Problems with people dropping leaving teams unbalanced. (potential solution?)

MOBAs are all about teamwork and even the lose of one player is enough to allow one team to steamroll the other. There needs to be a way to replace disconnected and dropping players mid game. And voting abandon is not a good solution.

The games shouldn’t start if someone has connection issues/leaves before the game actually starts. I don’t know how to fix people leaving mid game. I don’t think any MOBA has been able to fix that problem.

They could add a “6th man” que for people who wouldn’t mind being replacement for leavers, but 1, who would join a que where odds are you’ll be on a losing team, and 2, it’s hard to tell if someone just DCed/crashed/needed to restart for some reason or if they actually just straight up left. Maybe they could reward players bonus XP and currency if they joined the “6th man” que. Still, the idea is sketchy at best.

I’d say the best solution would be to get some kind of player data about how often a person disconnects during a match, and if it happens to frequently banning the playing from nonprivate multiplayer matches for some amount of time, like 30 minutes or something. Just don’t know how many disconnects that should take though. Course this idea would work even better if implemented inside of a separate game type that emphasizes staying for the whole match ( like how Rocket League does it with their Ranked matches bracket). Course if that is done you could maybe make it so the ban would only apply to the “Ranked” mode and not casual matches?

I’d rather have the server release a bot to replace the dropped player on the fly.

i would estimate that somewhere around 90 pct of the problems could be solved by fixing matchmaking. i never used to be the type to leave a game, but i peace out all the time now. but always for good reason. i dont accept the random invites i get to join teams of 4 that need one when they see me do well, and my friends and i do not form a full team to roll pubs. until matchmaking supports putting premades against premades, frankly it is a biitch move to play in a team of 3 or more against randoms. if i get matched against a full team and my whole team is randoms, and they have the rath, miko, galilea bullshhit going on, im peacing out at the soonest possible opportunity.
pubs arent the place for that stuff.

I don’t want to join your game that is already on tilt and going down hill. No thank you.

a solution could be that the team with only 4 players gets buffed somehow. Maybe they get some amount of extra shield, or drop more shards or get an extra minion or two every wave. Maybe their turrets are stronger or they get to use a fourth gear slot. Thing is, such a solution needs a lot of testing and balancing before it could be implemented.

A bot replacing the player could be possible too, but is also very hard to balance. If the bot is too weak it only gives the enemy team extra points and shards. If it is too strong it’s also unfair.

They could allow join in progress and give the player that joins the average level of whatever team hes on and 500 shards.

Well to take good ideas from other games. WHy not just fill the spots with queing players. Reward those who come in late game.

Replacing them with bots (who are worth half XP when killed to mitigate feeding off of them) seems like the best solution. The game already has bots, and I’d rather have a not-very-intelligent teammate than a missing one. Player drop-in would be great, but I assume that’s a lot trickier (and they’d have to have some sort of minimum XP and shard matching to be competitive).

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I agree it would be tricker but that is what us players should hold them to. We are buying the game with the faith that they are supplying a good product. I do not find it unreasonable to ask them to fix problems.

I really can see it both ways - drop in players might have not have a very good experience, either - coming in for the last 8 minutes on a losing team when you’ve never seen the opponents sounds pretty un-fun. As much as a human player is preferable, they also have their own game to consider. I also think the netcode and matchmaking for that is really hard to get right - I remember Gear of War 2, a huge game with a huge budget, struggling for a year to get it working reliably.

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