Serial Afk's / Dc Farmers
#1
Posted 17 January 2013 - 12:03 AM
These players CAN NOT be named due to forum polices, yet we all know who they are to the stage you can scan the player lists at start of round and immediately can peg who's going to DC before the round even starts. Thats the point im trying to make here,
When the player base can see the issue to the stage it discussed in the game round ( which is also a violation of game terms ), yet PG can't / won't / are unable to do anything about it why ???
Obviously this is still open beta, but if it can't be adressed now, will it ever be ???
And for those that think it doesn't matter overall, try having 20 rounds, were in at least 15 of them, the same person ( who cannot be named .... ), is DC before the round start count is even done. Couple that with the odd legit DC and a bit of bad luck in ending up on the same side all the time and an otherwise great game goes to the *******....
#2
Posted 17 January 2013 - 12:20 AM
I'm also curious if the DC farmers are using every mech they can, i.e. join, DC, join new match with different mech, repeat till out of mechs. One DC farmer can annoy the players of many games at the same time if enough mechs are available. The devs really should find the farmer's accounts and salt the earth, metaphorically speaking...
Edited by Divine Retribution, 17 January 2013 - 12:21 AM.
#3
Posted 17 January 2013 - 12:32 AM
That's how you report a player for things like that (or for TK'ing/griefing/bot farming/idling/etc).
#4
Posted 17 January 2013 - 01:23 AM
I you are a good player YOU sponsor those tards a fat salvage bonus if you win for them
#5
Posted 17 January 2013 - 01:28 AM
#6
Posted 17 January 2013 - 01:32 AM
M A L I C E, on 17 January 2013 - 12:08 AM, said:
Yes, 5min ago I saw you disco right after drop
#7
Posted 17 January 2013 - 01:40 AM
I'd say, that in 7 of 10 games, there is a disconnect right at the start. And my gut feeling tells me these are farmers, and not players with technical problems.
#8
Posted 17 January 2013 - 01:45 AM
#9
Posted 17 January 2013 - 01:56 AM
Edited by Lost One, 17 January 2013 - 01:58 AM.
#10
Posted 17 January 2013 - 02:01 AM
Hopefully we'll see something along those lines.
#11
Posted 17 January 2013 - 02:03 AM
I can tell you I played 12 games last night and during that time I had 3 disconnects and 2 afk on my teams. I know there were discos and AFK on the other teams during this time, but I don't keep track of them.
#12
Posted 17 January 2013 - 02:18 AM
Simple do not reward xp or Credits for disconnects- annoying if its due to 4fps or other bug but at least it will stop abuse
Not sure how to deal with afk issues
Edited by trebormills, 17 January 2013 - 02:19 AM.
#13
Posted 17 January 2013 - 02:25 AM
In my opinion only locking the mechbay and forcing a reconnect to the running match would help... like it´s in LoL. there it works like a charm. I never met a botter in League of Legends.
But let´s see how Piranha is going to tackle this Problem, they seem terribly opposed to forcing a player to play til the very end.
The NGNG people are used to disconnect right after they die/lose, somehow I don´t think they wanna give up this "match hopping" - I surely would, but those people have other "priorities"
#14
Posted 17 January 2013 - 02:52 AM
#15
Posted 17 January 2013 - 02:56 AM
It's hard to know who's doing what, but more often than not I try not to care.
Makes that 5-8 win all the more interesting... and funny.
#16
Posted 17 January 2013 - 03:01 AM
GODzillaGSPB, on 17 January 2013 - 01:40 AM, said:
I'd say, that in 7 of 10 games, there is a disconnect right at the start. And my gut feeling tells me these are farmers, and not players with technical problems.
the "less than 1" is for anyone who has been lucky enough to have say 1 in 20. I direct your attention to the fact no one has voted "never" at this point , though not sure how many had voted at time of your reply
p.s.
i think 1 in 20 would be a very reasonable point to be at, i do realize no matter what the game, where it is , when its played, your never going to have an absolute all players present game.
Edited by Bonger Bob, 17 January 2013 - 03:04 AM.
#17
Posted 17 January 2013 - 03:03 AM
Lynette Steffeld, on 17 January 2013 - 02:56 AM, said:
Lock the mechbay, reconnect disco players back to the running match after client failure.
But they need to do some dirty coding stuff to make it work, this is no easy change - the reconnect feature .... locking the mechbay tho would be an instant fix and an easy one.
#18
Posted 17 January 2013 - 03:12 AM
So I may be wrong.
But if they COULD do that, rest assured that we'll soon see 5 pages worth of people b*tching about it.
My words, mark them, etc.
I disconnect sometimes myself, though, so won't that measure hurt people who REALLY dc as well?
Although when their Ops goes offline my lance just gets really irritated... so it's not like I'd be going anywhere before their match ends, lol.
#19
Posted 17 January 2013 - 03:14 AM
Lynette Steffeld, on 17 January 2013 - 02:56 AM, said:
It's hard to know who's doing what, but more often than not I try not to care.
Makes that 5-8 win all the more interesting... and funny.
how many times would you ram your head into a wall before you realize the outcome isn't going to change. we've all had ISP issues at some stage in our life, but i hardly think the volumes we see lately are related to ISP problems. They are normal situations that are expected. The issue at hand is the fact hour after hour, day after day, week to week, regular players see the same repeat dc's consistently. We report these and await action.
As someone else pointed out above ( creds to you, M A L I C E ) a reply from PG and some actual noticeable action ( the same player we see each day etc finally disappearing to ban land / depths of hell ) at any stage would be a step forward and acknowledgement of the issue. It seems at the moment nothing is done at the cost of the dedicated players.
Edited by Bonger Bob, 17 January 2013 - 03:17 AM.
#20
Posted 17 January 2013 - 03:34 AM
But it would have many positive effects.
1) suiciders will have to adapt to playing a more team-oriented game.
2) more tension in matches because everyone has a strong incentive to stay alive as long as possible.
3) emergence of more and more tactical matches because of 2)
4) botting/farming reduced by inbetween the factor 4 (number of trial mechs farmers can throw into matches) and 20, yes if you had 20 mechabys you could farm with all of them at the same time atm.
5) people with ISP problems had some time to actually solve their problem instead of dropping mech after mech after mech and griefing others with it´s discos.
6) getting a gaming break to stretch your back, kiss your wife, hug your kids, make a coffee, drink a beer isn´t actually a bad thing.
I´m sure there is more to it than meets the eye but me thinks it would be cool if that all happened.
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