, ruining all the progress of the team in the area.These actions, as opposed to simply crippling the team, would let the person get out of the team without getting a dishonorable, and causing the team to restart whatever area they were in...
Also, generally speaking, people do not leave parties to be jerks or sore losers like they do in PvP, they usually just end up having to get off of guild wars (maybe suddenly, and didnt know beforehand if it were a long area) thus punishing the person although they did nothing "wrong"
Imagine being a necromancer who is trying to get in a team, had to leave a couple of times in the games, even if their team were okay with it, as sometimes people understand when others have to leave, but having a title stuck on them telling all the other teams they try to join that they are a rage-quitter, this ruining their playing experience.
So although it sounds like a wonderful concept to rid Guild Wars of the people that leave just to screw up a team, it would more likely make PvE worse than good.
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Originally Posted by Ethernet Runner
hmmm...sounds like a nice concept, but in my opinion it would encourage the potential party-leavers to do one of the following:
MISSION 1. Aggro a huge group of monsters, killing the entire group, thus leaving the area.EXPLORABLE AREA 2.Run to the beginning to an exit portal and run through it, ruining all the progress of the team in the area.These actions, as opposed to simply crippling the team, would let the person get out of the team without getting a dishonorable, and causing the team to restart whatever area they were in... Also, generally speaking, people do not leave parties to be jerks or sore losers like they do in PvP, they usually just end up having to get off of guild wars (maybe suddenly, and didnt know beforehand if it were a long area) thus punishing the person although they did nothing "wrong" Imagine being a necromancer who is trying to get in a team, had to leave a couple of times in the games, even if their team were okay with it, as sometimes people understand when others have to leave, but having a title stuck on them telling all the other teams they try to join that they are a rage-quitter, this ruining their playing experience. So although it sounds like a wonderful concept to rid Guild Wars of the people that leave just to screw up a team, it would more likely make PvE worse than good. |
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Originally Posted by st753m
During this weekend's double GWEN rep points, I decided to try farming vanguard points. What do I get? Every group had at least one person who decided to quit for no reason, or because the monks couldn't heal them when they ran well out of healing-range. Most groups didn't even manage to complete the run.
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Originally Posted by st753m
My suggestion: make something similar to Dishonorable, for PvE.
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Quote:
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Originally Posted by st753m
It would be put on if the player maps out of a PvE mission, dungeon, or explorable area which there is at least 1 other human player in the party. It would last about as long as Dishonorable, with more time added for each party left.
It would not be given to groups which /resign, or for walking through the portal to town. It would also not be given to the last person in a mission, should everyone else map out first. Possible Effects: Unable to create or respond to posts in Party Search. If they try to join a party, the leader will have a message asking if they want to take a chance with the quitter. Anyone trying to join a party will have a message telling them if anyone has the "rage-quit" hex on, and how many. The title beneath the name could be temporarily changed to something like "rage-quitter" or "untrustworthy" for the duration, with a counter of how many times they've quit a party in the last 24 hours, or other ammount of time. |
If ANet really cared about GW1, half of the current updates would have been a reality way back. More areas like Sorrow's Furnace would have been implemented etc (Fun Fact: Sorrow's Furnace was given to us by chance. If GW Factions hadn't been delayed, we would have never seen SF. It was made to keep players in the game because their big campaign was delayed in production).
And who really cares? Once GW2 hits, all the rich in the game will return to being penniless or near penniless. Everyone will have the great wealth of ZERO for GW2.
I can see why for HM and Elite areas, that this would be good. But for NM stuff, its rather pointless, all easy to do stuff.
Good intentions, won't work. Something that might be able to work, /report a person, however, instead of "same district" the "leaver" option is put for those that were in the group within the last 30 minutes. And if in the same party, you cannot report for that.
I would also like to see a leeching reporting feature for PvE, again only in Elite areas and HM. Unlike the leaver, this would work is for when the person is in your party. If not in the party, you cannot report the person, and can only report the person for leeching in a town only when you just returned from a mission or explorable area.
There's my 2 cents.
Good intentions, won't work. Something that might be able to work, /report a person, however, instead of "same district" the "leaver" option is put for those that were in the group within the last 30 minutes. And if in the same party, you cannot report for that.
I would also like to see a leeching reporting feature for PvE, again only in Elite areas and HM. Unlike the leaver, this would work is for when the person is in your party. If not in the party, you cannot report the person, and can only report the person for leeching in a town only when you just returned from a mission or explorable area.
There's my 2 cents.
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Originally Posted by Nessar
/notsigned
Its as easy as that :P Unless it's a fow clear or something..hmmm |
/signed for OP. If the Leeching box wasn't grayed out for PvE areas, this could be fixed very quickly.
This has been suggested before, and an addition someone suggested was to require a period of idleness (no position change, no skill usage, etc.) before leeching could be available as a reportable option. That sounded like a great idea, and I think it still would be viable.
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Originally Posted by Azazel The Assassin
...and can only report the person for leeching in a town only when you just returned from a mission or explorable area.
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On your HM and Elite area part, I could settle for something like that. NM is H/H-able just about everywhere else anyways.
I've learned that PUGs are idiots. Even Ursan PUGs are idiots. Most Oalfstead farm groups don't even bother to use their 2nd or 3rd skills. It is really pathetic when you can tell the difference between "skilled and unskilled" Ursan groups.
Anyways, this is why I do this run with H/H using SABway. Its actually faster then Ursan, since it is far more reliable.
@Chushingura, dishonorable works excellently in PvP. The number of leavers has dropped by at least 95%. It does exactly what it was meant to do, make AB and RA playable. I always think players who think dishonorable doesn't work don't have enough experience of what it was like prior to dishonorable. I've played at least 12 hours of RA in the past week. Only 1 leaver. In that same time prior to dishonor, I would have had at least 4 an hour.
Anyways, ontopic.
/notsigned
Ethernet Runner points out most of the flaws that make your suggestion too abusable.
Edit @Shayne Hawke... if somebody is afk... not moving, and not using skills... then how are they supposed to pick up items that drop for them?
Also, such a report system would mean people who paid for runs or who are left dead on the ground for long peroids of time would get reported as leachers
Anyways, this is why I do this run with H/H using SABway. Its actually faster then Ursan, since it is far more reliable.
@Chushingura, dishonorable works excellently in PvP. The number of leavers has dropped by at least 95%. It does exactly what it was meant to do, make AB and RA playable. I always think players who think dishonorable doesn't work don't have enough experience of what it was like prior to dishonorable. I've played at least 12 hours of RA in the past week. Only 1 leaver. In that same time prior to dishonor, I would have had at least 4 an hour.
Anyways, ontopic.
/notsigned
Ethernet Runner points out most of the flaws that make your suggestion too abusable.
Edit @Shayne Hawke... if somebody is afk... not moving, and not using skills... then how are they supposed to pick up items that drop for them?
Also, such a report system would mean people who paid for runs or who are left dead on the ground for long peroids of time would get reported as leachers
W
i don't agree with a title, that is wrong
just don't allow people to enter missions for 20/30 minutes if they leave twice in a row.
If people leave because they need to go do something else then it shouldn't matter. If people have internet/computer problems and keep getting booted then they shouldn't be joining groups with people in the first place.
/signed for the above
just don't allow people to enter missions for 20/30 minutes if they leave twice in a row.
If people leave because they need to go do something else then it shouldn't matter. If people have internet/computer problems and keep getting booted then they shouldn't be joining groups with people in the first place.
/signed for the above
