I agree with prior statements, if some one rage quits they should not be allowed to jump right back into another game right away. It doesnt punish those who had to leave for other reasons but just those who merely quit to jump ship and change teams games etc...
I do think that in team games where potentially one person leaving can lose the game for you (has happened many times,) there should be some form of punishment. I like the approach League of Legends took. If you leave mid game, you do not get XP/RP for that game and you are locked from rejoining another game for 5 minutes. Each time you quit within a certain amount of time, the time in which you can't rejoin increases.
They also have a Leaver Buster system that tracks how many times you have deserted a game and you can potentially get a suspension if your a habitual offender. This doesn't punish the person who gets called into work or has to deal with their kids, but does punish the people doing it on purpose.
This is just for reference, since you are able to replace players in GRO and not LoL, this would be unfair punishment (the LeaverBuster part.)
Last edited by JasonWeis; 04-11-2012 at 02:20 PM.
Punishing deserters MIGHT BE a good idea if the game goes live but in it's current state it's just utter non-sense!
In 4 out of 5 games I've been put in teams which are short-handed like 3 vs. 8 or 4 vs. 8 or I had to play against (a team full of high-lvl) players which completely trampled down the other team or I was put into a round which was already almost lost and only had 1 minute left.
Well of course they wouldn't implement it yet, it's still beta. Closed beta with such a small player base. These are just ideas for live.
I think the best solution is to not award xp/rp unless you are present when the match ends. And maybe add a stat for "games left"? This would help clan leaders looking for recruits to get a better idea of who the candidate is, as an abnormally high leave rate could indicate a ragequitter. And to rely on your members, you can't have folks that will ditch out of a clan match.
It's unreasonable to punish people for leaving a game unless you offer them an alternative - ie a team forfeit option. Regardless, once the game is open and players are easily replaceable it will make a lot more sense to incentivize staying than punish leaving.
Last edited by zzSleeper; 04-11-2012 at 08:28 PM.
Only problem with this kind of a thing is the overall length of a match. Sometimes I want to hop in a game while I am waiting out the 15-20 min for a friend or two to finish a match, and don't want to just sit at the lobby twiddling my thumbs. Also, not all people have an entire 30-45 min blocks of time that they can sit at the computer and play straight through, so if they do not get rewarded and xp/rp even though they leave in the middle, or towards the end, they shouldn't be able to advance their character until they are able to come up with large chunks of time to play? It just seems like people with lots of time of their hands want people who leave games to have large penalties because a very abrasive minority gives people the idea that they are "ruining my fun". If there were to be penalties, it would be pretty nice to have a different type of game that doesn't last forever. Perhaps a speed cap type of game? Amount of time to cap a point gets cut in half, time rewarded for capping halved etc, but also the rewards are less than a full length game as well. This would allow people who have shorter blocks of time to earn rewards, enjoy the game, and not be seen as a "rage quitter" or something of that nature.
Originally Posted by Creepermoss
No, if you don't have the time to finish a match, don't que up. And it's not "ruining my fun", it's being a detriment to your team. In a team based game like this, being able to rely on your team is crucial, and having no downside to quitting hurts that. Why should the other 7 players that are willing to stay, be penalized by being a man down, because ONE person joined the match, knowing they don't have the time to finish it? Your 30 minutes are NOT more important than our 30x7 minutes. As it is now, the only folks that feel the effects of a ragequitter are the players that stay. Honestly, if you don't have the time to complete a match, you're a less useful beta tester, and your key would serve UBI better by being in the hands of a person that does have the time.
If you do have to leave unexpectedly, a simple "Sorry guys, something came up" would be nice, I usually notice we're down 3 or 4 men right when we have an opportunity to reverse the push, and it gets real old to lose by default due to "stat" players trying to maintain their w/l in a beta.
And yes, I know things come up, sometimes you can't avoid it. But there are some people that I recognize as being a Known Ragequitter.
Last edited by Creepermoss; 04-11-2012 at 08:57 PM.
Its called AUTO BALANCE maybe this game should try what many games have come to know before it.
I think its so ridiculous even in this beta that there is no autobalance in this game. You take people from the overload team and move them to the less team upon death. Its that simple how hard is it really.
This is probably (other then poor maps) my biggest gripe with this game playing with less people when the other team has 8. It could be 6v6 in stead of 4v8. This is a huge deal because of map design and spawn locking when your a lot less you might as well quit because you have 0% chance of gaining any ground back.
You wonder why people quit? Getting your face unicorned because of game flaws is no fun. Its bad enough when you have several clueless people on your team much less a team of 4.
Last edited by ChemZero; 04-12-2012 at 11:58 PM.
GRO Community Leader
How would you implement an autobalance system within a game that has a party system? What if one team consists of 2 4 man parties? Are you going to break up the party and punish friends who wish to play together because some guy was getting his e-peen demolished?
Originally Posted by SoK-CRiTiCaL
Last edited by ChemZero; 04-12-2012 at 11:59 PM.