Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
At this point, you should probably know the game fairly well enough to be able to understand what you're signing up for, especially if you played any regular heresy/damnation missions in Standard mode. Really is no excuse to leave an Auric mission.
I see people crashing or disconnecting being an issue. I think if they don't reconnect by the end of the match maybe you'll get a warning or strike rather than the full penalty? While choosing to abandon the mission with the escape menu or not reconnecting gives you the penalty.
Iv heard 2 or 3 audio cues for specials in the last few days.(technically I hear many of them, they just all sound like distant echos now)
None of these problems are new but emperordamn if they havent gotten infinitely worse in the last 2-3 patches.
The penance thing is a problem(though to be fair, stop being such a child about it, you get a bot > dead team mate and other people can join). But they cant 'punish' people for something that the game itself cant get right.
That they again implemented a penance like back with the don't get downed in X Malice missions is just bad -.-
No one would miss those penance.
What bothers me more is going into a lobby/match where the knife zealot and veteran have w taped down on their keyboards, players who *literally* run by enemies maybe taking a swing at them, most of the time, not. Like wtf is the point of running past that bulwark or specialist... so you can run to the next wave of horde 35m away??
Teams that don't keep their psykers or snipers clear. Yeah, that smite psyker can keep 90% of the screen locked down, but that's not everything so maybe make sure a single enemy doesn't whack them from behind and unleash those half a dozen crushers and dozen ragers loose on your team? Maybe don't be that ogryn that's using a stubber trying to 'snipe' that sniper 50m away while you ignore the veteran with an actual sniping weapon that has 40 trash mobs around him? Don't be the utter moron who pulls that monstrosity straight away from your hammer zealot (lol, I got called out on this just recently, but I get it can depend on the circumstance and what's around) who could delete that thing in a single swing instead of dragging it through the neighborhood while also having to deal with waves and waves and waves of elites and trash - I'm not talking about kiting the monstrosity to isolate it while the rest of the team takes on the waves, that's different.
So much of what I find irritating isn't that single person (or two) that can hard carry a whole team or 360 no scope a nest of snipers in no time. I don't require or expect people to be that amazing (I'm not, either, for that matter). What I do expect (and maybe even this minimal expectation is beyond reasonable) is some modicum of team play in a team game. Cover people that are trying to snipe, don't leave snipers and specialists up, get people up when they go down (b/c of trappers or just in general), just basic team things. This applies from sedition to auric maelstrom, too many people are unwilling or incapable of doing basic crap to help the team.
These are the same people who will tell you DT is a team game, but if you expect them to actually do team play things, they won't. Yeah, at auric missions and above, you need to know the basics and then some, but even at those levels, I see dumb stuff left and right.
This is the sort of thing that will get me to nope out of a team even if no one's down or things going seemingly well. And that's probably why I don't know about or like the idea of a penalty for leavers. I've also been crashing a lot recently after rare, rare crashes in the first year or so of the game so if crashing also imposes a deserter penalty, that'd also be a problem for someone like me.
I get what you're saying and I'm likely to normally agree, but as wonky and as poorly designed as the game is in terms of things like penances (which, to me, are major factors in incentivizing this type of behavior), I would rather FS address those things more.
Knowing fatshark they will just make the penances easy mode like they did w all other past penances.
Same with someone sniping. Great, they are doing a ton of damage and deleting specials and elites. But its not the lobbies job to babysit them. If a nasty situation pops up and no one is helping give anybody space, sure thats weak teamwork. But just because a sniper gets smacked in the back doesnt mean their teammates are bad, probably means their positioning is bad. Everyone needs to be self-sufficient if youre not playing miked.
Dont get me wrong, Im not trying to imply that this is specifically how you act or behave, but this is how i see people act and then complain that noone had their back when they were smiting like 5 ragers in a corner a mile away and a 6th beyblades them into ribbons. People leaving missions because of their own mistakes is frustrating when it impacts the other 3 players. That said, if they did add a penalty it should only be for Auric, and only once the game is actually stable
Oh, for sure, a lot of what you say goes w/o saying. I've just played games that actually require team play to accomplish things and, with Tide games, it's loose and easy enough that people get away with bad habits.
Sure, don't be the guy who can't handle a half a dozen mobs while trying to snipe targets, don't be the psyker who's smiting 20 trash mobs, etc. And a certain amount of self sufficiency is required, but only playing a game in which all 5 people are playing that way is redundant and inefficient. In theory, you want 5 people that can all carry and can handle just about everything, but there's a reason why military teams/squads don't operate alone, not even actual snipers.
Yeah, you train to be self sufficient as much as possible and you have overlap of responsibilities, but you also specialize. A team that doesn't facilitate a teammate from doing their job and simply saying, 'skill issue' is more than just pointless, it's useless (and I'm not saying that's what you're saying).
Here's a simple thought exercise, what's more effective in the following scenario?
A) 2 people sniping at the same target
B) 1 person sniping a target, the other person clearing around them
Answer:
B. In scenario A, two people have wasted ammunition on the same target of which only 1 has made the kill while all other targets are getting free rein to do whatever. In scenario B, you're effectively dealing with at least 2 enemy factors (which is different than a scenario in which .
I know this /seems/ to be obvious to maybe you or me or the majority of players. But, you know what actually happens whether in auric maelstrom all the way down to sedition? It's not B, it's A. And it doesn't take some Core-like godly ability to pull it off, yeah? It just takes a modicum of awareness, a bit of selflessness and, sure, a bit of skill, but most of all, willingness/initiative.
90% of the people I see playing, again, it doesn't matter if it's in maelstrom or any other lower difficulty, are trying to or do handle everything through solo skill and it's why 1) rando teams are so inefficient even if you can get through the hardest difficulties 2) if they get into trouble, it tends to be b/c they're tunnel visioned and didn't see themselves or someone else get got.
And that's a difficult, difficult mentality to get over. This, "I'm not here to babysit" other players mentality. Even the best people can't get around it or wrap their arms around it b/c that word and mentality is couched in such a way to make you think you're being deprived of something or doing something you "shouldn't have to".
Does a spotter for a sniper say, "I'm not babysitting my shooter"? Does an o-lineman go, "If my QB can't handle the pass rush, it's not my problem"?
Yeah, you shouldn't be picking someone up every 50m. Yeah, there are plenty of people that are probably in a difficulty that are over their heads. But, far more frequently, is the attitude I see from people of, "well, it's not my problem". And when that's the starting position/mentality going into a game, you're already playing with 1 arm tied behind your back even if you might be able to carry a team through a map, you're just handicapping yourself.
(btw, thanks if you read all of that, lol, and I don't necessarily mean that *you* are someone that does this, I just mean generally)
When it becomes super clear the players have absolutely no idea how the game works, I am under zero obligation to hang around just because you need validation by having text no one is going to read under your name.
This is why non PvP and non-ranked competitive games do not punish people who leave a match.
The real issue is projecting expectations on to random folk you have been match made with. You should have next to no expectation of a random internet person or if anything, have a very low expectation of them. You should be ready to carry them and to be surprised if they are a great team mate.
If you want t have such expectations of your team mates you will need to try and make friends to play with who you know will not leave a match because they made a bad choice and ended up downed.
Maybe if you do find some good team mates in a match-made game you could chat to them and ask if they want to add as friends to then play more matches together and then you can move from playing with randoms and having low expectations to having friends to play with from whom you can expect a certain standard.
With the A and B scenario, youre also correct. The problem with that though I think comes down more to trust and assuredness than seflish vs selflessness. To explain: If I see a sniper as an Ogryn and I know I have a vet on the team with a long range weapon, but it doesnt die yet after being tagged, I have a choice to make. I can go back and make space for the vet and then let them take the shot, or I can take the shot myself since I have space. it might seem selfish to take the shot when my character is better at making space and his is better at clearing specials, but milliseconds matter in this game and if I dont know this guy, sometimes it feels safer to clear the threat, even if another teammate is also doing the same thing. I would rather a special be overkilled than underkilled. Just playing devils advocate on that one, its always up to context.
That willingness to trust that your teammates will take care of things that youre inefficient at is very hard. I dont trust most randoms I play with, but I do try and give them the benefit of the doubt as long as I can. I myself am not a perfect or top tier player, so im not going to pretend I dont make these mistakes.
Seems like we are on the same page about this though, just coming at it from different angles. Thanks for actually engaging in a discussion about this, thats exceedingly rare these days to get something other than "skill issue" or "piss off" as a response lol
The punishment for leaving already exists; you get zero mission rewards. It's not enough to deter people from leaving while they are doing these two penances of course, but grinding these is not a permanent state for the majority of the playerbase.
I haven't yet taken the time to go for the Auric Storm Survivor myself, but I'll try to do as much of it with my private group as I can to save some randoms the irritation.