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The "no rewards for not contributing" change needs an exception for group members

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  • 04-24-2013, 08:20 AM
    Antomus
    Quote:

    Originally Posted by Shogo_Yahagi View Post
    I really hope they didn't implement this at Arkfalls without fixing the zero-damage glitch.

    I read that the zero damage glitch was associated with cluster grenades. If you're using one, or were using one in Arkfalls, try using something else.
  • 04-24-2013, 08:36 AM
    shadowkin
    I agree this change is bad. Horrible even.. one of the absolute worst things i hate about WoW is mob tagging and competing over mobs for the same daily/quest. I don't see the harm in allowing shared credit. If some dude puts in the effort to drive over to where the contract is, chances are they will help.

    I support reverting the change completely, it wasn't like some rampant problem like afking BGs was in WoW. Did i mention i HATE MOB TAGGING AND FORCING INDIVIDUALISTIC GAMEPLAY. I love that we gave credit to each other. They don't want peopke afking for their precious keycodes that have the bits alternative. It is had enough emergencies are pointless now that they removed keycodes from them. i love those things and still do them but i want meh keycodes back!
  • 04-24-2013, 08:38 AM
    Shogo_Yahagi
    Quote:

    Originally Posted by Antomus View Post
    I read that the zero damage glitch was associated with cluster grenades. If you're using one, or were using one in Arkfalls, try using something else.

    I've read that too, but it's wrong. I was getting the zero damage glitch on arkfalls before I even found my first cluster grenade. I still sell or salvage all of them, just in case, and I don't use any explosive weapons at arkfalls (with the exception of pyrosurge grenades, and even then, only at the end stage where they can't kill off mobs that weaken crystals) and I still get bitten by the zero damage bug on a fairly regular basis.

    The basic problem is that everything about the arkfall results is bugged. It can't keep track of damage correctly, it can't keep track of revives correctly, and it can't count kills correctly.
  • 04-24-2013, 08:48 AM
    Garu
    Didnt read the whole thread coz it was boring but diablo oil place is the only one that does this to my knowledge, all others are same as usual.
  • 04-24-2013, 08:48 AM
    swatti
    Three arkfalls going on, but oh noez, theres South Park on the telly in 5min, what can i do!?

    Simple: kill one skitterling in each and get back idling in toolworks with guaranteed rewards for your labour! While i respect the devs i also fully molest the mechanics for as long as my only reward is "keys" to lockboxes containing random junk that utterly waste all my efford regardless if i kill one bug or come first in dmg done.
  • 04-24-2013, 08:50 AM
    Hiero Glyph
    Finally Defiance has become the self-centered MMO that every CoD fan has dreamed of. Great job Trion! Also, when will kill streak rewards be added? [/sarcasm]

    Seriously though, this change has made Defiance a Massively Singleplayer Online Shooter. I thought Trion had experience with this type of game? Guess not.
  • 04-24-2013, 09:19 AM
    AZAG0TH
    /signed
    Effects of the "fix" are far worse than what they were trying to correct.
  • 04-24-2013, 09:45 AM
    Soobydoo
    This seems very counter intuitive to a multiplayer game...and considering that a lot of the content is soloable (or forced solo)...what's the point of grouping up now?

    I'd rather the game force me to group more...
  • 04-24-2013, 10:13 AM
    Simplyunsure
    Yes, I would like this changed for group members as well! I usually always do missions with people and id rather like when we have it so one person holds off each side and watch each others backs and such, I think it makes it fun that way!
  • 04-24-2013, 10:19 AM
    Bushmaster2000
    Ya this thing where you need to put a bullet into something AND be within a radius of the kill to get credit is stupid, ridiculous and anti-coop.

    We did the Oil Refinery contract last night shooting those hellbug things that launch the bio balls into the air. It's a big area and I was in a group of 3. If one guy was on the other side of the hole killing those things, I wasn't getting credit. Even if i put a bullet into one before he killed it, i STILL didn't get credit. The only time I got credit is if i put at least 1 bullet into some and was within a certain range when it died did i get credit.

    This needs to be fixed for being grouped. I can see it fine to stop people from camping areas getting free credit for stuff but when you're grouped up, you're usually playing together working toward a common goal. It seems ill-thought out to have this restriction on groups.
  • 04-24-2013, 10:19 AM
    Antomus
    Quote:

    Originally Posted by Shogo_Yahagi View Post
    I've read that too, but it's wrong. I was getting the zero damage glitch on arkfalls before I even found my first cluster grenade. I still sell or salvage all of them, just in case, and I don't use any explosive weapons at arkfalls (with the exception of pyrosurge grenades, and even then, only at the end stage where they can't kill off mobs that weaken crystals) and I still get bitten by the zero damage bug on a fairly regular basis.

    The basic problem is that everything about the arkfall results is bugged. It can't keep track of damage correctly, it can't keep track of revives correctly, and it can't count kills correctly.

    I must admit that I have not had any issues with this as of yet (fingers crossed). I have, however seen the revive bug once, I revived one player, it recorded 15, and nobody else got one.
    I don't know what may cause it but here's my experience if you'd like to compare.
    Guns: Pump Shotguns, LMGs, SMG, Assault Rifles, Snipers.
    Nades: Pyro (catch things on fire), Electric (stun)
    Shield: Ironclad with improved explosive resistances
    Vehicle (Just to be safe): Runners, the red roller, and the orange Dodge. (never running over any mobs)
  • 04-24-2013, 11:11 AM
    Keithy21
    Allow people that group together to get the shared credit...stop trying to make this game more single player mode than it already is, it's an MMO or that's what you people at Trion call it.

    This could be an amazing MMO but the stuff these developers have been "fixing" boggles my mind.

    Punish us players that group with friends, that makes sense.

    I seen people say these are the same people that worked on Rift....I'm not buying it, there's no way these are the same people, they're so clueless....
  • 04-24-2013, 01:09 PM
    BioHunter
    Quote:

    Originally Posted by Fraga View Post
    Of course that's why they did it, but the unintended consequences are worse than the problem they were trying to fix.

    Before:
    1. People could be bums and sit around collecting credit for kills they didn't contribute to.
    2. Didn't affect me one single bit, and I was still happy to see other players around me, no matter what they were doing. Killing only a couple things while I kill everything else? I don't care. Healing me? That's great.

    After:
    1. People can't receive any credit unless actually damaging every enemy.
    2. I now get a sinking feeling whenever I see other players while I'm trying to do my contracts, and if they happen to join me in whatever area I'm in, I have to madly spray every enemy with bullets before contributing in any coherent manner just to make sure I get my credit.

    I do not like having even a remotely bitter feeling when I see another player, and I do not like having to adjust to a selfish play style just to get through contracts in an efficient manner. It only serves to leave a bad taste in my mouth about the game as a whole.

    Gotta say, I agree with this.

    I personally don't think the "bumming off" was such a problem; one still HAS to go to the area and then WAIT for someone to come by. In my opinion, it is quicker/faster to do the shooting yourself if no one was in the area instead of wait for someone. If someone is shooting and you happen to drive by, cool. Sure, I'd like some help, but whatever. I could resent it, but not much.

    Now everything has changed (and yes, I am talking about the stupid Hellbug turrets that are hateful): I do the Diablo area and then 5 or more folks come in "stealing" kills. I come late to the area and the person there wants to protect their kills because "they did all the work" (although, as I mentioned, I was in the same boat last night as they were). So I tag the kills, respwan, die and they "leave", or so I think, because returning, they are not their. Meanwhile, the turret health regens and I am not sure if my "tag" counts afterward...while trying to wait while these turrets and archers keep targetting me....VERY annoying. Waited long enough, clear the area, the person comes back.

    This is a bad design compared to before. No it is all competitive "me me me". Heck, at the least, make this Von Bach Rep-grind applicable to ALL HELLBUG TURRETS IN-GAME, not just those at the Diablo station, but those in Arkfalls, too.

    Really, when I personally drove by and picked up something I needed for Rep-grind (which I hate anyway), I was thankful, but I never idled (because...come on...that's a bit boring, don't you think? I play games to be active, not wait around an area. Besides, any respawns probably takes longer than actively hunting for new enemies).

    Just change it back for now...
  • 04-26-2013, 09:31 AM
    kjacks05
    Quote:

    Originally Posted by Multigun View Post
    Yuup. Healing the group = no loots or credit for kills for pursuits/contracts. Good times Trion, good times.

    Hadn't even considered this and I already hated the change. Clearly this change has many unintended consequences. Change it back. Even grouping for it isn't quite enough of a fix to me, although it would be a start, but they would need to increase max group size to make that really effective. Just change it so you have to be within the mission radius to get credit I say.
  • 04-26-2013, 09:42 AM
    Blondin
    Quote:

    Originally Posted by Fraga View Post
    Of course that's why they did it, but the unintended consequences are worse than the problem they were trying to fix.

    Before:
    1. People could be bums and sit around collecting credit for kills they didn't contribute to.
    2. Didn't affect me one single bit, and I was still happy to see other players around me, no matter what they were doing. Killing only a couple things while I kill everything else? I don't care. Healing me? That's great.

    After:
    1. People can't receive any credit unless actually damaging every enemy.
    2. I now get a sinking feeling whenever I see other players while I'm trying to do my contracts, and if they happen to join me in whatever area I'm in, I have to madly spray every enemy with bullets before contributing in any coherent manner just to make sure I get my credit.

    I do not like having even a remotely bitter feeling when I see another player, and I do not like having to adjust to a selfish play style just to get through contracts in an efficient manner. It only serves to leave a bad taste in my mouth about the game as a whole.

    Completly agree with this, group or not group that's not the problem, the problem is that this new system put forward selfishness and kill teamplay.

    Before :
    I don't care about leechers, but I care about teammate.

    After :
    Now I have to care about leechers who will stole my kills, and I don't care about teammate anymore because they stole my kills too!!

    PS : today's contract in the Delta Bunker was a real pain in the as.s, almost did it 10 times to have my kills, I didn't enjoy doing this.. :(
  • 04-26-2013, 09:50 AM
    Illessen
    Quote:

    Originally Posted by MortalWare View Post
    Sucks to be a healer in this game as well.

    Not so much actually, BMGs are great for 'tagging' everything, then you can get back to buffing everyone else empty shields and damage while you do nothing yourself :p
  • 04-26-2013, 10:26 AM
    aeryk117
    My personal opinion is that this change should be rolled back completely, not just for groups. I strongly dislike the way it alters gameplay and teamwork.
  • 04-26-2013, 10:31 AM
    seVan
    Quote:

    Originally Posted by Fraga View Post
    Of course that's why they did it, but the unintended consequences are worse than the problem they were trying to fix.

    Before:
    1. People could be bums and sit around collecting credit for kills they didn't contribute to.
    2. Didn't affect me one single bit, and I was still happy to see other players around me, no matter what they were doing. Killing only a couple things while I kill everything else? I don't care. Healing me? That's great.

    After:
    1. People can't receive any credit unless actually damaging every enemy.
    2. I now get a sinking feeling whenever I see other players while I'm trying to do my contracts, and if they happen to join me in whatever area I'm in, I have to madly spray every enemy with bullets before contributing in any coherent manner just to make sure I get my credit.

    I do not like having even a remotely bitter feeling when I see another player, and I do not like having to adjust to a selfish play style just to get through contracts in an efficient manner. It only serves to leave a bad taste in my mouth about the game as a whole.

    +I absolutly agree with this.

    Today 20 kill in Delta Bunker: 11 kills after 3 runs, then I got enough of the game, and tought screw it.
  • 04-26-2013, 10:44 AM
    quietscribe
    I have to agree with the OP. I have been having problems getting contracts done lately because of the changes.
    * It took 4 times at the Diablo Oil refinery to get the blast pod ones done
    * It took 5 trips to the co-op map 'liberate the lost' to get the 'Vision for the future' daily contract done.

    I am all for stopping people from leeching, but if you are actually helping in an area and active you should get credit for things. I don't think that it should be changed to only count for those in groups, but I don't think it is the right balance for someone aiding another not to get credit for the kills they make.

    I think that it should be changed so that if someone is active in the area, whether killing or healing, they should get credit.

    Here's hoping
  • 04-26-2013, 04:59 PM
    Blondin
    Anyone knows if last client patch change anything?
  • 05-07-2013, 06:43 PM
    SaDiablo
    Hi everyone,

    We already have an ongoing discussion about this topic. If you'd like to share your thoughts, you'll find the main discussion thread here:

    http://forums.defiance.com/showthrea...oying-teamwork

    We're going to close this thread and ask that this discussion continue in the thread linked above so we can keep the discussions about this topic a little better consolidated.

    As a friendly reminder, we do recommend using the forum search function (searching in thread titles works best) and checking through the last couple pages to see if there is already an existing thread about a topic you'd like to discuss. When topic discussions are consolidated, it not only makes it easier to use the search function, but it also aids the Rift Community and Development Teams when reading the forums and gathering feedback from your posts, ideas, and concerns.

    If anyone has questions or concerns about this thread closure, please feel free to contact us at community@defiance.com.

    Thank you!
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