(edited by Jackial.2457)
3 Problems and 2 Solutions of the new Tequatl
AFKers are still a problem with scaling. Dead players too. IMHO that is a fundemental problem that needs fixing. The overflow problems encourage players to linger, which curses the next event.
You can’t really blame people for wanting to stay as it’s very hard to get into local servers. So the solution has to be to make their Akitteng not affect the event. This can of course be done, since there are AFK counters already in place.
AFKers are still a problem with scaling. Dead players too. IMHO that is a fundemental problem that needs fixing. The overflow problems encourage players to linger, which curses the next event.
You can’t really blame people for wanting to stay as it’s very hard to get into local servers. So the solution has to be to make their Akitteng not affect the event. This can of course be done, since there are AFK counters already in place.
Yeah, and I would regard these problems as my problem #3. They are mostly the same.
So, I got nothing on this problem :P
2. Personally that would be annoying if you have dedicated people on turrets and RL comes up behind them, if they look away for 10 secs they lose the turret, some random hops on it and that could be the difference between success and defeat.
I would love to see a use for Commanders other than I have 100g to buy a dorito, that means everyone has to listen to me. It would be nice to see if the tag did something worthwhile such as gaining priority on turrets in game. Will help when people go afk or are just terrible and people can coordinate better from that hopefully.
Timer is fine proven to be enough, several servers have a couple minutes to spare.
AFkers are the real issue , watching 10-20 at way point during event is annoying, I say simply change the fact if inactive or dead for more than 2 min at any time during the event then no reward should the dragon be downed, the reward is why most are standng there they are the “loot kitten” group… it may stop parking a toon there.
I totally with cannon kick it is a critical part of the mechanics I would add a CD so they cant just jump back on and troll.
Quality thats silly, the mechanics are actually very simple, at this point every event has a large percentage of first timers and a month from now this will be a routine event as it was in the past. Those 4 servers that completed it camped with basically the same group on voice chat, did 6 or so attempts in a row as well as having several very large guilds present which makes it easier to control and explain.
I have only been at 5 attempts on our server, the 2 overflows I have done did better than the main, individuals organized them and explained in general chat, the last attempt in overflow we got alot into our voice chat and we actually had the best attempt as of 9pm last night for our server though still only 60% but you could see the change in execution and that folks were understanding it. When you talk “control quality” it starts sounding like WoW, lets not go there.
Timer is fine proven to be enough, several servers have a couple minutes to spare.
AFkers are the real issue , watching 10-20 at way point during event is annoying, I say simply change the fact if inactive or dead for more than 2 min at any time during the event then no reward should the dragon be downed, the reward is why most are standng there they are the “loot kitten” group… it may stop parking a toon there.
I totally with cannon kick it is a critical part of the mechanics I would add a CD so they cant just jump back on and troll.Quality thats silly, the mechanics are actually very simple, at this point every event has a large percentage of first timers and a month from now this will be a routine event as it was in the past. Those 4 servers that completed it camped with basically the same group on voice chat, did 6 or so attempts in a row as well as having several very large guilds present which makes it easier to control and explain.
I have only been at 5 attempts on our server, the 2 overflows I have done did better than the main, individuals organized them and explained in general chat, the last attempt in overflow we got alot into our voice chat and we actually had the best attempt as of 9pm last night for our server though still only 60% but you could see the change in execution and that folks were understanding it. When you talk “control quality” it starts sounding like WoW, lets not go there.
I think 2mins is still too much, it should be 1 min during the event. I you are not doing anything for 1 min you get booted.
“…let us eat and drink, for tomorrow we shall die;.”
Timer is fine proven to be enough…[snip]
I think 2mins is still too much, it should be 1 min during the event. I you are not doing anything for 1 min you get booted.
Even 1 minute is too long for afk on turrets, 20-30 seconds should be enough for an auto-kick, nobody using a turret should be not using a skill on turrets for longer than 10 seconds, I think that is the longest skill recharge and even then there is other skills to use and a turret user should always be firing, no exception.
I’ll repost here since my idea could solve some of problems mentioned above:
What crossed my mind is that maybe teq shouldnt be on timer, but instead to be triggered somehow. So instead of zerg gathering on timer and not beeing able to do anything people could organize, gather and do him. Those that happend to be around can join and event still wouldnt be hurt by army of leechers and trolls.
Only problem i can see with this is someone heralding event in LA which could bring in bigger bunch of randoms, but i beleve it would still be less than timer zergs. Maybe even cooldown on event, something like 10 mins so it can’t ne spammed continually.