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Thread: CQ Leachers

  1. #1
    Plane Touched
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    Default CQ Leachers

    ok

    so today i have been playing CQ all day, and have noticed two types of leachers!

    1, those who sit in the CQ spawn the whole match and do nothing but soak up the rewards
    2, those who spam 60 chat with "whats timmer on" and wont join until they can just get thier marks, then leave when timmer runs out

    ok so lets deal with 1 first, an easy option to this is to add the AOE ground dmg from onslaughts to the whole of the faction base ticking at 5k every 15 secs, this would give any1 that is playing 1min to get out of there before they die,
    if you are dead in base for more than 2mins you are auto kicked from CQ.

    now for those lame ppl that do not want to earn the rewards like the rest of us and just simply join when timmer is about to run out, well the answer to this is simple, when timmer starts you are no longer able to join CQ


    /discuss

  2. #2
    Ascendant Fujitasix's Avatar
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    It's not quite that easy. People can still run out of the base to AFK (or bunny hop) and people will still ask for a kill count to join, because the majority of matches have been going to 0.

    I think you should have to enter combat within 10 minutes. Hitting an enemy extractor puts you in combat, and the excuse to play defense is absurd, and you were defending the wrong place anyway if you aren't attacked in 10 minutes. Once you leave combat, the 10 minute countdown starts again, and if you're kicked for this you're ineligible to join for the remainder of the match AND lose 25k CQ power.

    The marks being backloaded doesn't bother me - those people didn't want to be there in the first place and aren't going to be adding anything to your CQ experience imo.
    Currently playing Beermaid lvl 65 War

  3. #3
    Ascendant spaceboots's Avatar
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    Quote Originally Posted by max42 View Post
    now for those lame ppl that do not want to earn the rewards like the rest of us and just simply join when timmer is about to run out, well the answer to this is simple, when timmer starts you are no longer able to join CQ


    /discuss
    Then we'll join before timer.

  4. #4
    Ascendant Kyera's Avatar
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    Default

    1. Nope.
    2. Nope.
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  5. #5
    Telaran
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    Default

    or you could just join when the timer starts like everybody else..

  6. #6
    Ascendant Inixia's Avatar
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    Players should leech conquest until it has a more practical system in place for reward for skill or time spent

    The control points have far too much hp, and are spread out and rely on clumping to take control. They should be made more like the ones in codex where you control them based on presence, but as it is it (high hp plus turret defenses) detracts from isolated pvp- massing up and zerging is emphasized as a result because its the only way to effectively take points, conquest pvp ends up less about skill and more about group numbers and composition. Most of the match just ends up running around in zerg and building up these points, there isn't enough interaction between the factions as a percent of time.

    The time limit for a single match is too long, and the rewards are too low. This makes it feel extremely grindy.
    Last edited by Inixia; 01-26-2013 at 01:40 PM.

  7. #7
    Champion of Telara Fiasco3's Avatar
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    What did you do, wrack your brain to try and come up with the worst possible solutions? You could've scrolled down the page or flipped through 2+ sections and found dozens of posts with solutions far better than yours.

  8. #8
    Telaran
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    Whats wrong with leeching CQ? Everyone needs their trinks, but you can't seriously expect ppl to play that ****.

  9. #9
    Ascendant Misun's Avatar
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    Quote Originally Posted by Millia View Post
    Whats wrong with leeching CQ? Everyone needs their trinks, but you can't seriously expect ppl to play that ****.
    Umm, yes...you're supposed to play it.

    Leeching is bad mmk?
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  10. #10
    Ascendant
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    I would agree in principle if there was no force-of-hand with PvE raiders needing conquest power and CQ trinket.

    If trion kept PvE/PvP separate then you wouldn't have nearly as many AFKers.

  11. #11
    Ascendant Charlice's Avatar
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    Still a fan of irl internal combustion for afk'rs. Of course that may be hard to code.

    Or how about if vote kick actually did something, wow what a novel idea. Add a disgrace buff and make it 1 hour and 3 minutes long, and don't start it till the current CQ match ends.

    Oh and get rid of CQ power and while they're at it the idiotic planarite drops.
    Orly 31 planarite? Omg thanks so much!


    Den of Madness | Greybriar | Den of Badness | Derpwood

  12. #12
    Official Rift Founding Fan Site Operator bctrainers's Avatar
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    Simple fix ideas, spread the rewards out throughout the match - not all at the end.



    If your faction... while in the Stillmoor zone, not in, near or close to a friendly or enemy spawn point/base or teleport locations kill a certain amount of players, you'll get some tokens. (two or three maybe?).

    Capturing X amount of extractors will give one token.

    Fully upgrading (crown buff & max turrets) or being near (20 meters?) an extractor will give one token.
    Destroying (one or two) extractors could give a token too.

    Crafting items and harvesting X amount of items could give tokens as well.

    Idols at the end phase should give more than one infinity stone per each.
    Idols should give a token or two per kill and killing X enemies nearby.

    Tokens = those new Mark of conquest things.
    --BC

  13. #13
    Shield of Telara
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    Quote Originally Posted by Inixia View Post
    Players should leech conquest until it has a more practical system in place for reward for skill or time spent

    The control points have far too much hp, and are spread out and rely on clumping to take control. They should be made more like the ones in codex where you control them based on presence, but as it is it (high hp plus turret defenses) detracts from isolated pvp- massing up and zerging is emphasized as a result because its the only way to effectively take points, conquest pvp ends up less about skill and more about group numbers and composition. Most of the match just ends up running around in zerg and building up these points, there isn't enough interaction between the factions as a percent of time.

    The time limit for a single match is too long, and the rewards are too low. This makes it feel extremely grindy.
    All of this!

    I'd like to see the kill count drop down to 750 to 1000. I would not mind seeing 20-30 minute games. Anything longer than that the rewards suck and it is a massive time sink. Hell, getting 3 wins in CQ, if played from start to end, can easily take 20 hours of playtime. That SUCKS.

  14. #14
    Ascendant Fujitasix's Avatar
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    In a losing effort (at 5% at kill count 0) the NF team I was on pretty much unanimously said they had fun. I think the demise of CQ is on par with the F2P of Rift, ain't happenin any time soon.

    I'd love to see some refinement, but in principle it's still better than anything else for a 300+ player "warfront" I've seen in an MMO.
    Currently playing Beermaid lvl 65 War

  15. #15
    Ascendant Kronos v's Avatar
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    as has already been stated, you can treat the symptom (afkers) by addressing the cause (universal rewards).

    remove CQ marks being credited at the end of the match, remove CQ power being applied intermittently throughout the match.

    apply CQ marks/CQ power per extractor taken/turrets buffed/items crafted/players killed. if you do none of the above, you get nothing. if you join right at the end, you get nothing/very little.

    with no free universal rewards, there will be no point to afking.

    Quote Originally Posted by Ocho View Post
    Or to put it more simply, it doesn't matter if you're topping the charts if you're killing the wrong people.

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