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Ok this non crontubuting debuff needs to be fixed asap

STAR WARS: The Old Republic > English > Galactic Starfighter
Ok this non crontubuting debuff needs to be fixed asap

Kane_Ren's Avatar


Kane_Ren
02.22.2014 , 07:07 PM | #11
I pretty much have to F3 and afterburn to a sat, if I simply point my minelayer at a sat with F2 and wander over, i'll not be contributing by the time I get there for sure. Engine upgrades help, but I'm at the point where it is actually better to afk when your team is getting facerolled, the req gain is the almost the same - compared to actually trying.
The problem with droid jesus is that he jumps around too much, you'd think he'd be a lot easier to nail down.

Gerfaut's Avatar


Gerfaut
02.22.2014 , 07:46 PM | #12
There are 2 different things going on: the non-contributor message and the afk message. The afk message does not seem to have any impact on your reqs. The game seems to think that your toon is afk on fleet (or wherever you were when you got the queue pop) while you are in a GSF game, and it gives you the afk message. This does not have any effect on your reqs. On the other hand, if you get the message that you are not contributing, you WILL lose reqs. By the time you see the message it is already too late to prevent this (it seems like the base amount you lose just for getting the message is about 20-25%), but the longer you stay "inactive", the more reqs you lose.

The inactivity system is currently broken, as it marks players as inactive even when they are not. You will be marked as inactive if you fail to HIT someone (not just shoot, but actually hit) for more than 1 minute, or interact with a satellite in the same period of time (but it only works if it's a friendly sat, or a neutral/enemy sat with nobody in range to prevent you from capping it).

This issue happens to most types of ships, not just bombers. Gunships are probably the least likely to get it because of their longer range, which makes it easier for them to find something to hit. I have been marked as inactive and lost 25-30% of my reqs in the following situations, while flying either a scout or strike fighter:

1) In a deathmatch, I was in the middle of a dogfight against a player who was extremely difficult to hit. He was flying evasively, zooming around asteroids, using his distorsion field active ability every time it was off CD, etc... I just couldn't hit him. I was marked as inactive while I was shooting my blasters at him!

2) In a deathmatch, flying a scout or strike fighter, with several skilled players on my team flying gunships. They kept killing my target with their rail guns before I could get in range to hit it with blasters, or complete a missile lock on it. Eventually, I was marked as inactive, as every target I went after died before I could actually hit it.

3) In a deathmatch, when the entire enemy team is sitting at their capital ships on gunships. This usually happens when they get pushed back by a superior team, but sometimes it is deliberately planned from the start. In one particular game, 7/8 of the enemy team were flying gunships and never left their capital ship, even at the start of the game. They just waited there for my team to come to them. As a scout/strike fighter pilot, my only option is to suicide once a minute to reset the timer, because I have no way to get in range to hit any of the enemy ships without getting killed by the capital ship turrets. This is extremely poor design.

4) In a game where my team was getting farmed, I wanted to type some advice in chat after I got killed, before hitting the "ready button", but I got marked as inactive just for wanting to communicate with my team. Another time, I got marked as inactive after getting killed because I spent a few seconds looking at the map and enemy ship list to decide whether I should use another spawn point or another type of ship. There really should be a 15-20 seconds grace period after dying, before you have to hit the ready button.

Other situations that can cause you to be marked as inactive (this hasn't actually happened to me but happened to other players):

5) In domination, when preventing multiple enemies from capturing a neutral satellite. This requires flying defensively, just trying not to get hit, rather than trying to get into a good position to hit someone. It is absurd that tying up 4-5 enemies and preventing a cap is considered non-contributing, while going afk at a friendly sat for most of the game is considered contributing (I did this once, in a horribly lop-sided match: I parked my ship under a sat when the score was 400-1, with the enemy being spawn-camped, and I went to get a drink. When I got back to my computer a couple of minutes later, the score was 800-1 and I was still considered "contributing").

6) In any game mode, while being chased by multiple players and trying not to die.

The saddest thing about this, is that players who afk at the cap ship because they just want to complete the daily can still do it and complete their daily. The players who are the most affected by the penalty are players who are already done with their daily/weekly and see their reward greatly reduced while they are in fact trying to contribute to the game. I think that, instead of taking reqs away, the penalty for going inactive should be to not get credit for completion of the daily and weekly. That way, players who play a lot and get accidentally caught by the system would not really get penalized, while players who afk to do the daily would not be able to do so anymore.

Also, players who are sitting within their capital ship's turret range to prevent enemy players from getting at them in deathmatch should be automatically marked as inactive after 20 seconds or so. Another solution would be to remove capital ship turrets in deathmatch.

SlimsPicken's Avatar


SlimsPicken
02.23.2014 , 03:37 PM | #13
Quote: Originally Posted by Gerfaut View Post
This issue happens to most types of ships, not just bombers. Gunships are probably the least likely to get it because of their longer range, which makes it easier for them to find something to hit. I have been marked as inactive and lost 25-30% of my reqs in the following situations, while flying either a scout or strike fighter:

1) In a deathmatch, I was in the middle of a dogfight against a player who was extremely difficult to hit. He was flying evasively, zooming around asteroids, using his distorsion field active ability every time it was off CD, etc... I just couldn't hit him. I was marked as inactive while I was shooting my blasters at him!
I had a match where I scored 75k damage, 15+ kills and 10+ assists... and got docked 22% req for inactivity...flying a tier 1 scout.

I believe it was for exactly what you point out in point 1)

I can barely think of any time during that match I was not hitting something aside from chasing one slippery scout.

Regardless the timer needs to be adjusted for sure. If a tier 1 scout can get penalized that easily while actively dogfighting, its no wonder bombers and slower craft are getting docked 50% plus some games.
For every man there is a sentence, a string of words, which has the power to destroy him.

Zharik's Avatar


Zharik
02.23.2014 , 04:36 PM | #14
Quote: Originally Posted by Kane_Ren View Post
I pretty much have to F3 and afterburn to a sat, if I simply point my minelayer at a sat with F2 and wander over, i'll not be contributing by the time I get there for sure.
Why wouldn't you F3 + space bar?!?
<Alt-a-holic's Anonymous>
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Kane_Ren's Avatar


Kane_Ren
02.23.2014 , 05:03 PM | #15
Quote: Originally Posted by Zharik View Post
Why wouldn't you F3 + space bar?!?
because sometimes, despite stating your intentions, you have to work out what people are doing. When flying a minelayer I have to see if someone is going to come with me. Afterburning until it runs out and finding I'm on my own causes problems. Mesa map can be particularly troublesome, though if I get to sat C from the west spawn on my own, I can drop my beacon and we get it. My point is - I'm not happy to have my req nerfbatted because I'm looking at the map to find where I'm best used.
The problem with droid jesus is that he jumps around too much, you'd think he'd be a lot easier to nail down.

Delta_V's Avatar


Delta_V
02.23.2014 , 05:11 PM | #16
Quote: Originally Posted by Kane_Ren View Post
because sometimes, despite stating your intentions, you have to work out what people are doing. When flying a minelayer I have to see if someone is going to come with me. Afterburning until it runs out and finding I'm on my own causes problems. Mesa map can be particularly troublesome, though if I get to sat C from the west spawn on my own, I can drop my beacon and we get it. My point is - I'm not happy to have my req nerfbatted because I'm looking at the map to find where I'm best used.
This actually applies to everyone after the initial spawn as well. Currently, you are punished for *not* immediately respawning and zerging the nearest node. Many times, that is a terrible idea, and you are better off waiting for a few more people to respawn so you can hit an enemy node as a group, rather than flying in one at a time and getting slaughtered.

Kacynski's Avatar


Kacynski
02.23.2014 , 09:25 PM | #17
I routinely get the "you are not contributing" message on my GS as well. As soon as there are some decent pilots on the other time, I will spend a good chunk of time trying to evade destruction without getting of a shot. It really feels like a kick in the face if after such a game not only my score card is poor, but I also loose more than 50% requisition because I had to fly for my life.
It's completely ok to be denied kills/assists/whatever by a good opposition but to be marked as "non contributing" because being pressed into defense doesn't let you hit someone feels broken ..

Delta_V's Avatar


Delta_V
02.23.2014 , 09:33 PM | #18
Quote: Originally Posted by Kacynski View Post
I routinely get the "you are not contributing" message on my GS as well. As soon as there are some decent pilots on the other time, I will spend a good chunk of time trying to evade destruction without getting of a shot. It really feels like a kick in the face if after such a game not only my score card is poor, but I also loose more than 50% requisition because I had to fly for my life.
It's completely ok to be denied kills/assists/whatever by a good opposition but to be marked as "non contributing" because being pressed into defense doesn't let you hit someone feels broken ..
The worst part is, you are still contributing to your team because you are often taking multiple enemies out of the fight as they chase you all over the damned map.

Hell, I had a match of TDM the other night in my Pike, where I started out on a roll. I was responsible for like 12 of my team's first 25 kills. But then the enemy realized what was happening, and I had 4 scouts on my tail the rest of the match, and only managed 3 more kills. At one point, I died, respawned, killed an enemy, and immediately had 1/3 of the enemy team chasing me again. At the end of the match, despite having 15 kills and a bunch of assists (even though I was on track for a lot more before getting focused), I ended up getting crap for Req because I ended up "not contributing" while running for my life.

Umbradomina's Avatar


Umbradomina
02.24.2014 , 04:51 AM | #19
Flew a Minelayer into a TDM yesterday, placing HSBs at strategic points on the map as circumstances dictated. Dropped mines around the HSB to defend it. Circled the area(s) to defend them. Continually got the "You are not contributing" message. Wound up with 1 kill, 1 assist and ZERO Reqs. The match was a complete waste of my time.

Devs, please tell me, did I not contribute to our victory? Is it my fault the opposition made few attempts to take out my mines and HSB? I was flying a Bomber, for God's sake. Am I really expected to chase down Scouts and Strikes with a flying brick and engage in a dogfight? If this is the case, just take Bombers out of the game.

I even went so far as to fly into a massive dogfight and drop my mines in the middle of it. A lot of good that did. I was dead before I could escape the area. Chalk a point up for the other team, and no credit for me.

The screen says "Do damage or interact". Since mines are stationary, I cannot control whom they attack, or whether the opposition will come close enough for them to do damage. If I chase powerups, am I interacting? How is my team benefiting from my chasing Pups just so I can receive Reqs?

Bear in mind, this is all TDM-related in terms of how a Minelayer is supposed to contribute and receive credit for just doing its job. Somebody from the Dev staff should address this issue publicly, so we know BW's stance on this.
Old age and treachery will usually win out over youth and skill.

mattycutts's Avatar


mattycutts
02.24.2014 , 06:31 AM | #20
other day i got 105k damage and got none contributing debuff, highest kills, 2nd highest assists, highest damage infact my damage equalled that of most of my team added together and i got none contributing debuff? lol
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