People departing strikes as soon as they see it's not the one the want is getting more than a little old. I know that heroic strikes are not exactly the most challenging activities in the game, but two-manning or soloing every other strike is so slow that it's barely worth doing it (e.g., it would be faster to do patrols to earn Vanguard rep).
Leaving immediately because a given strike can't drop the item a player wants is pretty selfish, but there's really nothing Bungie can do about it--- departing players paid for the game, too.
[b]What Bungie could do is sweeten the deal for those who stay.[/b]
There should be a fixed amount of rep to be divided evenly between three strike team members. If all three people stay, each gets a third of the allotted reputation. But if one person leaves and the strike is finished with just two players, they each get half of the allotted rep. Finally, if two members leave and the remaining player solos it, he or she would get all of the allotted rep.
This would help the situation in two ways:
1. Doing a strike with two players as opposed to three will always take at least a little bit longer, regardless of how good the two remaining players are. A little extra rep might make the extra time investment worthwhile.
2. I think the second player to depart is doing so not because he or she doesn't wanna do the current strike, but because they don't want to two-man it. Extra rep might help get the second player to stay.
I can't see this being too hard to implement and I can't see how it would hurt anything.
Edit: Here are some good additional ideas from the comments below:
[b]Mayhem420[/b] suggested adding all strikes/maps to the Vanguard and Crucible playlists. This is a great idea and addresses something I didn't even consider: some people are leaving a strike because they probably just played it ten minutes ago. Having more variety and a way to influence the strike/map you're about to play would definitely and immediately decrease the number of players who leave.
[b]JLoco11[/b] had another great idea ([i]talking about players who go AFK for the whole strike and never help[/i]): So they get to the boss and literally do not do anything. I say after 5 minutes of strike inactivity, players should be given the option to kick that player. That would mean 5 minutes of someone not dealing damage or taking damage from enemies. Otherwise someone just putting a rubber band around their controller at the beginning area of strike can avoid being kicked.
Here's an absolutely stellar idea from [b]DaddysPainsX5. [/b] I moved it up here from Cozmo's subthread:
"I like the voting system a lot, with all the strikes in the list though. Another suggestion is this. On the set destination screen, in the lower left hand corner, we have about 5 playlists that include crucible and PVE daily and weeklies. One of those is dedicated to vanguard heroic strikes. How about instead of that icon, we have a daily vanguard heroic strike, from all the strikes please, and if people want to grind and farm for something specific, at least their strike is there and they don't have to go through the chore of leaving strikes to get a certain one."
[b]Wolfe86314[/b] suggested that a multiplier on Vanguard rep be applied to each sequential strike that the same three people stay together. I like this because it addresses the problem before it even starts. A few other people have mentioned or alluded to Bungie introducing [b]strike-specific loot to every strike[/b] and making it so [b]all strike bosses can drop exotic engrams.[/b] If even 2/3 of these three ideas were implemented, I doubt this thread would have been made in the first place.
English
#feedback
-
104 RespuestasPlayers quitting out of Strikes is a problem we are always looking for ways to solve. Thanks for sharing your idea, it's an interesting one. If anyone else has any ideas feel free to share them here as well.
-
I like this idea of being rewarded for completing a Vanguard Strike. Instead of reputation how about using the Activity Reward after the Strike has completed? Meaning, keep the drops as they are (do agree with buffing the Strike drops) but at the end of completing the Strike the Activity Reward gives you the chance drop of the Strike gear. I've been running Strikes and it feels really dissatisfying after completing the Strike for 15 minutes or longer depending on the Strike, and receiving just a Mote of Light, Strange Coin, or is most cases nothing. Just my opinion that if there is a more feel of reward the community will actually play out the Strikes rather than bail. On a side note, there should be some tweaking with the Vanguard Heroic Strike Playlist in the matter of rotations. Too many times have I been plagued with completing a Strike then playing the same Strike.
-
14 RespuestasOne thing that needs to stop is random's coming in on the boss fight of the game. After a certain period of time, if you are stuck solo or 2 manning the strike after 5 minutes, it should let you finish that way. The other day, I was running strikes with a clan member and our random left early in the Undying Mime strike. We didn't get a random until the boss was almost dead. What happened? The random appeared and immediately went into his inventory, ate a 3 of Coin, shot the boss ONCE, and hid and when I took out the boss, he got TWO exotic engrams. Total BS considering my partner and I did all the work on the strike! I had gotten a single exotic engram in 12 strikes (we were doing marathon strikes since we had rep boost) and this randy just pops in and gets TWO in ONE strike without having to do jack squat. This has got to stop as well. Rewards should be at least slanted towards the one who got the most kills or did the most damage on the strike boss. But random rewards would be acceptable if random players couldn't just pop into a strike right at the end, pop a 3 of coins, and reap all the rewards without having to do anything.
-
And people want matchmaking for raids.
-
1 RespuestaI love the idea of the reputation boost after every strike with your team without any players quitting.
-
Definitely agree! Some great ideas in there. The most annoying instances are where you get a player who sits in the game, moves a bit every few minutes not to be kicked, yet doesn't leave. They're just sitting there wasting a spot - probably levelling whilst they're watching TV or something. The voting option to kick the player would need the consent of both other guardians in the fireteam, but certainly seems a good idea. And certainly agree, Bungie should make the carrot for staying bigger rather than the stick for leaving.
-
These are amazing ideas. I totally agree with all of this
-
3 RespuestasFirst, I'm all for the afk/leaving/voting/choosing solutions. My point of contention: Bringing back the old Strikes. -Sepiks Prime: It's canonically dead. Its corpse can be seen during the colony ship story mission. -Phogoth: Also dead. You go back to the area where he's originally chained up. He's not there anymore. -Sekrion: The whole reason we have the Restorative Mind Strike is because we killed Sekrion. People keep asking for the old Strikes back. I'd prefer if they worked on something new. Why? They only bring something back if they Takenify it. Hardly new. Same enemies, old Strike.
-
I would add an addendum that your loot %'s go up by the missing peoples amount Better chance at legendary gear and exotics
-
I like all of the ideas here but the one from JLoco11 has been one on my mind for the longest. I don't like that I have to leave a strike forgoing my rewards just to prevent an inactive from getting a free ride. I would also like them to add the move forward mechanic to more parts of the strikes to prevent people from doing side farming which would prevent their proposed system from offering the option of booting them. hope this stays trending and gets lots of great ideas added to it.
-
Here is what I have to say about this feedback section https://www.youtube.com/watch?v=uxd4Kd98_-c
-
If the vote doesn't go to the strike they want, they will still leave. Punish people for refusing to play something they don't want, and they will play something else. Remove the ability to back out of a strike and they will stop running strikes. If you can't do what you want in a game, then why play it?
-
This needs to apply, in some way, to Crucible as well.
-
this is tired subject. not your fault. I think your ideas are great. and i think that its also a simple fix to leverage more XP by allowing us to solo, double, kick players, etc... pretty much anything we want. but nope. bungie locks us out of these options. as much as i hate to say this... its clear... bungie doesnt care what you think about the the strike design they have offered you. its their design and for whatever ridiculous reason they will not give your more flexibility. nor will they even tell us why they dont give us more flex with this game mode. it honestly is frustrating. thanks for the posting the issue though.
-
You could easily abuse that..
-
And then people would complain about people who join as a third and "robbed" them of the bonus xp.
-
That's a good idea. I like that.
-
I really like Mayhem420's idea as I had this one myself. If the Vanguard Strike Playlist was exactly like the Crucible Playlist, and had all available Heroic strikes to choose from, people could grind for the gear that they want, versus getting the same strike over and over again. And if people want to do the random playlist, they'll be rewarded by getting a higher vanguard rep % the longer they play. This should please both crowds.
-
1 Respuesta-- GDPR: removed by user request --
-
1 RespuestaFor a week after the April update dropped, I would both join and quit almost right away if it wasn't the taken variant of winters run. The only reason I did this is because I was only doing the strikes for 1 reason, strike exclusive gear, which is already pretty hard to get (for me at least.), and if I had to go along and do every other strike before I got the one I want, with only a slight chance to earn the gear I want, it would take a whole lot longer... And I'm not nice enough to stick around and play with Omnigul for the 3rd time in a row, when I know most guardians have the ability to solo it.
-
Makes sense
-
1 RespuestaThe matchmaking system is pretty efficient for me. It always matches someone up if anyone quits withing a minute or less.
-
Raids are a pain and I think they should implement the system for thing like crucible, strikes and PoE. So we don't have to spend a while surfing the destiny app just to do something like VoG with other people also it can help you find new friends.
-
2 RespuestasTake matchmaking away from heroic strikes.. problem solved..
-
Good suggestions, but in particular the suggestions that allow players to choose which strike they're doing make the most sense. You can call it selfish to leave, but expecting a player to complete a strike they don't enjoy to get a reward they don't want is a little absurd.
-
2 RespuestasBut everytime I have people leave strikes immediately......other people get matchmade into them? That is how the system works....someone leaves, someone else gets slotted in. So you join a strike, and when you load in 2 people leave.....you see it as selfish. What if they had been playing Heroic strikes for 3 hours before you joined and they had enough...maybe it was Dust Palace for 5th time, or they had to go take a phone call and decided to quit out instead of sitting there idle. This "problem" of people leaving always seems to come up, but it is not a problem. It opens up the 3rd place so someone else can be matched into the strike. It would be worse if they just idled in there. You see it as selfish, and you place you're thinking onto them without actually knowning why they are leaving. You don't know who long they have played, you don't know if they've been called away by family or some other business. I played the other day...Did Flayers then Black Garden, then third one went to Flayers again and I left because I didn't want to sit through something I just sat through. There are only what 6 Strikes? Make them play in a specific order instead so you dont get the situation of having to play 2 strikes 3 or 4 times in a row until you get something different.