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Deserter Punishment


Mokona512
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In order to encourage better team work, they should add a system where if a player rushes ahead, the enemies will become far more difficult for them to handle alone.

 

A common issue seems to be players who run past difficult enemies to either rack up kills of easier enemies or do objectives. This causes problems on missions when you encounter multiple difficult opponents, e.g. the toxic ones, and a player rushes and leaves everyone behind.

 

The game is suppose to be coop but other than the boss levels, and when you get a large number of specials, the levels become pretty much a free for all

 

When you are playing a mission that is right at your level there are some enemies that can directly damage health, and often multiple will spawn, when you end up in a situation like that, and you have a player that simply ignores a team member constantly getting knocked down by specials, and simply rushes ahead, they should pull agro or have some other deserter mitigation measure applied (or if that can't be done without ruining the balance in a mission, then add a progression penalty where they gain no points, XP or anything else from the mission if the game detects them as a deserter.

 

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I just spent 30 minutes in a mission trying to find the last 2 mining machines to complete the mission.  Eventually we all quit because there was no way to get to the other areas. We all split up to try to find the way, and were often a long way away from each other.  This was the largest Grineer map i've ever seen, and it was quite annoying because the waypoints didn't help at all.  

 

With your suggestion, each of us would be punished for separating from the group.  I know that isn't your intention, but can you propose something that covers  "splitting up" scenarios?  

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A solution for that will be proximity based, eg if a player is taking damage and another player moves from close proximity to far and continues to run away (eg the player that runs right past while that toxic crap it pounding the hell out of you) then it will consider it that player a deserter. The game can probably attach danger levels to an area where if the danger level is past a certain range and a player leaves the map cell, it will punish them, either through super strong enemies, or deducting credits or xp.

The game breaks levels up into cells and and segments the AI for the most part to a cell. If the game can keep track of the enemies then it can assign a danger level based on the enemies spawned. This will prevent problems like punishing users for intentionally splitting up.

If a user is not in close proximity and gets into a high danger level situation, then the game will not punish anyone for not helping them.

This will also mitigate issues like players who for the most part, run past every enemy, setting off alarms and those annoying laser things while everyone else is stuck back getting beaten up or stuck in a room.

Currently if you buff your stamina, you can for the most part run to the ends of the map and be a pretty useless team player, even on harder maps, leaving those 2 person needed doors as the only things stopping their rush, at which point they will just stand there. ( The AI does a horrible job at following runners)

Edited by Mokona512
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