Newbs who don't read chat waste peoples ArkBatteries by shooting the locks with only 8 people in the room. Can we add some feature to locks out some arkfalls?
This way maybe when people get tossed out they will start paying attention to the game?
Newbs who don't read chat waste peoples ArkBatteries by shooting the locks with only 8 people in the room. Can we add some feature to locks out some arkfalls?
This way maybe when people get tossed out they will start paying attention to the game?
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while many players (and clans) want it badly, i doubt trion would implement it any time soon(if at all) - too much coding, basically rewriting entire DLC2 from scratch, i think.
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I can get behind this, if you agree say as much, it may help.
But then, grenades.
onPCintheUSA
I dont think invite only is good considering there are noobs who do listen and dont know anyone to invite them in.
BUT
If there is a group kick feature then there should be a team kick feature where everyone votes on them to be booted/majority of votes gets you booted.
This and a kick feature won't happen unless they change their minds. Trion has said before that the warmaster is a public event and that they don't want to enable veteran players to exclude new players.
What they need to do is make the locks strong enough that more than a few people are needed to break them : Give them a lot of health or a regen that requires multiple people to overcome. Both of these have been suggested before.
I would like something like that
I still have not been in a winning WM, since 1.5, and it's the same story . . not enough damage, too many Infectors and BMG's ... though I can't report these characters using such . . as griefers, I do consider them as such
lately I just do Major Arkbreaks, if I have an invite, I don't bother looking for majors, if I lay an spike .. it's for a minor.
No disappoints from minors, even if others are using Infectors or BMG's in the minors
I kind of prefer someone's previous statement where the locks would regenerate so quick it'd take a large lobby to be able to break them. That or the locks would automatically regenerate if all 4 locks weren't broken after 6 seconds.
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What about adding a feature that makes the locks immune to damage until a certain amount of players are in the instance?
I havent played WM that much, so I am a noob by default, but this seems like it might not be a bad way to handle it.
One of the issues I can see is if a clan wanted to try to tackle it with a limited number of players, but I am not sure its current implementation is conducive to that in the first place. Could add a "hardcore" opt-in instance accessible through the co-op menu or something though, regardless. If there isnt one already, not even sure.
Another is if there arent enough players, but I think the limit could be set in a way to get around this. Basically just allow for enough players to pass a "threshold" before the locks can take damage.
I could see it maybe being time based as well.
-Cosmic Radiance- VBI Specialist Unextraordinaire