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Destiny

Discuss all things Destiny.
Edited by SumFish: 12/8/2014 10:48:04 PM
202

solution to strike "sitters"?

I'm sure we've all experienced it before, people simply standing at the start of a strike and going AFK, leaving everything up to the other two people or even a single person. Its frustrating to say the least, but what solutions do you think could be implemented? I feel some sort of "loot by kill" system would need to be implemented, not saying the more kills the better the loot, but if they do not lift their weight and aren't clearing at least 20% of the mobs, dealing at least 20% of total strike damage or present during ALL darkness zones then maybe that should reflect on loot possibility/mark/reputation rewards. This would encourage people to actually clear areas of a strike instead of running past and also stop strike sitters. The only downside to this I can see is the disadvantage it would give a level 24 compared to a level 30. It would also eliminate people coming in late and receiving rewards that a lot of the time are undeserved (although this generally doesn't bother me) as they didn't choose to drop into the strike towards the end. Any other ideas? It's obviously an ongoing issue. *EDIT* Would just like to say thanks for all the constructive responses, I've tried to keep up with it all but it can be hard at time between lunch breaks at work on mobile. Out of all the ideas I've read, compared and thought about (to make work go faster) I've listed a few that could almost work based on feedback and some initial ideas I've come up with thanks to those who have posted. Although splattering strike sitters into oblivion with your sparrow is satisfying, it's not really a full fix, so: 1•Change the bounty from "Complete any strike without dying" to something along the lines of "Complete any strike without dying and inflicting 25% or more of the total damage throughout the strike" (something along those lines). 2•From the moment a player enters a darkness zone, other members of the strike have 3-5 minutes to also enter the same darkness zone, failure to do so will result in getting booted to orbit. I understand many people rush past a majority of monsters to speed up the raid but if you are present, surely this is enough time to catch up. 3•All players must be present during the boss fight to receive rewards and bounties, whilst also inflicting at least 5-10% of the damage to boss/enemies within the boss zone/room 4•A vote kick option that becomes available once a player is inactive for 5 minutes or more. I feel this would work but nudging the controller would remove inactivity detection, so I would propose this option becomes available if they don't enter the current darkness zone within 3-5 minutes. 5•A report inactive option that becomes available under the same circumstances as mentioned above, instead of simply kicking them to orbit, make it add up so that if the same player is reported 2 times within the hour they are unable to do any vanguard strikes for a certain amount of time. Keep them coming, I will attempt to read and be as involved as possible. Although nothing will probably come of it anytime soon it's nice to have some ideas out there that might be viable. Plus it's keeping my mind busy at work. :)

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  • Edited by Thorbadin: 12/8/2014 11:41:18 PM
    My proposed method (all conditions must be met): 1) Kills and assists should only be tracked inside darkness zones. 2) kills and assists for each zone summed together with weight (TBD) factored in for kills. IE 10 assists = 1 kill. Call this the score. 3) every player must meet a minimum (relative) score for every darkness zone entered by the group since that player has joined (to account for late arrivals), in order to receive rewards. This can also be used to implement a better reward system or incentive to kill everything, ie using score from previous darkness zones and multiplying it by current xp per kill. Edit: the idea is not to punish "sitters" but to give more incentive to completing the strike as intended. Add in some competitive element between fire team members that affects end rewards/xp gains and it becomes golden. Edit 2: even if you normalize the score based on the lowest score, where the lowest score results in a factor of 1x for xp and rewards, it benefits players that stick through a strike with 1 or more afk members in that his/her reward will be substantially higher than if all 3 players were competing. Obviously some tuning will be needed to balance it as it shouldn't be preferable to solo/duo a strike with 1 or 2 afk members vs all 3 competing.

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