Leavers and the Block List

You see those types on the internet — they’re an easy target for jokes. But there are far more people who train for years using the same weights, and by their appearance, you’d never even guess they work out at all — no progressive overload, no growth

How do you propose learning to deal with bosses on Malice when they’re so rare there? And when they do appear, they’re much easier to kill. How does that prepare you for three bosses, each of whom has twice the health? And it’s not so much the boss itself that’s dangerous — it’s the situation when the boss catches you off guard: it can take you out with a single move

You seem to think I’m a poor student who could still learn a lot from the Malice difficulty. But I believe I already know the material at the Malice level very well — not perfectly, but excellently. And I see no point in wasting time there, chasing the tiny scraps of knowledge that only rarely appear for me.

I rarely play on Auric Maelstrom — it’s tough for me. But you managed to motivate me! I did it today. I dealt half the damage of the top player and probably killed five times fewer elites and specialists than he did. I got hogtied by enemies twice. And yet that moment came: two teammates were hogtied, and only I and that best player were still standing. Then even he went down (being the best doesn’t mean flawless), and I managed to revive him. That was the moment when the fate of the run hung by a thread — on me — and I held.

I congratulate myself on this outstanding success. Tomorrow I’ll go for my personal limit — Havoc difficulty. I’ll make two attempts at a level 22 mission, but if I fail both, I’ll stop there — to make sure I can still attempt level 21 missions without risking a downgrade. From now on, I’ll focus on playing the hardest missions available to me. No pain — no progress

Exactly! That’s why it’s better to play where painful lessons happen more often, not in a harmless sandbox. Even though it’s tough and painful. By the way, losing when I’m literally trampled by a horde of enemies is easier to take emotionally than when I’m taken out of the fight by a single hit — a fight I could’ve easily won if not for that one fatal blow

Of course, a sniper showed up right away. If something goes wrong, then everything starts going as wrong as it possibly can

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In that case when people say that bad players that are out of their depth should lower the difficulty then you should know they aren’t talking about you and you don’t need to get defensive about it :slightly_smiling_face:

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exactly my gripe with so many people. they’re so loaded with their own game already that they lack awareness for whatever else is happening in the game. i ping items, enemies, stim, med station repeatedly. not one reaction. they’re almost dead but keep running forward, away from the med. their character warns “yon barrel, kindred”, but why would they stop whatever they’re doing. i see that so often that i’m simply tired how many people don’t waste one thought on what they’re actually doing and why.

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You’re limited in blocking because certain people - including some of the “punish the leavers” crowd - were dead set against expanding the block list early on. They had this belief that the “community” here was made of “good people” because they personally rarely met any of the nasty ones. So they only saw downsides to making the list unlimited - like “dividing the community” (cough Havoc cough), limiting builds (cough meta-or-bust), more not-full groups, etc. Oh and I’m sure some of them knew that if blocks weren’t limited they would be slapped on more lists as people no longer had to save their limited number of slots for the truly monsterous idiots.

So now you and they are getting to enjoy the fruits of that naive Polly Anna thinking. Well that and Obeseguppies extreme levels of penny pinching. Normal studios would just add a behind-the-scenes flag for people who leave more than a certain number of games in a row and maybe a report fuction. Then have live humans assisted by data analysis programs checking the accounts that got flagged for a pattern of leaving across a span of time before implementing a suspension or ban. Not this studio though. They keep thinking its a good idea to give gamers - with their mob mentality and hair-trigger rage tendencies (along with below-average brain power) - the power to police the forums. That right there is fair indication of how cheap this company is when it comes to spending money on hiring staff.

Although personally I enjoy the heck out of watching this mess. Karma is slovenly, obese, and can’t be hurried along but when she does get going its like watching a rockslide go through some multi-million dollar vacation home. Ignore the issue early and suffer the consequences down the road.

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I don’t need a longer block list (yet), but I’d like to be able to block offline people. Often I would like to block someone after a mission but can’t because they’re already offline.

That, and I’d like to mark good players as favourites to play with again. (And I personally don’t care if that could open a door to stalking. :innocent: Because that’s the block list for.)

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Literally never saw any excuses against expanding block list, with the exception of the cliche “maybe it’s you the issue :)))” boomer arguments.

It’s shocking how often I see people in single digit ammo percentage running past a big ammo bag I just pinged and then spam “I need ammo” because they want me to drop the crate.

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Then you weren’t around here when those threads were still active, although a lot of the objections were truly the “its you that is the problem” excuse. That or perhaps you already had the people on ignore. Not that it really matters as they all got locked early for “divise content” then deleted. Aka FatShark’s way of saying “we don’t want to do this now shut up before we ban you.”

I’ll carry them right to the trash can, where they belong.

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probably, one reason for not having an unlimited (or large, >50 entries) block list is that matchmaking could be severely hampered, and fatshark obviously don’t want to kill their game with it.

anyway, i don’t see leaving a game as an offense worthy of a lasting block. we’re often richer by having lost them, something i see in our games on @Index channel. generally, games don’t bloom by forcing players to do certain things. i’d rather like having a temp block list so i won’t run into certain people for the next week or two. i have full 2 perma-blocked players in 3 years of darktide because those were obnoxious trolls. everyone else… if they die, they die, and if they leave, they leave.

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IMO, what is an offense worthy of adding someone to my block list should be up to me. And let’s be honest, of all the things that could or will kill this game, it’s not going to be larger block lists. See Book of Grudges thread for some examples.

And you’re right that you are often better off if a bad player leaves, ONLY IF the game back-fills. I don’t think I’m better off with a permanent bot (most of the time). Plus I don’t want to play with bots. Hence why I said this problem is treated (not cured) with more reliable back-fill. Right now, when someone leaves one of my games, there’s a very good chance that spot will never back-fill.

And you are so right about players ignoring healing and pick-ups. Having to remind a player to heal in chat is probably my biggest pet peeve in this game, and one of the surest signs of a bad player. This game, especially at higher difficulty, is basically an attention test. Situational awareness is king. Players that can’t pay attention to what’s going on around them are some of the worst, and most common, that I encounter playing pub matches. These are the ones that require constant babysitting and can actually be worse than bots.

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Another option could be to just mark them visibly as blocked/unwanted in the mission lobby. So that we could decide to leave the mission before it starts and make room for another player.

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It could just (also) be a measure to limit the server resources necessary for matchmaking.

Another 100 posts long threads on leavers heh. Since last time we had this talk I’ve moved to Auric from Damnation and having a lot of fun there. I’m glad to inform you my point still stands: I still almost never see people leaving games where teams acts like a team and stands for each other.

If somebody just does a stupid thing and makes our lives harder, I can scream at my monitor sure, but I won’t be telling them in the chat what I think about their play. I can imagine myself in that dude’s shoes quite easily. Neither I’ll be leaving such a game, if we stand as a team, we’ll be failing as a team.

But I’ll very likely be leaving if, when fending off a hoard attacking us from behind, I’m suddenly downed by mobs swinging at my back, where I expected the rest of the team to be - only to realize there is no team there, all 3 of them are way too far away already to even come and rescue me. And not a single person of those 3 looked behind and cared to stick around and make sure everybody caught up.

If at that point I haven’t yet invested too much time into that mission, and now I have to wait up to 5 minutes until being rescued, I’m very likely leaving. If you have issues with this, may be you should have thought about it before leaving your teammate you are out of sudden now care for so much behind? And no, it’s not even the case when they just didn’t notice - no way not a single one of them didn’t look back and saw a man left behind. They just didn’t think twice about what will happen to them. So how do you expect commitment from that player now? That doesn’t make sense.

Same goes for cases when I’m downed, and could be saved for sure - if somebody cared to drop what they are doing and put it to the top of their priorities list (except from basic survival). Just to put it into some context: when I play with teams I consider the best, sometimes when I hear the downed/disabled sound cue and immediately start dashing towards the teammate in trouble, I see 2-3 my other teammate rushing there as well, the very same moment. This is the team I will stick to, no matter what. And if you are so good you don’t really need your team - sure, you do you, and I’m leaving to find a better game.

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Funny. I’ve been aiming for the 500 rescues penance and have been playing Damnation recently for this exact reason. People aren’t leaving. When they go down I revive them, when they die, I rescue them. In Auric, most people just leave as soon as they go down.

If it FS would solve their backfilling issue, I wouldn’t even care, but to be stuck with a bot is kinda bad. Sometimes it’s cool and I managed to duo an Auric match with a cool dude, but I have also ended up with three bots in Hab Dreyko. I can tell you, the tree is not fun to solo.

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Sorry, but that’s on you. Keep your head on a swivel and stick to the team

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I understand this sentiment. I hate playing with pubs that speedrun the mission and don’t pay any attention to where their teammates are.

However, if all 3 of your teammates are staying together and you’re the only one far away, you really do need to try to keep up with them or expect to die. This does often force me to play through faster than I would like, but as long as the other 3 players are generally sticking together, I can’t say I’d leave the game because of it unless their speedrunning is REALLY egregious. Now ignoring downed teammates that you have a realistic opportunity to save IS mostly inexcusable.

All that said, I’m always very conscious of my team’s whereabouts and reliably stick with the team in my games. I always prioritize picking up downed players and even tailor my build to be good at that. I can confidently say that people are at least not leaving my games because I’m leaving them in the dust or ignoring them when they’re down.

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What the what now?!

Sorry if Im 4 days late to that comment but I cant help but reply with a respectful disagreement.
Thats not how it works. Someone who keeps dying on Malice is NOT ready for Heresy.

Its more like, someone who gets to grips with Malice might struggle on Heresy, but if they are doing fine on Malice yet keep dying on Heresy then Id say: Heresy is where they need to be… but only because they dont go down often on Malice.

While jumping in at the deep end can have its merits its probably best practiced in a pre-made with people who understand what they and the dunker are about to get in to.

Anyway, my block list is now reserved for people who pull a DH then bail or other such egregious crimes :cowboy_hat_face:

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