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Preventing Leech in Open Worlds


-NR-SirLimbo
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What has been annoying me since the start of PoE and what will likely continue in OV is that sometimes people in a group do not care about the bounty that is running in the current session (not incursion, bounty accepted by Konzu) and instead go off mining, fishing or gatherin other resources while also getting the drops of the bounty (as far as I know). As I haven't yet done the same I cannot say if a function like I am going to suggest is already in service or not, but here is what I would like to see:

If a player has not entered the mission area at all (on things like drone escort I suggest having a 50 meter radius around the drone as that is how near a player needs to be to cause it to move) then the player does not get standing or mission reward.

As sometimes fast players can complete objectives (like capture) before others even arrive, I'd settle for a condition of "also hasn't entered the last objective". So if a player was not present at 2 objectives in all the time they took to be completed, they do not get the reward from the 2nd and more unless they enter the mission area and complete an objective.

In the end it's not "terrible" damage as the players who do the mission still get what they signed up for, but it's unfair farming for fishes, ores, gems etc when also getting bounty resources not earned at the same time. It's very close to AFK-farming where players get mission resources without being present in normal missions which has been prevented, so I think it should be prevented in open worlds as well.

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They should "Teamwork Doors" a lot of the Bounty types, with Stagnation States if everyone isn't there, Prisoner/Drone not moving if everyone isn't within the Radius, Etc.

It opens the door for Trolls, yes, but it also means those Players are now entering into a clearer state of Report-able Behavior, and risk their accounts if they choose to participate in such Behavior. This does bring up a similar issue that may occur with your suggestion as well, and that's "Toasters", and Players complaining "They started the Bounty before I even finished Loading in, and Reported me for Standing at the door and doing nothing even though I wasn't loaded in yet!", which I feel will need to get looked into as well.

At the end of the day, there's no clear 100%, but I feel that things could be done better.

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vor 3 Minuten schrieb Tangent-Valley:

They should "Teamwork Doors" a lot of the Bounty types, with Stagnation States if everyone isn't there, Prisoner/Drone not moving if everyone isn't within the Radius, Etc.

In all honesty, I'd rather have leeches than that. It'd end up being a waiting game till the last person that doesn't have an archwing gets there like going back to cetus.

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Ideas I think may help:

  • When players are matchmade for a bounty, disable minigame Gear items completely until the bounty is completed (or perhaps even for the whole mission). No fishing spears, no cutters, none of whichever minigame items Fortuna will introduce. This would have the negative side-effect of preventing opportunistic gem-cutting/fishing during pauses in-between action, but would effectively guarantee that players would never be able to sign up to a bounty and then go off to grind resources while others do all the work.
  • When players are matchmade for a non-Eidolon bounty, prevent the Teralyst from spawning until the bounty is completed. Again, this could carry the negative side-effect of limiting the scenery a little, which could be disappointing to some, but would completely prevent people from trying to do an Eidolon while everyone else is putting effort into a mission they signed up for. The alternative could also just be to make the Teralyst completely immune to all damage while a bounty is in effect.
  • Count leaving an open world through any means as an extraction, i.e. without any loss in resources, scans, reputation, rewards, and so on. This should allow players to immediately leave once they completed a bounty, even if others on their team decide to go do other things.

This I think cut out the vast majority of leeches from the Plains, and the same principles could probably apply to Orb Vallis once we enter Fortuna. I'd rather not impose mission-based limitations, because the ones we currently have are already too limiting in many ways. I think "mission areas" should disappear completely, as they're completely redundant: if your mission is to defend an objective, and you're not doing your job, the objective will fail anyway. This is also why I think drones should just move on their own, particularly since defending them from afar with sniper rifles should be a valid strategy. As for the rest, I think there are a ton of missions with timers that simply do not need them: there's no need for a timer on exterminates, assassinations, catches, etc., particularly since said timer usually has strictly no impact on play. Open-world missions shouldn't be trying to corral players into small areas when they're given access to tools that let them contribute from afar, which is also why I think affinity range should be infinite, with upgrades to AFK/leech detection instead to compensate. Ultimately, the one problem the above changes would leave is that you could still have leeches abandoning their team to go complete Riven challenges, though that I think is more of an issue with the Riven mod system than open worlds in themselves.

Edited by Teridax68
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I can agree that PoE needs a touch up when it comes to squad creation. There have been quite a few times when i do not accept any bounty or mission and enter the plains just to mine or fish but the matchmaker adds me to a squad regardless.  I would suggest the matchmaker gets a tweak where just like normal mission from the star-map, accepting Bounties/objectives would be what decides of you get added to the match maker, not entering the plains in itself.   Of Course my way is to just go into Solo mode in Cetus before going to the gate, but sometimes you forget. 

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Have you tried walking to that mission objective/extraction  thats 1,5km away? Even with volt selfbuffing its going to be pretty slow. And thats before you get such "fun" things as disconnect from group after mission is completed for no reason, loading into mission thats halfway to completion, lag, 300+ ping, rewards that disappear in middle of mission and other stuff. 

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