As long as they don’t Alt-F4 i don’t mind someone leaving. Sometimes it sucks but at least from my experience doesn’t happen that often in crucial situations for me to care about it. What sucks is when they Alt-F4 however because then no one can Quickplay into it for some time.
Got almost 800 Hours into the Game and i only have like two people on my Blocklist so far and i also only play Auric / Auric MS.
I think however that when someones continously leaves Matches in a certain amount of time the Game should detect it and prevent them from Matchmaking for xy time. Other Games do that as well. Like sometimes IRL just happens and you got to leave. But repeadetly doing so should be punished a bit. Especially the Alt-F4 garbage.
Then that will practically never occur. Someone could play on Malice difficulty for a decade and still die frequently, as there is no mechanism for skill growth from simply tackling higher levels
it’s been an issue and I hear you dude; but I try to look at it from a different perspective.
Like if someone leaves with no correlation between them doing horribly - then they probably have something going on in life they need to attend to.
Someone who always plays on Malice difficulty will keep dying regularly on Malice difficulty.
But if that player moves up to Heresy, they’ll eventually adapt to it — and will start dying on Heresy with roughly the same regularity as they did on Malice.
Then they’ll move on to Damnation, adapt to that too, and start dying on Damnation about as often as they originally did on Malice.
Then the player can move on to Auric, adapt to it as well, and start dying on Auric difficulty with about the same frequency as they once did on Malice.
Then they can move on to Auric Maelstrom, adapt again, and start dying on Auric Maelstrom with roughly the same regularity as they did on Malice in the beginning.
And so it goes, up to their maximum potential (I won’t claim that means Havoc 40 — since not everyone can handle Havoc 40 with random teammates at all).
If such a player were to return to Malice, they would of course be nearly invincible there.
But if a player never leaves Malice, that difficulty will always remain quite challenging for them — and everything above Heresy will seem impossible.
What you’re suggesting is that players should collectively cocoon themselves on the lowest difficulty levels, far below their true potential.
A quote from a book fits this perfectly:
“One odd fellow trained every day. Once a day he lifted an iron. The training went on regularly for ten years — his muscles did not grow.
Success comes only when each training session (of memory, muscles, psyche, willpower, persistence) pushes a person to the edge of their abilities. When the end of training becomes torture. When a person screams in pain.
Training is only useful when it brings a person to the very limit of their capabilities — and when they know that limit precisely: I can jump two meters high, I can do 153 push-ups, I can memorize two pages of foreign text in one sitting.
And every new session is useful only if it’s an attempt to beat your own previous record: I’ll die, but I’ll do 154 push-ups.”
well my approach was getting one setting solid first before stepping up and I did spend quite alot time around beta and release in malice as to not shame myself in higher settings.
if I take up a task I make sure I’m suited for it before, not after.
this is about basics: movement, loadout, talents, map design, enemy behavior, enemy roles and compositions.
the fact numbers and resistance rises from malice upwards doesn’t mean someone totally not learning the fundamentals is getting tickled in heresy and above anymore efficient.
I see repeat offenders in my recordings that learn nothing from getting carried through auric maelstrom cause they refuse to step back and get these fundamentals done right.
same with the training analogy, if the newbie lifts heavier weights with the same terrible form and cheat jolts he’s gaining nothing and is prone to injury.
heck even on gear and using proper form my shoulder tendons had to learn incline benchpress isn’t for me and it took two busted shoulders to learn through pain
for a) I bit on the cowl of my hoody hard in anger and forced the reps even at the risk of tearing something
b) 600€ worth of gear was wasted cause for the next 4 months I could barely press 10lbs on my busted shoulder whereas the intact one was doing 70lbs warmup presses
pain is wonderful as a teacher, if you got the basics done right first (and know your limits)
This wasn’t my experience at all, I played malice untill I found it to easy then I moved up to heresy and the process repeated with each difficulty untill I landed in auric.
If a person can solo one difficulty - They can easily do the next difficulty up in a 4 group.
But to do means using solo mod as can’t choose to play online with bots
Alternatively if can do one difficulty in a 4 group and give up medstation/med stims/take only leftover ammo and leave for team mates. The health you start with is all you got, that means you’re taking little to no damage - Consistently taking only 50, 100, 200 damage for whole mission in a group is a good sign to move up.
The measure isn’t just damage output, it’s also avoiding damage.
By your definition people should keep dying on Auric Maelstrom no matter how good they are, because there’s no higher difficulty. Yet the players who are really good and have played a lot on that difficulty will very rarely go down on Auric Maelstrom.
If you keep playing Malice and you aren’t improving, then you aren’t ready for Heresy. As @index said. If you are bench pressing and you struggle to get even 3 reps, you aren’t going to suddenly going press 3 reps with a higher weight. But if you get in 15 consistently, then you can increase the weight and you find you can’t get in 15 reps until you practice enough and then you can.
Just doesn’t make sense.
Also, people who leave as soon as they go down will never get better at the game, because they probably blame the game or other players for going down instead of thinking about why they got into the situation they got themselves into.
In the Auric Maelstrom missions I’ve played (a couple dozen of them), for some reason I haven’t seen anyone who rarely goes down — everyone liked to take a little nap now and then, even those with thousands of displayed True Levels. I suppose the only ones who rarely go down in Auric Maelstrom are those who’ve leveled up through Havoc 40 runs
And where would the progress come from? The progress will stop at the level that’s enough to successfully complete most missions, and that’s it. And of course, it’s perfectly possible to achieve that while getting captured two or three times in a single mission. There won’t be any growth beyond that