As many here have suggested, and I apologize to all tired of these posts in advanced, there is a high demand for some degree of accountability for someone quitting. Consequences are sought out people want to ensure that they can play a raid with someone, or Competetive PvP match without finding themselves either on their own or being pinned against a team of one because their team felt their K/d ratio was more pivotal than the completion of the game.
If implemented I'd like to ensure that those who leave a game for plausible reasons aren't harshly reprimanded as well because lets face it, a majority of individuals often find themselves in a situation where they felt a match could be finished before work or school and time wasn't on your side, or dinner was ready and God forbid it gets cold, or internet gets shut down on account of a thunder storm/power outage, or one's modem kicks them, or any of the plethora of things out of one's control that often occur...there fore I'd like to propose some ideas in regards to this topic an would love some feedback.
1. [b]Quitting percentages should be implemented[/b] so that players seeking those to do a raid or intense PvP match are aware of whether or not their new-found ally will leave when the going gets tough.
2. [b]People should be allowed two quits/disconnects per day[/b] and after these a warning will appear next time a quit is attempted and quit percentage will begin to take affect...this way if you decide you wish to leave your game to join your friends who just got on your not immediately slapped on the wrists for seeking time with friends...and if your internet is misbehaving or the destiny servers drop you for whatever reason (which I believe many can empathize with who participated in the beta) then you know that after two disconnects its time to wait till tomorrow for more destiny escapades
-The two excused quits won't factor into someone's quit percentage.
-Also in relation to the above post for those that "disconnect" during unpleasant games, theyll have to sit back after two disconnects and allow the rest of the true guardiens to push foward if they want to keep their precious k/d un-tarnished...
3. [b]Being dropped from a story mission doesn't count as quitting[/b] either, this way if people are being dropped from raids or PvP matches due to poor connections they can still enjoy destiny and all its awesomness without fear of their reputation/quit percentage being tarnished...
As far as consequences for quitting is concerned I haven't thought of an appropriate consequence and wanted to give the community an opportunity to voicee what they fealt was fair as well as hear some feedback on the above propositions...
Quitting and quitters can ruin a PvP match or tarnish a raid experience in a heartbeat, but people who leave against their will due to every and any situation that can present itself in life there should be ways to help these individuals to avoid being punished as well...
I'll update the OP as needed and implement suggestions that the community feels is appropriate ^-^
[b][i]Edit: This post was made in response to the beta, before the final build of the game and release, when servers were thought to be fixed by the time the game was live...therefore all of the above suggested shouldn't be implemented until Bungie has established a fairly strong and consistent server base that doesn't drop players as frequently as it does now...[/i][/b]
-
This definitely a huge issue. Matchmaking with people in the Vangard Strikes playlist and have people quit is bad enough, but I have yet to even have replacements found. I'm not sure if there's a system in place to find replacement players, but about 75% of the strikes I've done, someone, or both of the other players left and no replacements joined and it showed no indication that it was searching for any. Penalties would certainly help prevent rage quitting. We just need SOMETHING in place to solve the issue. I'm tired of getting to the last boss of a strike and then not be able to complete it because someone quit at the beginning, and even two - manning certain fights can be quite difficult, so the other person rage quits and I find myself wasting another hour with nothing gained.