I imagine that frequent quitting may be handled differently which is why it was left out of the reporting feature. It is something that can easily be tracked and handled automatically.
I’d assume, as no mention of automatic tracking of quitters has been mentioned, that it isn’t currently. So some clarification from Gearbox would be useful on reporting quitters.
I don’t think it needs to be reported. I think it’s something they can already track. They just need to put the features in place to deal with it (such as matchmaking them with other quitters for instance, or lowering/removing their rewards).
I Love when they get angry. Gives me the joy to see them have fun, while they still can ;D
I think that works fine. As I’ve said, reporting functionality will be an ongoing conversation for us from here on out. We’re laying the groundwork here to allow players to let us know what they’re seeing, but we’ll always be looking to improve it and build on what we’ve started here. Time will tell exactly what that entails.
This is cool and all but what about the people that false report other people? cause I played a game that had something like this and people would just report people for the hell of it.
So I can see it being abuse if no punishment for false reporting.
Well, they review reports for false or erroneous reports, right?
I’ll probably use the frequently idle report for quitting. Cuz quitting has the same effect on the game as being frequently idle.
You can use PSN’s reporting feature. Any abusive, racist, or inappropriate behavior is not tolerated, and will be dealt with according to PSN’s terms of service.
People using this type of behavior can get banned from psn, which includes battleborn.
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.
Sorry, I don’t play on pc, so that outside reporting feature is a good idea. For now, though, anyone who is on psn can rely on that reporting feature that is available to them.
Did not know about that. Thanks for the tip. The more you know.
I would still like the option to explain why we reported a player though. Maybe they could also implement a system that allows you to report if a person was helpful, nice, or a team player.
I don’t agree with the system at all. Your game population is already horrible let’s just add a tool that gives every 14 year old the means to report people they get mad at. It is going to be abused. People are literally going to quit playing the game the first time they get soft banned or can’t queue up for another match. There’s 1,000 reasons someone may have to quit, the games are 40 freaking minutes long! Come on really devs did you think this one out?
I barely quit, I usually try to give ppl tips after matches, and my skill is amazing, and my xbox rep is already at needs work from players reporting me for stomping them, or trying to give them tips (yeah some people find it offensive) if it’s like that on xbox already get ready for the salt.
I’ll report you for making a false report lol.
under frequent idle it says
"stay with that team until the conclusion of the match or mission you are playing. Don’t drop. Don’t go AFK. Play actively until match completion (win, loss, or surrender). If you don’t have time, don’t match with other players."
i was using this option earlier today also. Tommy couldn’t report you for “false reporting” In this case because this is what that category is said to be used for.
I have a question to ask though: How will Gearbox decide if a person was cheating or not?
Just faced against a team with an Orendi who I think was most probably cheating. I don’t know if it’s possible but he could use Shadowfire Pillar with almost no cooldowns, and they always landed right on my feet. He also survived a WF’s Overdrive at close range, but that might be due to lag. He did die a few times, but that was mostly due to our Rath’s Dreadwind. This was on PS4 as well which I’m sure shouldn’t have any cheating software going on too.
I doubt that Gearbox will take any action on a person who quits a single match. Where they are likely to take action are on players who have been reported for quitting multiple games.
I think that’s more than fair. There are legitimate reasons why someone might quit the odd game here and there (real life situations, Internet issues etc). However, these are the exceptions, not the rule. Many quits aren’t for these reason, they are because someone isn’t doing so well or they just lost a surrender vote (I’ve seen many of both of these). People who do this frequently should be dealt with and I’m sure that Gearbox will take this approach.
Any updates on reporting post match?
Sometimes you get so caught up in a match and after discussing with your team you can come to the conclusion of 5 people agreeing someone is aimbotting.
However we are not able to report post match.
We can only see the miserable arse’s profile.
Just wanna add my voice to the “report post-match” crowd.
Had a heliophage run earlier. Guy was idle for much of the time he was in the game, he DC’ed twice due to inactivity, costing us two lives (not to mention the time wasted reviving him during the final encounter), but I was so busy playing and trying to salvage the run that I didn’t even think to report him till after the mission was over. An hour wasted.
Maybe, like, a 1-2 minute grace period post-match where we can report?
I’m another who would like to see post-match reporting.
Someone on our team disconnected during the game. I don’t report immediately, of course, as they can reconnect if it’s an Internet issue, so I wait a few minutes before I do. However the rest of my team voted for surrender literally just before I was going to report, so couldn’t.
I’d also like the description changed from “frequently idle” to “frequently idle/quit” to better reflect its purpose (which is described in the description that goes with it anyway).
With the right gear and helix choices, Orendi can spam her abilities with little cooldown.
A good Orendi knows how to aim those pillars so they’re likely to hit another player. You never want to stand still when facing Orendi and you always want to keep an eye on your feet because you can jump away from where a pillar is going to hit unless she’s using her mutation where it’s an instant cast.
I’ve failed to kill things with it so I’m not very surprised, especially if Orendi was a higher level and/or was using max health/shield items. A good Orendi is scary because she can really pump out the damage and is hard to hit. I would chalk your experience up to the Orendi player being very good and knowing the character. I can do something similar to that and I’m not a great player. The best way to deal with her is to double-team her and prevent her from escaping via Nullify.