Making omnibus actually work, a suggestion.

Discussion in 'Gotham City (General Gameplay)' started by QuantumFlange, Sep 7, 2024.

  1. Reinheld Devil's Advocate

    It was a great feature, that has a few bugs. Most of which were fixed. There was supposedly also a way to use it to dupe things, that people were exploiting...but i'm not sure on that.

    The one BIG known feature was sometimes when you tried to return from linkdead, you were unable to log in till the linkdead was cleared...and every time you tried to get back in, it re-upped the 10 min timer...so you could be in a loop that went on forever. A side effect of this was that if the group was kick locked, they had a permanent spot that they couldn't backfill.

    Besides the fact they probably could have fixed THAT issue, a big improvement would have been to just shorten the linkdead timer to like 3 min. Most times, even if you had to restart your system, 3 min is enough....10 was overkill. That way if you DID get in the 'can't get back in' loop, you could give it 1 try, then just wait out 3 more min...and the spot would clear after maybe 6....not 20 or 30, well after the run would likely be done anyway.

    Personally I liked the feature. You got to keep your spot, and your SC wasn't lost. In the past it was VERY glitchy, but it seemed like they had it pretty well under control after doing some repairs. IF they were going to start inserting punishments for 'deserting' as some suggest, they should absolutely have to work on fixing it so that the many MANY random disconnects we get in this game don't start counting against us (more than it already does with wasted effort and time) for some punishment.
    • Like x 1
  2. Aiden_Warren Dedicated Player

    When I que for raids is almost everytime all dps and and they quit after several wipes.
    One thing I don't get is, if they do want ques to go smoother, maybe try being a healer or tank.
    Who knows if omnibus looks for matchmaking roles system. Is why it can also take long since it's mostly DPS and system looks for other roles to put a few dps into.
    Some era ago, SJ era I think, devs mentioned about roles matching system for ques.
    • Like x 2
  3. Aiden_Warren Dedicated Player

    I chose tank role so you can do all the fighting. My DPS is low.


    I stopped dps in 2015.
    Too many ppl are selfish for top damage and the game doesn't have leaderboards.
    I wonder if they do go out, if they do, if they tell ppl they got top damage in a game.
    If they think that will impress girls.
    • Like x 1
  4. Tiffany6223 Devoted Player

    I wonder if the original 10 min timer was because of the larger queues to log in back them. I remember when I first started playing back in 2014 ( forever ago lol ) there was a long queue time and if you had membership you got first dibs. I wonder if that had something to do with the original reason for 10 min?
    • Like x 3
  5. Reinheld Devil's Advocate

    For raids it will always fill the roles. Now...will someone who checked the 'troll' box be willing or able to troll? Who knows? The system just looks for the fact it has all the ticks checked.

    This is why I've always said there needs to be some sort of 'training' run where you get SOME basic knowledge of the role (troll, tank, heal), and if you don't complete that training mission, you CAN'T queue as that role. Not that I think it would suddenly make everyone good at doing a role, but at least they'd have understanding that the roles exist. Some people just tick that role box because they know the run will likely pop faster than if they do DPS alone. Which is why you end up in some run that will require a healer...with no healer.

    This is why my suggestion was to A) queue being able to DO a role, or B) try to get at least 1 other person who can do a key role. Filling groups with DPSs is not a problem in this game...pretty much everyone can DPS ok...in EEG/Omni. Having roles who can and will do role work is generally where most omni runs run into a wall. Granted there are a few mechanic heavy ones where all the roles in the world won't get the job done, but those are few.
    • Like x 1
  6. Reinheld Devil's Advocate

    Could be, however now, it would be completely unnecessary. Most DCs just boot you...you can be relogged in under a min. Even if DC completely closes, it's probably under 2. They only 'crash' that should take 10 min to time out would be if your ISP or power was out...in which case most times you won't be back in 10...or even 20 min.

    3 or 4 min max allows for any amount of reboot and relog that could possibly be needed. Heck 1 or 2 would likely do it, but the PS does a disk scan if it goes down from a hard crash that can sometimes take a min. Even my 12 year old PC I get on some times can be back in under 3 min. I'll just see everyone on the screen a few min later.;)
    • Like x 1
  7. Reinheld Devil's Advocate

    If you queue say 'Artifacts from the Past' from custom, yes it will put people in who've also queued that run...and then try to fill the rest of the spots with omni queues. The issue is priority and the role requirement. Let's say someone else has had Clocktower queued longer, and you are both queued as DPS, it will continue to try and fill that other one first. So let's say you queue as Tank...and the Clocktower guy is queued as Troll. if 7 other people are queued in omni, but it's a heal, tank and 5 DPS...the Clocktower run will go first. If it were a heal, troll and 5 DPS, your Arti run will go first. If it's a heal and 6 dps...neither will go off...until either a tank or troll joins the omni queue....which sometimes seems like it just might be 'never'.

    This is why being able to queue as role will get you in faster. Having a few bodies who are role speeds it up, and if you can queue with all 3 roles, you'll get in very fast...as long as 5 or 6 other people are queuing omni.

    Unfortunately...most people know this, so THAT's why we get so many people queuing role that can't/won't do the role, and why so many of those omnis go badly.
  8. Aiden_Warren Dedicated Player

    Training system could help a lot.
    A training solo, duo, alert, raid, where players just keep going and when complete the instance it starts over again and it's the instance goes up by 1CR or 2.
    Or make it similar to SM for 1, 2, 4 and 8 players. Each with its own few wave map types, at random.
    With 10 rounds. Difficulty based on solo, duo, 4 and 8.
    It's quite an idea and how devs can make this happen.
    • Like x 1
  9. SethZoulMonEl 10000 Post Club

    DCUO had a feature like that. It was called "Linkdead" but financial exploits resulted in its removal. As a software developer, I can only imagine the amount of legacy code that must exist in this game that allows such exploits to occur.
    • Like x 1
  10. Reinheld Devil's Advocate

    Nah...I would want it to be more of an intro to the basics. Example...trolls would need to select their power to pop a shield...apply a debuff (maybe one of each), do a power dump. Most 'new' players don't even realize they have powers that do specific things when in role, but just use a power that they also use as DPS. Many of which DON'T do the thing they should be doing. The training would be specifically set up that they HAVE to do the thing required...and it shouldn't be like the 'press X to jump' but more 'Use your healing debuff' or 'apply a stun'. They could have your mentor explain that you need to select and use a power to do XYZ...but not tell you 'use temporal extortion to apply a group power heal' (I think that's the right power on quantum). To me, having a new player go in...look through the powers and READ what they do...then know they have to do said things for different circumstances would be 90% of the battle for most.

    Knowing how to do it well would be important too....and that comes with experience in a live environment. Just getting the basics would be a solo training mission.

    And they could have variants for the 3 support roles...each one geared to the key abilities like HOT or insta heals for healers, Single target pulls vs group pulls or breakout abilities for tanks.

    I wouldn't be looking for 'great' role players out of a training style mission...just ones that have a basic understanding of what their job is as role.
  11. Aiden_Warren Dedicated Player

    Well, I am with you on this. Hopefully devs can make this happen.
  12. Florida Boii Well-Known Player

    For Omnibus theres probably 2 things that I'll add.

    1. Role confirmation prompt. After selecting your secondary role. When clicking the ready up button a player shall receive a message. "Are you sure you want to que in as a _____(healer,troll,tank). You'll be responsible for ____ (keeping teammates alive,restoring power to the group, maintaining aggro of enemies)". Now of course some players would probably ignore the prompt but hopefully it reduces the amount of players that que in as a support role but are specced as a dps.
    2. Permanent Source Mark Incentive. Now we get extra source marks weekly from completing the omnibus missions in the journal. There should be an incentive to continue running just because you're not queuing into an instance of your choice. I was thinking something along the lines of an extra 6 (raid), 4(alert), 2(duo) source marks for every omnibus you complete once you completed the omnibus mission out of your journal.
    • Like x 1
  13. LeagueOfV Dedicated Player

    There are super high feat counters for those duos. Like do 100s of this or that (like freeing the people from Brainiac pods, etc). I just used the walk portals to do those feats solo before the clamp. Not sure how hard they are now with the clamp, but they could be done in a few minutes solo before the clamp.
    • Like x 1
  14. Reinheld Devil's Advocate

    Sorry, but 1 won't matter. Unless there can be some check that looks for role gear, artis, and/or checks to see if you are in role stance before going in...denying it if you aren't...it's just another screen that pops up to press 'X' on no one will read...or if they read, will not care what it says...they want's they source marks. Gotta gets paid yo!

    2 would potentially work, but honestly I'd just see it as another USR instance where people will group and spam the quickest options. This would have to be tied to some kind of forced 'not grouped' type parameter. Not undoable...but maybe with the team we have? Who knows?
  15. Reinheld Devil's Advocate

    It's 250. 250 pods, civilians, bombs and also 250 runs.

    What's funny is I'd almost bet that many people doing this via queue don't realize they can just do the walk in portals, skip the queue time, and be done just about as fast (assuming they are moderatly decent DPSes). I have a few accounts that need the count feats and if I felt like doing them (no thanks) I'd 100% do the Gotham Hospital walk in vs taking my chances with repeat queue pops and rejects, or catching that map with the 2 turrets you need to guard for like 3 min straight. (riverside hotel?)

    But yeah, I'd guess that's why those and Shady Nightclub/Police Station come up often. That one has a random checklist, several gear styles people want, and is a great place to get leveling gear. That one at least doesn't have a walk in...so queueing makes sense.
    • Like x 1
  16. Tiffany6223 Devoted Player

    What if EEG content in Omni was treated with the same level of difficulty as the Event versions of the current DLC? I don’t think anyone has an issue with the event versions.
    • Like x 1
  17. SethZoulMonEl 10000 Post Club

    The lower tiers already feel that easy to me. Honestly, I don't understand the point of the stat scaling in its current state. It was supposed to keep mechanics relevant, but most content that was deemed too difficult outside elite due to mechanics ended up being over-simplified anyway. I disagree with making the instances 1-2 hits and done difficulty level, but I see little point to making content artificially longer too.

    I would be happy if all the omnibus tiers behaved the same as tier 1-2 for endgame players.
    • Like x 2
  18. Reinheld Devil's Advocate

    This is something I've always said. MOST runs in EEG aren't really that hard. They are made falsely hard by bad players, squatters, missing roles and the like. A good group of 8 people will face no 'challenge' except on a few few mechanic heavy runs and the occasional 1 shot kills. The biggest difference in pre clamp and post clamp is time. Things ARE slower...that's pretty much it...and with a back log of 13 years (nearly) worth of runs to run and ramped up pricing on everything we 'need' in EG content or seasonals requiring even more grind now...did we really need things to be slower?
    • Like x 2
  19. ArtemisWonderWoman7 Committed Player

  20. Aiden_Warren Dedicated Player

    • Like x 1