Discouraging rage-quitting team mates

For one reason or another we always seem to get at least one fellow that has to quit just to preserve their perfect record, so I think that it might be time to introduce a few things to help deter players from bailing just because others will not play the way they want. I got two ideas on this subject, but won’t object if anyone has some additional thoughts on the subject.

First idea is to have the crew and operatives of the Mourning Star mock you if you return prematurely from a missions conclusion, like asking why you ran away or some such. Not explicitly rude, but enough to get your attention.

Second idea is to force players that flee from a mission to have their difficulty selecter automatically forced down one level if they ragequitted.

it wasnt as big of an issue before fatshark made penances that punish you for dying that you can cheese by ragequitting. i think if they want to course correct they need some sort of achievement for not ragequitting missions for 100 missions or something to that effect. make it reward a hat so people really will want to do it, and get used to not ragequitting again

Great ideas to be fair. Some people instantly leave when they go down which reduces the value of revive talents. Even in Havoc some people do it, although a much lower percent than auric games.

why not? Its 40k after all, aint there an advanced version of tarring and feathering, a high gothic style scarlet letter or, better yet, turn their player model into a servitor for a week.

let dudes have some fun, right now the only chuckle there is comes from the hav40s nosediving first on auric maelstrom and scurry away so fast you have to watch the replay to notice the employee list changed 3 times over during one match :joy:

The game making fun of you for ragequiting is such a good idea the characters already make fun of you for wasting healing so it’s kinda on brand

I meant no throwing around ridiculously obscene and profane insults. Most people get tad upset when you do that to them, except maybe the folks on Reddit…

I just left a mission towards the end of no mans land before the bastion because I had no ammo and a guy with white ammo took a big ammo bag.

enjoy the bot bro.

well people got “offended” by the coin phrase reject so i guess one shouldn’t care whats deemed “offensive” if it fits the narrative.

not much of a reader, mostly lore explanations by baldermort and scholars lore when painting some figures, but 40k isn’t exactly “tame” when it comes to dumping useless bodies :man_shrugging:

warhammer themed game for adults shouldnt hold back on some fitting language, thats used in this period according to some “codex” or whatever :squinting_face_with_tongue:

i personally prefer the idea of the servitor model as way of an online-pranger however :grin:

How about a Servo-skull of Shame instead? Smaller and easier to do

as long as it goes with a game of thrones like chanting of shame shame shame… shame…i mean sure, why not :joy:

Penances are not a thing for majority of ragequitters. People leave from Auric event missions when they get downed/disabled which makes zero sense at all. I’ve basically soloed last several events just by starting a mission normally, 5-10 minutes later everyone quits and backfill stops working…

Normal Auric and Maelstrom missions are plagued with ragequitters as well, there should be a punishment at least simmilar to Havoc that you either rejoin or wait for the session to end.

it’s just that i’ve noticed the trend started when they introduced auric storm survivor and it never went away. not saying they’re trying to do penances, it changed the community though

so my logic is if they add a positive reinforcement penance for not ragequitting, people will eventually get used to that

All such kinds of ideas are stupid in its core as you either don’t achieve your goal of discouraging people and end up griefing them for no reason (what doesn’t help with players counts) - or you achieve it and then they don’t want to leave, but neither want to play, so either go afk or start being disruptive to end your mission asap (blowing up barrels, waking up daemonhosts, running ahead to agro all the mobs etc). Then what is your next “genius” idea will be I wonder?

The problem is already solved by JIP feature. If the feature doesn’t work as it should it should be fixed. Definitely no punishment for people not willing to play a game must exist, it will never work or produce a constructive result.

I’m only aiming at folks who go and rage-quit just because they receive a scratch or something ridiculous like that, people who delibratley quit before the mission ending. Plus, I never said that the Servo-skull of shame would be permanent. Could have it removed for a modest fee of Ordo Dockets by one of the vendors on the Mourning-star. They would just have to remember to actually do it. Same with the difficulty being knocked down a notch, they would just have to push it back up next time they are in the map selection screen.

Excessive quitters have been a big problem in Auric for a long time now. I really don’t think it’s about auric storm survivor anymore in most cases - I just think people are impulsive, impatient, and often playing above their skill/experience level. I agree that there should be some form of consequence for repeated quitting, but not for doing it once or twice. It’s extremely rare for me to play an auric mission with randoms and complete the mission with the same people that started it, or to complete the mission without any bots for that matter. The poor back-fill makes the problem feel a lot worse, as you end up with bots as the mission progresses and people quit. Here’s a few ideas I and others have had from previous threads:

  1. Improve back-fill, don’t stop back-filling once the mission goes off the board. Allow people to join from quickplay even if the mission is off the board.
  2. A warning pop-up that appears if someone has quit from 2 or 3 missions in a row, to let them know that they have been quitting repeatedly, suggest temporarily lowering the difficulty, and warn about a possible consequence if they continue.
  3. A short-term lockout from the difficulty they have been quitting from if they continue to quit missions after the warning. Maybe they have to complete 1 mission on a lower difficulty, or be locked out of that difficulty for 10 minutes, or something like that. Something to encourage them to at least try a lower difficulty.
  4. Some kind of tag or title on your character for repeated quitting mid-mission, which goes away after a certain amount of time without quitting or by completing a full mission without quitting. “Flight Risk” sounds good.
  5. Expand the block list or make it unlimited. We should be able to block quitters so that we don’t need to interact again if we don’t want to. Currently the block list limit is quite small and fills very fast if you do this.

I was with you on the first 2 items, but as we came back to that stupidity (the punishments) again, I ought to ask what your next genius idea will be when you’ll have succeeded with threatening the person in question with facing some timeouts or even locks from the difficulty they clearly still wish to play - but they still (surprisingly) don’t want to play the game they would ragequit otherwise? So what is your solution for them:

  1. Alt-tabbing and going to watch YT for a while
  2. Starting blowing up barrels and aggroing extra mobs to make the mission end asap
  3. Just barrel-launching themselves into some pit or triggering a daemonhost immediately as rescued - and doing the item 1 (so just ensuring you don’t have a valid cause to report them for afking, but still taking a slot on your team somebody else more productive could fill long ago)

?

P.S.
Seeing likes under that kind of proposal really tells some DT players can’t think a few steps in advance - or think at all. One more time: you have no chances of forcing somebody who is unwilling to play with you to still play with you. But you have a lot of chances to force them into being destructive to your game.

What is with this tone? This is a discussion about how to improve a game we all enjoy, not an argument. If this is making you angry, maybe you should go do something else for a while. Adults can disagree without insulting each other - assuming you are an adult. Regardless, I don’t have any more power over what happens with this game than you do.

I’m going to address your actual points: I think you’re assuming that griefing will increase if there is some form of penalty for repeated leaving. I don’t think I’ve ever seen anyone intentionally griefing in this game before, but I’ve had countless games ruined or worsened by quitters over the years. I think it’s a lot more likely that most people will either stick with the mission and try their best, or quit and move to a lower difficulty for a while, than that they will start griefing. I guess I’m just not as worried about griefing in general as you are - maybe you have seen more griefing in this game than I have. Or maybe you are doing the griefing yourself (joke). Regardless, I’d be willing to risk more griefers in exchange for fewer quitters at this point. The quitting has been rampant and un-checked in Auric for years now. Griefing hasn’t.

And keep in mind, I would only suggest any kind of penalty for someone that repeatedly leaves games multiple times in a row despite a warning, not someone who does it once or twice. Leaving a game here and there where you are just having a bad time should not risk a penalty.

I think the idea here isn’t to force them to play with you when they don’t want to. The idea is to discourage people from playing difficulties that they can’t handle without quitting mid-game repeatedly (either due to skill issues or behavioral issues). Maybe someone would get a warning or penalty once or twice, but perhaps that experience would cause them to change what kinds of games/difficulties they are joining in the future - I think this is at least more likely than that it would turn them into griefers. Hopefully it would cause them to think about why they are quitting so often. And if someone really sees no problem with serially leaving games over and over, and lacks the insight to examine why they feel the need to do so, then they really do deserve a penalty, and other players deserve to be at least somewhat protected from them.

I don’t mind rage quitters. I just wish they could fix the backfill issue, because bots turn it into a slog.

before the penances people didnt leave often and they didnt just start griefing or afking either

hypothesis proven wrong by past precedent there

I don’t see how a mechanic that tracks quitting across multiple matches could possibly go wrong and end up punishing “innocent” people.

Unless you have really unstable internet or frequent power outages of course. But then again, in these cases you would probably try to reconnect to the match.

As long as the limit is generous so that only the really bad cases of serial quitters get caught, where is the harm?

However, whether or not if it is feasible to program such a system that can track this (and also account for reconnecting) is another question. Ie. if the existing matchmaking code in darktide can accomodate this.