Mostly I think this is great.
I do want to say, though, that it continues to baffle me that there’s not more of an effort to make public matchmaking operate with more liquidity. Maybe you’ve designed yourselves into a corner, but without knowing the details it seems to me that MUCH MORE could be done to allow people to join games (PvP, but especially PvE) midstream. Drop me into a game with group-competitive XP and shards. If I decide to bail, drop somebody else in to replace me.
With that kind of liquidity, maybe I could even pick exactly which kind of game I want to play, and just drop into the next open slot. This sort of approach works GREAT with Helldivers, for example. Very different, of course, but I don’t see any reason it should have to be. If there’s no game of Saboteur open yet, great, create a new one, drop me into it. Next gal who wants into a Sab game can see that I’m 20% in, click X, and then there were two.
People who are constantly AFK can now be told “just drop if you can’t play”, and if they keep AFKing they get punished. But people rage quitting? Dropping games because it wasn’t what they wanted to play? No longer an issue. Problem solved. Got 10 minutes to play Battleborn, look for a game that’s 20 minutes along.
But now let me back up a level. Because, I’m a software engineer, I fully get that maybe none of that’s possible. Horse left the barn. Fine.
But given that there’s no reason the game couldn’t have been designed that way, I think it’s dangerous to tell people you “expect” them not to play Battleborn “unless they have time”. It’s the fault of the design team that Battleborn can only be played as a full 40 minute session. Problems that arise from players being petty, yeah, that’s a real thing. But problems that arise from poor time-liquidity of the game? That was a choice Gearbox made. Warning players that we might be punished for struggling with that … well, I’m offended by that.
I love this game, or I wouldn’t bother writing this. Please understand that I mean it kindly.
But when I read the “expectation” section for AFK/drop reports, it raised my hackles. I can’t get my friends to play your game with me BECAUSE 40 MINUTES IS A LONG TIME. I’m totally one of the people who’s meeting your expectation. I finish 99% of the games I start. So this isn’t me QQing over a perceived injustice to my own account. Rather, I see this, time liquidity, as a BIG PROBLEM that this game faces moving forward. And I hear Gearbox telling me they think it’s my problem. We can’t fix this problem for you. You have to fix it for us.
I’m not talking about the whole idea of reporting for Idle/Drop. That’s fine. Idle AFK should always be discouraged, within reason. But Dropping is mostly a problem because the game provides no solution, both on the incentive side (I didn’t get the game I want) and the repair side (there’s an empty slot, but the game is ongoing). Is rage-quitting lame? Sure. Hell, maybe if somebody deliberately drops they can’t join a new game for 10 minutes? Replace them with a less angry player and give them a 10 minute cooldown in the corner. Everybody wins.
If you leave your store unlocked and somebody walks off with your stuff, raising the mandatory minimum sentence for larceny is well and good, but maybe buy a deadbolt while you’re at it.