
but by his logic this wernher von braun had wolfenstein level wunderwaffen before even building peenemünde… that’s some time shifting warp heresy right here

but by his logic this wernher von braun had wolfenstein level wunderwaffen before even building peenemünde… that’s some time shifting warp heresy right here
No, that’s a thing that normally happens all the time during various runs, to all kind of players. And no, you can’t constantly rotate around like a propeller to make sure your team is still there, you may be pinned down, focused on killing priority threats etc. And it takes just 15s for your team to become too far away from you to get back and help you. It’s just victimblaming and Just World Fallacy, at that point.
You know, two can play this game, I can blame you for bad situational awareness, because YOU missed a player being absent, and now whining about them missing from the game completely ![]()
Again, commitment works both ways. If you expect people to stick around with you - you are obliged to stick around there for them if they make a mistake or overlook something. That’s what being team is. If you don’t do that, don’t expect others doing that for you. It’s as simple.
If three players moved up and you’re behind that’s not on three other people.
If three players moved up and aggroed more crap and there’s still a dozen specials and an active horde following from the last time they moved up, that’s not on the fourth.
Yes it is. It’s a team game. Stick to the team. If you’re lagging behind or rushing ahead alone, you’re the issue.
While I generally agree that sticking with the rest of the team is expected, that doesn’t mean it’s good or enjoyable if they’re all rushing and ignoring everything. You may be justified in leaving a game with 3 egregious rushers. I certainly am not a rusher myself - I end up in your position of being left behind far more than I am rushing ahead. I have even left a game or two before because the rest of the team were rushing so bad that it was ruining the run and the fun.
Regardless of that, I really don’t think that this is why the VAST majority of leavers leave games. They leave because they get downed or trapped, regardless of where their team is, and they get frustrated and/or are too impatient to wait to be picked up. Most leavers in my games are not particularly separated from the team when they leave, and the ones that are separated rushed AHEAD of the rest of the team alone and got downed/trapped.
Based on your descriptions, I really don’t think I’m talking about people like you when complaining about leavers in this thread. But likewise, it isn’t fair to blame me for leavers and assume that I must not be a team player. Because I am.
Sometimes people can leave for good reason, it’s because of someone in the team in the way they behave.
It’s easy to generalise people black to white, 1 to 0. But there is a grey area in between with other things considered. Plenty of examples in this forum mentioned where one player acting funny, is enough for another to decide to leave justly.
Person behind should keep up with the team. But also the person in front should also be aware to look behind as well once in a while and not be too far ahead. Goes both ways. Guess we need a tag wheel comms to indicate mutual advance and retreat. As it seems sometimes without leadership it is a horde stalement and waiting for someone to make first move.
I constantly see some kind of rat that dies first, being farthest from the team and immediately leaves the game. The best thing that can be done for such people is to forcibly lower the difficulty available to them for desertion. Technically, this is not a ban, but there will be much fewer of them on the golden difficulty.
I think this is due to a fundamental lack of understanding of the game. I understand fundamental Tide game logic, and so I know that if I run ahead of the rest of the team, I should expect to aggro lots of enemies and specials and probably die. So I don’t do that. The fact that these players are surprised or frustrated enough to leave by this inevitable outcome means that they just don’t understand the game very well and/or are grossly overestimating their abilities. Either way, they don’t belong in Auric.
Speaking of rats, Vermintide 2 had the same problem. I keenly remember the waves of Shades that would rush ahead of us, die, and quit immediately. Same thing, probably same people.
Most would agree that a player should have a good understanding of the game AND be a decent team player in order to play Auric, so I would support some kind of Auric leaver penalty to discourage players lacking these qualities from playing Auric until they improve or otherwise change their behavior. But honestly I don’t think Fatshark will ever implement this, and I kind of understand why from their perspective, because they want the main game mode to be as accessible as possible. I’m betting Fatshark would say to just play Havok if you want a leaver penalty. Too bad I don’t like Havok.
Therefore, I think the low-hanging fruit solutions would be to expand the block list and improve-back fill. That way we can just block the leavers that we encounter, and the effect of leavers will be lessened if they are replaced with other players more reliably.
Also before Havoc existed it was common to see 1000+ level players in Quickplay. Now it is very rare. Lots of experienced players playing mostly Havoc, skipping quickplay entirely.
It has split playerbase.
That’s why in Quickplay T5, Auric to Maelstrom it is very much mostly low level, sometimes very high level character and not many mid level.
So experienced players who prefer to avoid Havoc and stick to quickplay - You’re left with a casual playerbase with a “me first, no team” mentality.
I know it’s maybe a bad idea. Maybe in jest I’ll say remove medstations, remove medstims and only fixed ammo allocation per player - Suddenly you’ll see people choose appropriate difficulty. Then realise what it takes to roll through a mission with one health.
it’s also the other way around:
as i said there, i no longer care for havoc. i don’t “have to” do anything, i just have fun playing.
however, people stick together better in havoc because of the buffed enemies vs player debuffs there. the higher the player power relative to the enemies, the more one can get away with not caring about teamwork.