Jump to content

Recommended Posts

Posted

A bit of a rant as I know that if this could be done easily, it very likely would have been fixed years ago.

 

Is there any possibility at all of fixing co-op teaming so that going to Ouroboros or a supergroup base in a regular missions team doesn't break apart a co-op team?

 

I've been leading a weekly semi-static team of players every Saturday on the Indomitable shard for the past few months through red side and gold side content.  We typically get four to six people total, and then I'll advertise in the LFG channel for the remaining available spots on the team.  Almost every week, I get at least one tell from someone who is interested, but is on a hero character and has never played red side before.  Which is awesome!  One of the main reasons why I've been running this semi-static team is to expose red and gold sides to more people.  I talk people through how to switch alignment to Vigilante, and then how to get to whichever zone we're in.  Five to ten minutes later, that player will show up with the rest of the team.  So far, so good.

 

Then the next mission comes up, and it will be in a different zone.  St. Martial, Grandville, whatever.  People will use Ouroboros or a supergroup base as a means to travel.  I know exactly what will happen next, because it happened to me whenever I used to play on a blue side mission team.  (I mostly play red side because I tend to find blue side dull and boring, but I digress.)  That PUG or those PUGs that I spent time coaxing into playing red side and talked through how to switch alignments is kicked from the team.  Now I need to talk and coax them through into getting to whichever zone we're going to, and tell them that it'll be all right and I will invite them back into the team as soon as they're in the new zone, and hope that they don't just hop on back to hero town.  I try to use Team Teleporter to avoid exactly this, but most of the others on the team won't have it.

 

This constant breaking of co-op teams is really freaking annoying.  I'm trying to show off red side to those who either rarely play there or who have never played there before.  To show people that it is not so scary and that it is better than the blue side in some ways.  Then they get kicked off the bloody team.  It's just strongly reinforcing the opinion I held for years before I started this semi-static red and gold sides team that regular missions and newspaper/radio missions are strictly solo affairs and are not meant to be played on a team.

 

Anyway, it would be lovely if this could be fixed.  Thanks.

  • Like 1
Posted (edited)

You're not the 1st to ask for this, and as explained on those other threads, this isn't something that looks like it can be "fixed". The issue is that even if your character has the Rogue alignment, that character is still a villain, just a villain that can get blue side. And vice versa for a Vigilante character. So if a Rogue on a blue side team or a Vigilante on a red side team enters a zone other than the appropriate alignment zone, or maybe a co-op zone like RWZ, they will be booted for being the wrong alignment. Simplest solution? Instead of walking those heroes through the steps to become Vigilante through Null the Gull, have them go Rogue instead. Or if you are running blue side missions, instead of walking them through how to go Rogue, have them go Vigilante.

 

(Edit: Or if they don't want to go Rogue to play red side or Vigilante to play blue side, tell them to not use any SG bases or Ouroboros to get around. We do have trams and ferries in all the zones to get us around.)

 

(Edit again: And don't forget there is also the Black Helicopter Line to expedite travel red side too. Particularly helpful for Nerva Archipelago. Not to mention the TUNNEL connections on both sides.)

 

Edited by Rudra
Posted
1 hour ago, Lunar Ronin said:

Is there any possibility at all of fixing co-op teaming so that going to Ouroboros or a supergroup base in a regular missions team doesn't break apart a co-op team?

 

The easiest fix is, of course, player driven.

Make sure everyone on your team is a vigilante or rogue.

 

I know it isn't a DEV fix, but it works and really is easy enough to do if you meet up in the Pocket D to form your co-op team since Null the Gull is there.

 

Face it.

If a hero is teaming with a villain or a villain is teaming with a hero; they are really acting like vigilantes or rogues and not like pure heroes or villains.

And they can always switch back once the co-op content is over.

 

The few the lasting impacts of the original alignment system is that heroes can't go to the Isles, villains can't go to Paragon City, and heroes and villains can't team with each other outside of co-op zones.

I think that separation should be there, but I was against the neutral good and neural evil alignments in the first place.

 

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted
17 hours ago, Rudra said:

You're not the 1st to ask for this, and as explained on those other threads, this isn't something that looks like it can be "fixed". The issue is that even if your character has the Rogue alignment, that character is still a villain, just a villain that can get blue side. And vice versa for a Vigilante character. So if a Rogue on a blue side team or a Vigilante on a red side team enters a zone other than the appropriate alignment zone, or maybe a co-op zone like RWZ, they will be booted for being the wrong alignment. Simplest solution? Instead of walking those heroes through the steps to become Vigilante through Null the Gull, have them go Rogue instead. Or if you are running blue side missions, instead of walking them through how to go Rogue, have them go Vigilante.

 

(Edit: Or if they don't want to go Rogue to play red side or Vigilante to play blue side, tell them to not use any SG bases or Ouroboros to get around. We do have trams and ferries in all the zones to get us around.)

 

(Edit again: And don't forget there is also the Black Helicopter Line to expedite travel red side too. Particularly helpful for Nerva Archipelago. Not to mention the TUNNEL connections on both sides.)

 

 

Yeah, I'm aware of all of that.  Thanks.  Like I said, it was just more of a rant than anything.  Also, from a lot of experience, trying to get someone who has either rarely played red side or never played red side before to switch alignment from Hero to Rogue is a really big ask.  Asking him or her to switch alignment to Vigilante is asking a lot for some people.  I tell them that by switching to Vigilante, they're still a hero, but they can get to do red side stuff as well.  By telling them to switch to Rogue, some will nope right out because, "I don't want to be a villain."  Even if it is only for a couple of hours.  But Vigilante, I can get most newer and/or more casual players to do.

 

Thanks for the tip about the Black helicopter line, that's something that always slips my mind.

Posted
1 hour ago, Lunar Ronin said:

Yeah, I'm aware of all of that.  Thanks.  Like I said, it was just more of a rant than anything.  Also, from a lot of experience, trying to get someone who has either rarely played red side or never played red side before to switch alignment from Hero to Rogue is a really big ask.  Asking him or her to switch alignment to Vigilante is asking a lot for some people.  I tell them that by switching to Vigilante, they're still a hero, but they can get to do red side stuff as well.  By telling them to switch to Rogue, some will nope right out because, "I don't want to be a villain."  Even if it is only for a couple of hours.  But Vigilante, I can get most newer and/or more casual players to do.

Then I guess just open with a warning about the game booting them if they use Ouroboros or a SG base to get around so they know they aren't being kicked if they still do so.

 

1 hour ago, Lunar Ronin said:

Thanks for the tip about the Black helicopter line, that's something that always slips my mind.

You're welcome.

  • Thumbs Up 1
Posted
10 hours ago, Rudra said:

Then I guess just open with a warning about the game booting them if they use Ouroboros or a SG base to get around so they know they aren't being kicked if they still do so.

 

 

The most practical solution at the moment might be to make a chat macro like 'REMINDER: USING A SG BASE OR OURO WILL DROP YOU FROM THE TEAM' and fire it off at the end of every mission.  It's bit of a pain, and some people don't look at chat anyway, but it might help.

Reunion player, ex-Defiant.

AE SFMA: Zombie Ninja Pirates! (#18051)

 

Regeneratio delenda est!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...