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Root Out The Noobs And Toxic Players

Discussion in 'Eldar' started by Tarath'sel, Oct 29, 2013.

  1. Tarath'sel New Member

    So basically I am looking at the forums for the Eldar race and read some pretty damn good ideas about the gameplay and style of one the most technological advanced race in the galaxy.

    But the most dreaded thoughts that comes in my mind are the Toxic trash talking players that think they are pro with the game and they are an exarch or an autarch class due to either solo gaming or just grinding for resources or quests just to get the class, and these players lack in teamwork and arrogant(for example like NOOOOBBB GO UNINSTALL THE GAME,IM PRO,WTF ARE YOU DOING,1 vs 1)-__-

    So what im saying this is that if you want get that class it needs to be super hard and you go to earn it through teamplay and skill wise,that is the boundary that separate from the good players that we like to enjoy with from a****les that ruin this experience and the community,sorry about the language though.I guess most of you had the run in with this problem alot in other mmorpgs and moba games
  2. Sadly this problem became mainstream the instant MMOs or online gaming for that matter, became widely available increasing the sample pool of personalities. best thing is to just filter most of it out of your brain and ensure your setting a better example. outside that its in gods hands :p, the hard thing is what constitutes the difficulty.
    What may be hard for me may be a cinch for you or vice versa, what's easy is not acting like a ragetard when a fellow player is struggling, though history has shown this is quite hard for some to grasp.

    One game I played took a popular class but it was complex and not fun to use if you were not that great at the character. while this was good at sorting the good from the bad, it also had the impact of becoming unpopular to the point that the class was often excluded by the mass ignorant, regardless if you were great at the class or not.

    Realistically all you idea would do is exasserbate the situation, with some believing that because they obtained it they have the right to be heard so to speak. Players should be free to achieve what they wish in a game, if they are any good they will rise to the occasion and others will surround and support them.
    Masamune, Silicium and Quothe like this.
  3. Saelos Vuiet Active Member

    You can't stop them from playing the game. However, you can ignore them or stop any kind of interaction they have with the rest of the faction's players. If they decide to do more than try the f2p Ork option, all the better cause they'll pool their money in the game and be forced to either learn to behave or be cast out.
  4. So'Kiel So-Kiel Well-Known Member

    While we will certainly see such individuals, their main forces will plague other armies - mostly SM and CSM to some extent. And f2p Ork community. I feel sorry for p2p ork players, they will have to deal with these guys often.
    The best solution is what has already been said - filter them out, distance yourself, ignore, show better example.
    Ladarious, Khaldam, Poodlec and 2 others like this.
  5. Carmine Exzelenz Cipher

    Nope, if those people are immature in the game, they just have to die a horrible death, burn in hell and have their graves vandalized. ;)
    Vuiet likes this.
  6. Warmaster Nate Warmaster_Nate Well-Known Member

    Well, special-snowflake-derp-lone-wolf idiots will exist on every team. Ours will be a particular flavor, but so long as the devs create a good medium for leadership like MAG, I think it will be alright. Major leaders should be more or less elected based on both popularity and merit (through a simple display of their leadership history) and squad leaders should be so through starting the squad or something along those lines. Furthermore, they can also do XP as has been the trend: if you do your own thing you get the base XP for what you did, but if you did a thing related to or in line with an objective given to your by your commanding officer, you get bonus, or double XP, which is a basic incentive for following orders. It's not exactly teamwork but it at least makes them have to help out or do it the long way.
  7. solidzaku New Member

    I don't see that as being very fair. You see, when my Space Marine Chapter Master was elevated to Daemon Princedom out of sheer respect, he'd already armwrestled Ghazkull's power claw (and won, by the way), and had beaten Eldrad Ulthran at five tier Chess. It's not my fault that he psychically told the Hive Mind to bugger off, self-counseled himself out of the Black Rage, outdrank Logan Grimnar, and (no lie) won in a staring contest with Roboute Guilliman.

    If you really think that, after all that, he wasn't able to follow each path of the Eldar warrior skills to Autarch levels of fluency while learning how to juggle one-handed, then I think your standard is a little low.
  8. Quothe Quothe Subordinate

    I both agree and disagree.

    It depends on how this would be implemented.
    For instance if an entire class is implemented in such a way as to prevent a large portion of the playerbase from ever being able to play it, then I would say that is a very bad move. Sure it is one way to make such a thing 'special', but it manages this in a very heavy handed fashion that is sure to alienate players.

    I'm of the opinion that special classes and vehicles should be available to all players, but not as permanent upgrades that are unlocked (or not only as unlocks), but rather expensive spawns, which like vehicles, other class upgrades and equipment are bought with Requisition. If this resource was accumulated based on time spent actively playing, with decent bonus amounts for achieving objectives it gets rid of the grind aspect (you get it from playing and playing well) as well as the elitism (it is available to everyone, but good players and more importantly good teams are just able to get it faster).

    The 'special' nature then becomes a matter of cost and benefit... Do I spend my points as I get them for better classes and equipment on a large proportion of respawns, making me more effective in general and therefore meaning I'll achieve more mission objectives faster and get even more points to spend? - Or do I suffer a hit over a long time as I play basic troopers just so I can save enough for a quick spin on the uber unit?

    How the players accumulate the requisition to spend on these perks, as well as how fast, not to mention how much these perks cost, could all be used to determine how common a particular perk is.
    Want fewer Tanks in the world, just increase their cost a bit, more of a basic troop type.. lower it.
    For the really major units it could even take several gameplay sessions of just spawning basic troops to get enough Req.

    The difference between good and bad players here won't be in their being able to access these units, but in how effective they are once they deploy them, not to mention how much they have to sacrifice while getting there.
    Jpacka, Idrinth and So'Kiel like this.
  9. So'Kiel So-Kiel Well-Known Member

    Isn't your SM Chapter Master's name Matt Ward?
  10. Warmaster Nate Warmaster_Nate Well-Known Member

    Ah! Stop! It sounded like you tried to state the true name of He Who's Worst!!
    Chaplain Valerius likes this.

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