Leaving really needs to be disincentivized.
As it stands right now no one cares about their team or the progress of the mission. There is no sense of team unless you get into havocs, but even in havoc the attitude persists and has to be unlearned.
Currently people queue auric maelstroms or quickplay, die to some mechanic and then leave the game to go requeue.
There should be no benefit to leaving whatsoever.
As long as there is any kind of possitive to leaving (like being able to queue faster after a lost game) it will be a common thing.
Dying should be punishing and not just a āgame over - try again? screenā That stuff is for single player games.
The team shouldnt instantly be rewarded with a bot that tries to revive downed players, potentially saving the run.
If there is arguments for leaving because it āhelps the teamā people will use it as an excuse for the behavior.
Im not a videogame designer but having some kind of punishment for leaving or repeat offenders might be the way to go.
Punishing the behavior is fine by me, it might even improve general conduct, however I donāt believe its necessary, as long as leaving is the āworseā option people will be less inclined to do it.
I also believe that there should a more solid framework for reconnecting after game crashes/disconnects. Often if you have crashed or disconnected more than once during a single game you will just loose the option to reconnect. That or it should be made much clearer that you can join recent teammates.
In the same vein, there shouldnāt be much difference between disconnecting or leaving, you should be heavily incentivized to reconnect no matter what.
The sense of community in this game is horrid as it stands, I donāt know how to fix it but I know the leaver behavior is not helping it.
Yeah, having better players incentivized to help in lower havocs is cool, but if they leave mid game or intentional throws it looses the point real fast.
Outside of auric the game is simply too easy. You push forward, get owned, and now you have to watch your team struggle to move up a couple feet to the next rescue station for minutes on end, or you can leave, find a fresh lobby, and now you play aggressively and donāt get owned by anything. Thereās no encouragement to learn from mistakes either because itās kinda accepted that sometimes you die because the game doesnāt play audio correctly or dogs donāt play their pounce animation or whatever.
If player power was quelled and auric was made much more difficult, youād find people to be more reliable like they are in havoc, where itās expected that even if you play with a well-experienced group, youāre probably going to wipe every few games, rather than every few dozen.
what if i really have to go to the bathroom? or someones at the door? should i be banned? and should my team be forced to play as 3 players for the rest of the mission?
āWhat if I canāt play the game, should I be unable to play the game and my teammates would have to play without meā
I know Iām being rude rewriting your comment like this, but this is honestly the way I see your argument..
If you are unable to play the game, why is it a problem if you are unable to play the game? As in get banned (your suggestion not mine)
I never suggested that the remaining players should be alone for the rest of the mission, I said that they should not be rewarded by getting a downed player revived -this can be done in many ways.
What I am suggesting is: the game should not have incentives to leave missions.
Im not sure I agree.
If people leave when they die, are they not expecting to fail the mission? How can anyone but the person that left answer this?
I know for a fact that people tend to leave when the situation is dire and people are dead, that is definetly expecing a failed mission.
My whole argument is: if there is incentive to leave, people are gonna leave. Lets not have incentive to leave.
I strongly disagree, there are other ways to disincentivize players from leaving and reconnecting.
Iām sorry at my age I have to go to the bathroom 3-4 times before I can fall asleep sometimes you really donāt see it coming. I like darktide because it doesnāt punish my personal life as much as other multiplayer games.
Let me know if I understand correct:
You suddenly need to go to the bathroom during a mission, so you leave the game and go to the bathroom, once the business is done you get back on the pc and queue to a new game.
Would it be a problem if you had to reconnect to the game you just left instead of queueing to a new game?
Do you actually need to leave for your bathroom visit? Yes your team will have to play 3 for a while, but even then Iād argue you are more valuable to the team when you get back than a bot.
that only happens to me when i mix 3 chili cheeseburger with 2 cans of monster energy.
the result i coined āblitzschissā and its about as pleasant as it sounds
other than that i pride myself finishing 2 havoc matches with a full bladder back to back, cause finding a good party was harder than getting new pants
ok, serious now, promise.
with havoc i see the frustrating part cause things are at stake.
aint a perfect solution but iād say more than 3 early logouts in 24 hours should send one to the bench for the next week.
i mean cāmon you cant pee that often when coincidentally playing darktide.
and yes if theres stuff going on at home that demands my immidiate presence i do, albeit rarely (guess around 3 times in 2 years), disconnect.
not in havoc though for i communicate beforehand ādo NOT disturbā
again, its not going to be an earthquake happening or raining cats and dogs in exact these 40 minutes⦠right?
as for auric maelstrom i see it as a fun factor, often times having the whole ābelegschaftā quitting and being replaced, sometimes several times over.
since i record and upload my matches, its a nice little ābonusā seeing the cowards up and running
moreover with the weak link eliminated, its usually smoother than carrying that dead weight around anyways or in the ever prophetic words of the simpsons:
i think it would be a good idea to implement a system like the one currently used in Havoc, where players who leave a match in the middle canāt enter another queue until that match ends. most players are selfish, only thinking about themselves, and they have no patience or backbone.
to be honest, I donāt want to play with such spineless players, and I have no intention of sharing healing or ammo with them. Even if someone isnāt very skilled, as long as they stay in the game and donāt give up, I genuinely feel like helping them, even when Iām close to dying myself.
Im not sure about this but I believe there has already been made changes regarding leaving and rejoining since the post youāve quoted.
Im not sure you are able to spawn in allive if you leave after being downed anymore. (again, not certain just havent seen it in a long while)
As I donāt see it happen I kinda consider the problem in that thread solved.
I am not a gamedesigner, Its not my job to come up with solutions to problems in games.
I do believe that when leaving or crashing from a downed state, its fine if you reconnect and are fully dead.
I also think the bot that replaces you should spawn in a downed state, or at least be unable to revive for a while after spawning.
I dont know how this would otherwise impact missions, but I think this would remove any reward from intentionally disconnecting and reconnecting.
I genuinely dont understand why there has been such an up tick in people leaving games but I find it hilarious. It has to be because so many hardcore players dont play until an update and so auric and maelstrom is filled with horrible players biting off more than they can chew. Its also really bad in havoc too like people leave at the ready up screen and youre screwed or they leave 5 minutes into the game as soon as they go down. Genuinely dont understand the point of leaving a game the moment you go down as if youre such a god at the game you cant dare wait to be rescued or watch someone else play. I also love the speedrunners who will leave the team all game and get netted or go down and instantly leave the game and its not just zealots that im referring to. I really only leave a game if my teammates are horrible or if I have a med stim and my teammates could get me up and they just dont cuz thats pissed me off since stims were introduced. Its always pissed me off when you tell your teammate i have a med stim get me up and someone can very clearly revive you and has the stamina to do so and just doesnt and youre just laying there dying and then two minutes later they lose knowing you couldve played better if you were alive. I feel like for whatever reason most leavers die in like 10 minutes and leave somewhere within that time frame. Sometimes were 20 minutes into a game and someone will get mad and leave or just leave outta nowhere.
what i said mostly applies to auric. I dont really play havoc and for maelstroms theres only 2 that i like and theyre almost never up.
tbh i dont wanna be mean or anything but outside of havoc where everyone on the team is really needed the people who get the angriest at leavers are kinda getting carried.
Sometimes things come up and you need leave match since no pause button. Sometimes a clutch Alt F4 (which does drop a bot into match) will save the run and you can return by time bot does his duty or have bypassed bad spawn locations during event with the alt f4 rejoin.
Best way to keep players playing with you is be a good team-mate and foster a fun community environment. Playing friendly and a little chat/voice banter goes a long way.
Had a barrel war / chat war with āNotaGenestealerā which is now one of my favorite pugs. Most social interactions are not solvable by Big Government, Fatshark, punishments or incentives.
Do you think its a good thing that the game incentivises leaving?
I agree that people should try to foster community by their actions, but I think the difference it makes regarding leaving is neglegible with the current quickplay meta. Game design dictates a lot of player behavior.
Sure its not papa fatsharkās job to help with social interactions, its their job to make a game that people would want to play (and maybe buy cosmetics for)
Iād argue that incentivising leaving is bad for player retention.