Possible solution to turret afkers/trolls

Possible solution to turret afkers/trolls

in Tequatl Rising

Posted by: Falunel.7645

Falunel.7645

1.) Place a timer on how long one player can be on a cannon.
2.) Give players a “turret cooldown” so they can’t immediately jump back on the turret.

The reasoning behind this:
-Placing a timer on how long one player can be on a turret prevents people from going afk on them and locking them up, while giving enough time for contributing players to fire off skills.
-While I have nothing against newbies, this also prevents an uninformed player from taking a cannon and using the whole fight to shoot krait.
-Implementing a turret use cooldown prevents players from trolling by staying perpetually on a cannon. Once their time is up, they can’t use it again for a certain time, allowing other players to jump on.
-Assuming that turret CDs are NOT shared across players, this would encourage rapid passing of the cannon from player to player. Each player could use the skills, which could be faster than one person waiting on cooldowns. This is, again, assuming that turret skill CDs are NOT shared and there are enough people around/the turret CD is low enough to make rapid switching worthwhile.

Possible issues and things to consider:
-Length of the turret use duration and cooldown. Shorter cooldowns and longer use durations make trolling/akitteng easier, but longer cooldowns and shorter use durations make it difficult to use turrets in situations with fewer people.
-Tag-team trolling. Highly unlikely (many trolls are just too lazy), but would be offset with long cooldowns and short use durations. However, this results in the aforementioned issue with fewer people by the cannons.
-How important will skill 1 be?
-Players will have to pay extra attention to turrets to see if they are vacant/occupied- maybe make a clearer mark to show status?

As it stands now:
-It is actually pretty hard to hoard a turret for the entire duration of the fight. While controlling a turret, I got smashed from behind by an abomination and drenched in poison (twice- the first time, I panicked and forgot I couldn’t dodge while using a turret, and the second time, I dropped the turret ASAP and got out). Whether this changes when people coordinate better (no one was defending the turrets in my overflow) remains to be seen.

Falunel – Sylvari Elementalist | Falche Graysong – Human Mesmer | Tarnished Coast
Ember Solace [SOL] – A guild welcoming of newbies and those at the margins.
New Player Outreach Thread

(edited by Falunel.7645)

Possible solution to turret afkers/trolls

in Tequatl Rising

Posted by: Atherakhia.4086

Atherakhia.4086

Make the turrets just like the hammer in that one fractal (god I can’t remember the name… but you know the one, the awful one…). You get a stack a second and after 30 stacks you’re stunned. 40 and you die. Call it radiation poisoning. The turrets are damaged from tequatl’s attack so you can’t stay in them for long.

ps. I haven’t even tried the fight I’m still at work for 4 more hours so only basing this off all the complaining on reddit an dhere.

Possible solution to turret afkers/trolls

in Tequatl Rising

Posted by: Gabby.3205

Gabby.3205

Sounds good.
+1

Tarnished Coast
Astrid Strongheart, Norn Ranger.
“I wish juvenile wolves were bigger”