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#feedback

2/1/2016 12:43:04 PM
4

Discussion: Punishments for Quitters

Hey guardians [b]Summary - TL;DR[/b] I'd like to hear your thoughts about players who quit activities - beit in the PvP or any PvE activity. Moreover, I'd like to discuss with you what an adequate punishment or other possible fixes to for instance the Mercy Rule as well as important exceptions could be. [b]"Wall Text"[/b] In my opinion, people that quit leave others at a major disadvantage. In PvP they might have already been frustratingly dominated. However, if players leave any balance is even less given - obviously. Should quitters be punished in any way? For instance, that they cannot start a new activity within the next 30 minutes? Should there be a distinction between "early quitters" and "late quitters"? To give you an example on an "early quitter": I've seen players leave right after the enemy team ignited the rift once. However, that person's team still managed to turn the page and win the match in the end (maybe with the aid of a player that joined the action late). I haven't played PvE - especially strikes - in a long time, but I certainly remember people leaving upon being thrown into a strike they didn't like. Certain strikes don't seem to appeal to many players and they simply leave again. It can take up to 10 minutes - or even more - for players to join, so you basically end up soloing the strike. However, we should also bear in mind that the playlist could start the same strikes repeatedly in a very short period of time and it is understandable to a certain extent that people wouldn't want to play the same strike twice in a row (or twice in three strikes). [b]Talking Alternatives[/b] Apart from punishing quitters, what are other possible (or parallel) alternatives to fix this? Should the mercy rule be triggered slightly earlier? I think it is currently triggered if one team reaches 60 % of the overall score required to win (with a huge margin compared to the opposite team's score, of course). Should this threshold be lowered? It's also happened to me that two opponents left when my team had roughly 4K points, leaving just one enemy in a 3V3 game. This resulted in us recklessly seeking down this last guardian standing and killing him approximately 10 times. Should a match like that have a forced end, too? And if so: What score differential should trigger this? As for PvE and strikes: Implementing all old strikes into the Vanguard Playlist (and adjusting their level cap to year 2) would definitely result in a larger variety of possible activities, making things less monotonous. Due to a lack of playing PvE I can't say whether it is possible nowadays to play the same strike twice (if you stay in the playlist and don't go back to orbit first, that is) or if that possibility is ruled out by the system. [b]Exceptions[/b] On certain occasions one person has to leave: For instance during a raid - for personal reasons or maybe also to save a checkpoint. Any such rule should - in my opinion - not apply to activities without matchmaking (raid, nightfall) and also not to premade fireteams in PvE (a three man squad playing a strike or mission together). A disconnection should not force any punishment either as there is no way to distinguish between a disconnect and a forced removal of the network connection - is there? I don't think so - unless it was the game's/server's fault. Nevertheless, I believe that there are certain ways to improve and thus definitely discourage quitting activities. I'd love to hear your thoughts on this whole matter. Cheers Roemer_91

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  • Get rid of the lagging people that are invincible. Yes I have left games due to the other team having to many red bars and nit tsking damage. Do I quit because of losing to a legit team no. It seems the game rewards people losing better than winning. This was the worst Iron Banner I have ever played. Whatever Bungie did this past weekend was horrible. The first 3 days of Iron Banner were good.

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