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Hallway Hero Doom?


AveryJ
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What if the experience we gained from teammates getting kills wasn't limited to how close we are to them? i'm not positive but i would imagine DE put that system in to promote teamwork by making players stick together however, with so many threads and topics about hallway heroes being a major concern in things like mobile defense and survival, it doesn't seem to be working very well if at all.   

 

My question is why doesn't DE just get rid of the distance requirement and that way people wont have trouble if one or two guys want to charge at the enemies and STORM THE GATES!? xD

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One word, Leeches. Remove the distance and the leech problem becomes 10000x worse, people can join a mission, afk the entire thing and receive a good chunk of xp from it, atleast with the limited range they have to atleast somewhat take part and draw fire. The issue of hallway heroes is ofcourse something everyone wants solved but removing the distance just brings in leeches which imo are many times worse. Between someone stealing all xp but atleast protecting the objective compared to someone doing nothing at all, i'll take the hallway heroes.

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not to go to far off topic here, but i have experience void missions where a player will afk then return. but recently i have experienced some one in recruiting tab saying they have 4 t3 ext to string along for example. you join. he hosts but afks all the keys hes hosting. i have never experienced that. i feel stupid calling the guy out since hes hosting a key that i need but that is BS.

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it's a dilemma...

Best thing is to offer advice to those folks where appropriate and don't let it bother you too much.

The posters above hit the nail on the head in regard to xp distance changes. You can always ask that that person come back to the Pod as they are killing XP. Don't be annoyed if they don't though. Simple requests like that let you know if you are dealing with someone who is a little new, or someone who is a bit selfish.

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I was thinking about a max rang not based on player A to player B distance but a system based on how far you are from the objective.

 

Outside of a predetermined and visible zone (cercle of light ?) around the pod/terminal, you get nothing at all. Your location, not the ennemies you kill.

 

Maybe a message from the Lotus or on the screen. "Tenno, go back to the objective".

 

 

But I'm sure a few hundreds post similar to mine have been made before and still nothing have changed.

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I would also suggest that survival is a better mission type to remove the range for xp. Reason being that the mobs should still spawn around each player, allowing for afk players to be attacked. Plus, I find with survival, my team and I will split up to be more efficient. As a result we don't net as much team based xp.

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I was thinking about a max rang not based on player A to player B distance but a system based on how far you are from the objective.

 

Outside of a predetermined and visible zone (cercle of light ?) around the pod/terminal, you get nothing at all. Your location, not the ennemies you kill.

 

Maybe a message from the Lotus or on the screen. "Tenno, go back to the objective".

 

 

But I'm sure a few hundreds post similar to mine have been made before and still nothing have changed.

Trouble in this sense is survival, some maps dont suffer from this issue but sometimes the rooms with the life support in have bad spawns whereas the room 2/3 doors away has very good spawns, youve also got to consider the time running from one capsule to the other after using one, for that duration the player wont receive xp sharing even if the whole team is there fighting. Also wont deal with invasion reward leechers but thats another issue not directly related to hallway heroes so no point going into that here. I agree with what was said by halofury too, full distance xp sharing on survival might be nice as the team often splits up to cover more ground but this again introduces issues of leeching and in this case im not sure theres much that can be done about that. Even with a nekros on public matches people run off often which limits desecrate effectiveness because half the bodies are being wasted, i imagine this isnt so much of an issue in organised runs.

 

make the time stop on defense if all players are not inside set range. simple

Way way way too much trolling potential with this solution, while it would tackle hallway heroes it introduces more trolls in the same way unlimited range introduces more leeches.

Edited by Jag272
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Trouble in this sense is survival, some maps dont suffer from this issue but sometimes the rooms with the life support in have bad spawns whereas the room 2/3 doors away has very good spawns, youve also got to consider the time running from one capsule to the other after using one, for that duration the player wont receive xp sharing even if the whole team is there fighting. Also wont deal with invasion reward leechers but thats another issue not directly related to hallway heroes so no point going into that here. I agree with what was said by halofury too, full distance xp sharing on survival might be nice as the team often splits up to cover more ground but this again introduces issues of leeching and in this case im not sure theres much that can be done about that. Even with a nekros on public matches people run off often which limits desecrate effectiveness because half the bodies are being wasted, i imagine this isnt so much of an issue in organised runs.

 

Yes, obviously.

 

But I was not thinking about Survival. You dont have anything to defend in Survival so you are free to go where you want.

 

I was thinking about Mob Def and Defense. When you are in some cases the only idiot to defend the pod. And you can't really move if you want to finish the mission. Mob Def and Defense are really in need of a mechanism against Doorway Heroes.

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I was thinking about a max rang not based on player A to player B distance but a system based on how far you are from the objective.

 

Outside of a predetermined and visible zone (cercle of light ?) around the pod/terminal, you get nothing at all. Your location, not the ennemies you kill.

 

Maybe a message from the Lotus or on the screen. "Tenno, go back to the objective".

 

 

But I'm sure a few hundreds post similar to mine have been made before and still nothing have changed.

 

I like this idea..

 

I wish DE will put this in the game (only for MD and Def mission)

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Some people on kappa have been really annoying with going off and doing their own thing (enemy's have legs! they can walk to us!). so everyone is severally punished for them being just far enough away so not everyone gains the XP and for the people who (like me) collected every possible weapon to them and decided to level them all. It is really flipping annoying, make it so XP gain is based on if your frame is staying in movement (if you stand still for let us say at least 30 seconds you stop gaining XP from teammates may sound awful but when are you not moving when playing?). or have XP gain effect the tile you are in when defending in something like MD.

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Spawn rates should be the solution to this problem.

 

Hallway Heroism is is only an issue on Mdef, Def and Survival.

 

Mdef & Def - Once anyone enters a hallway, enemies stop spawning in that hallway. They rotate to the next hallway - even if there is someone else in it.

 

 

Survival - Every Tenno consumes oxygen 20% faster if he is not within XP range of other Tenno.

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Spawn rates should be the solution to this problem.

 

Hallway Heroism is is only an issue on Mdef, Def and Survival.

 

Mdef & Def - Once anyone enters a hallway, enemies stop spawning in that hallway. They rotate to the next hallway - even if there is someone else in it.

 

 

Survival - Every Tenno consumes oxygen 20% faster if he is not within XP range of other Tenno.

The Survival change would be bad, as there's times when you've got a good killing location for the team, but one member will break off to activate the capsules.  Besides, the players prone to going off solo probably wouldn't recognize that are causing faster depletion (just like how newbies often don't realize capsules give +30% and shouldn't be activated as soon as possible).  It would also mean if you have that one team member that wants to leave while the rest want to stay that he can use that system to punish you for staying (intentionally or unintentionally).  You could probably get away with just having a warning message from Lotus every 20-30s you're off solo, but in a team game.  "Tenno, it is advisable you stay with your team for greater survivability."

 

The defense ones though should tether XP and item drops to being within a set distance of the objective, with nice annoying warnings when you are outside that distance.

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in my opinion the system should work vise versa if youre out of exp range youre out of squd system means if you die there is no notification if youre out of range of all other teammates and /or if 3 players unter 20m radius to each other and 1 is out of those 20m it should start to cripple the frame like shields get a hit or so cause i love to lvl at md maps cause best way to get some nice exp in a short time affort .

 

but not only the exp bugs me you need to run a marathon for each fugging drop cause of those hallway heros<.< i have my carrier cause im lazy not to run behind those idiots >.<

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Some people on kappa have been really annoying with going off and doing their own thing (enemy's have legs! they can walk to us!). so everyone is severally punished for them being just far enough away so not everyone gains the XP and for the people who (like me) collected every possible weapon to them and decided to level them all. It is really flipping annoying, make it so XP gain is based on if your frame is staying in movement (if you stand still for let us say at least 30 seconds you stop gaining XP from teammates may sound awful but when are you not moving when playing?). or have XP gain effect the tile you are in when defending in something like MD.

as im full with you i got a nice idea after wrote youre text my idea for mdef is if the box is put in the system for enemies outside the system room you gain 0exp for sure only for the killer :p everyone else get the exp. that sounds for me some sort of could work to eliminate those

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My question is why doesn't DE just get rid of the distance requirement and that way people wont have trouble if one or two guys want to charge at the enemies and STORM THE GATES!? xD

 

DE should get rid of the situation, that one Guy can kill all enemies and does not need a team at all.

THIS is the problem, that he is able to be the hallway hero, killing all enemies alone.

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DE should get rid of the situation, that one Guy can kill all enemies and does not need a team at all.

THIS is the problem, that he is able to be the hallway hero, killing all enemies alone.

 yea sure but thats the mmo part about it you know if you lvl up and higher youre gear there is stuff you even ohko if not new player would even bet the first mission so there you cant change really anything.

 

best solution for surv would really be no exp range but near each player spawn enjoy mops to kill him IF hes afk so leecher get bashed easily or give it a 3min no movment and there comes the kick of the session.

 

and about md and def why not really a max exp gain distance arround the object you need to def like the light circle we got allready it may should be that or a bit further range to prefend that OR mark the spawn zones as "dead" zones everything that die in there spawn zone is 0 exp.

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