I recall this being a minor issue among the CoH community. Guy forms team. Guy logs for the evening. Star jumps to random team mate. Giving players an incentive to be leader could go a long way. Maybe some kind of temp buff. Just figured I'd throw it out there!
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Eh, I'm not so sure a temp buff for having star would make people actually want to be team leader. Being team leader wasn't really hard. Select mission and go! :p
It depended on the Team. Some would follow a person, but not others. I remember a few teams that broke apart when the Leader left.
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Didn't bother me much until I had traveled from AP all the way to some distance zone just to have the leader quit the team. An watch the group fall apart over the star lol.
We're not here because we're free. We're here because we're not free.
To me the team/group leader is the person responsible for inviting others to the team and selecting missions, so the most I generally ask of them is that they have the IQ of the average, defrosted fruit cake. Anyone who believes that a little symbol next to their character's name confers any kind of authority or right to respect onto them is almost certainly not due either one. A system that reinforces the implication that the leader is better is going to create problems, especially since it cannot address, much less solve, personal interaction issues.
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Biggest problem I saw was when the star landed on someone who was AFK for a while. The star usually got transferred to whomever was on the team the longest at the time.
So maybe we need a "revolt" button or command. Enough players press it, the star moves to the next in line.
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Let it work on some sort of majority or even supermajority basis, so that it doesn't require unanimous consent from everyone who is not the Leader and you're good to go.
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Reminds me, there was a "motion to kick" command in Tera, where one player could propose kicking another member off the team, and the other players would vote Yea or Nay.
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There was, but there were down sides to it. Like friends taking along a PuG, then voting to kick for a friend to take their place.
For me, the presence of the star bestowed a mixed blessing of both authority and responsibility: that person was meant to coordinate the team and call the shots -- something that became a lot more important in later TFs and iTrials. But I thought those 2 things balanced each other out enough that no extra incentive would be required. Using myself as an example, as someone who didn't like leading, I suspect that if someone doesn't already want to take on the responsibility of the star, they might not be the best person to lead.
Spurn all ye kindle.
I saw many teams come apart when the leader left. CO used to have a system (may still) where players could share missions so everyone got the end bonus. Maybe if we set something up where the team leader forms the team but the default second is the next highest level or the guy with the most missions in his list?
I see no need for any kind of a buff for leading (and that may cause fights over the star) though.
Some folks just don't like leading. If we make the process of getting missions, changing the Diff and so forth easier then that might remove some of the 'burden of leadership'
I remember when Star Wars was cool...a long, long time ago...
Well with the buff I was thinking more along the lines of:
Player( a) is a tank and has lead x amount of missions so the buff he gives the team reflects his role. Player (b) has not lead as many mission but with her being a controller type. The buff she gives the team provides better mez protection for the mish at hand. Even though player (a) has better buff abilities to x damage. He knows that passing the star would be most beneficial to the teams success. Nothing to really fight about from an SG prospective. A problem may surface with two players in a PuG that wish to increase their buff bonus, but its nothing taking turns or letting enemy damage dictate who should be the right leader for the job at hand. mabe the buffs can be minor buffs based off power ie: iceman leading the team causes enemy recharge/movment speed to be slowed. Who knows. It may even put little twist on group pvp matches.
We're not here because we're free. We're here because we're not free.
And welcome to meta gaming, where the leader is actually not the one telling people what to do....
That really sounds like to much work for to little gain.
I of course could be wrong, but still sounds like something to do maybe after the game has launched.
Oh of course! I would prefer these type of things to be looked at later on down line. A solid game at launch takes priority over many suggestions. If the devs didn't use any of my suggestions. It wouldn't be a deal breaker. I too wish too see this game prevail even if I end up not liking it. Simply because that "death dagger" we all felt was inexcusable. Plus it open my eyes too how some of the companies out here truly feel about customer relations. This game has to WIN!! It like our chance to show these gaming companies what we are capable of when we come together. No more robbing the gamer community with false power you never had for control of wallets. This is the first(IMO) of many games to come that let all gaming companies know we (the players) can "take the wheel" if need be. This game speaks in volumes (for me anyway). Launch has got to be EPIC!!!
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Yeap, they still do. And if you aren't eligible for the mission (haven't done the prior missions in the chain, or you've done this mission already and it's not repeatable), you get it as a "crossover" mission, with (IIRC) less XP and resources and no gear rewards, so you are getting [I]something[/I] for your time. Can't have both versions at once, so if you accidently accept a mission as a crossover, you won't be able to accept the real mission until you drop (or finish and turn in) the crossover.
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I used to say that exact thing "why me?" when I first started playing. I think for some it was fear of being the one that had to keep the team entertained with missions. If the leader didn't keep the team entertained, the team fell apart out of boredom. After a while, when I started running with the same group of people all the time, having the star was not a big deal. However, when it came to the trials that I never ran before (where you could team up to 32 people and sort them according to power sets) I never asked nor wanted the star for those...lol.
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To me the issue about people not wanting the star came about because it was a PITA to find team members to replace those lost over time. IME it generally required you to send tells to everyone in sight (well, actually a lot of them were not in sight). This was equally annoying from the other side too; if I was playing a character that really needed to team to be effective, or I was simply in the mood for a team, it could be quite difficult to find an existing team to join because the game didn't provide good QoL systems in this regard. The supersidekicking system helped somewhat in providing more flexibility in team composition, and the game had a LFT flag but I never found that the community used it well, which probably means there's a better system out there. I suspect a big part of the problem here is the fragmentation of the community into the number of servers in CoX, so if CoT uses a single server that should help.
Point being, I don't think we need to provide any particular incentive to have the star beyond the benefits of having a team. Just deal with the larger issue and make team-building is easy as possible.
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