Instead of a punishment for those that quit as it may be outside their control. Why not give an incentive to actually complete matches? Complete x matches and receive a loot pack. (Just an example) this would discourage players from quitting and promote those that actually play matches to the end
The thing you are forgetting is that the punishment would be temporary. 2 hours is 3 PvE matches and a handful of PvP. If anything, itâs a slap on the wrist. Also, because the time frame is so short if someone had to leave for an emergency, or even something else, like dinner, they wouldnât feel the punishment.
And an incentive for finishing games would only increase AFKs.
My ideal plan:
Returning before the end of the match gives you no penalty
Leaving a match 2 (maybe 3? Flexible on numbers) times in a day becomes no gear for the next 3 matches.
3 days like this in a week becomes no items for the next week.
Three weeks like this result in a week long suspension.
2 suspensions becomes a ban for a year
One more suspension is a permaban
I do support some of these, but I think this punishes bad connections a lot. I do think the punishment should be around in game things. The items is good because itâs not insignificant, but is does make you think twice about this.
Well, I figure you should be able to make it back to the match in most cases. And if your connection has terrible timing, you have to mess up really badly 2 to 3 times
Yea, but most matches I play with when someone leaves, there is a surrender really quickly after and the game is over less than a minute later. I also think it should be something simple or something you can check your status. But the more brainstorming and data is needed.
Edit: are the penalties the same for PvE as they would be for PvP?
Thatâs true, I hadnât thought of that. There really just needs to be a check to see if there still connected to the game in general. If not, no penalty. And probably less severe, but still existent
Sadly I agree. To be fair we donât really get to see what goes on with the reports we send. I try to be pretty diligent about them, but either the reports are never used, or not enough of them are being given as I havenât seen a single game in all of my gaming career where quitting and other bad behaviors have been less than noticeable.
I take it back⌠When a game allows for joining a match in progress quitting isnât much of an issue.
Quit bans never work. It satisfies our sense of justice to punish, but all it isnât effective. In a large population you always will have someone quitting. In a small population you might be able to get rid of the quitters⌠but now youâre matchmaking is terrible because you banned 1/3 of the players.
A better system would be to replace the quitter and incentivize staying.
Theyâve tried incentivising staying, but I doubt a third of the population would be quitting nearly 80 times
There seems to be a lot of general speculation in threads at the moment about the intention behind and the current use of the report function, without many facts.
@JoeKGBX, I donât suppose an uninformed soul such as myself could get some clarification on the state of this feature?
Hyperbole⌠1/3 was hyperbole.
Quit bans only decrease the current population. They donât dissuade a significant number of quits.
Oh okay. And do you have an idea? If that sounds aggressively patronizing, itâs not meant to, Iâm legitimately curious
Wouldnât the quit bans get rid of people who quit constantly? Hence, the theoretical 1/3 of the player population that no one wants to play with?
Who came out with this statistic of 1/3 of the population? How do we know itâs not half or more than half of the player base?
Ideas for incentivizing play? Make the game fun is first. In battlebornâs case the fun comes across after learning characters. I would like to see more tutorials for games and characters. Close games are inherently more fun, so good skill based matches and good come-back mechanics.
And some external motivators like increased xp and loot drops.
Iâm sure there are others.
They would⌠But in large playerbases that never gets rid of them permanently. And in a small player base youre just making queues longer.
The correct solution is to stop quitting rather than punish⌠Its just waaaay easier to punish, and doing nothing draws a lot of flack for devs.
More than half of the player base would quit three times a day about 27 times in a very specific set of time?
Ooh, if there was a small course with each character (a la target smash in Melee) that could be amazing
also probably a big investment