So this topic is still going?
Given they announced that leave+rejoin has you respawn captured, I figured there’d be less heat on the topic now.
That said, assuming other players also have the issue I occasionally face where they select a different loadout, load into the mission, and then have a seemingly random mix of the two previously selected loadouts, I would understand the occasional rejoin, and I absolutely do not get the need to punish people for that.
I’ve finished more Maelstrom missions than not with a different team composition than it started with, but I also mostly don’t mind.
It’s usually just one player, and the cases where that one drops when just downed at best barely edges out the cases where someone just randomly drops, or informs the team of a reason.
The “go down drop, potentially rejoin” was really my main beef with the whole matter.
I’m definitely very satisfied with their solution to the exploit (provided they’ll implement it properly and people can’t just get out of trapper nets and dogs for free anyway). It was always the proper solution to not just revive reconnecters.
I think this topic is still relevant because of the ASS penance, which I hope they adjust at some point too. It’s kinda silly to have it this easily cheeseable in the first place, causing the negative effect it has on player behavior
You’re either lying because you have a boomer “it is a you problem” mentality or have never played auric.
———————————————————
Pretty bold and I’d add cowardly to claim someone is lying on the internet. Perhaps have a little more respect for people, and yourself. I have played many, many missions in this game including Auric. How many have you played to make these assertions?
I agree having people disappear from the game can be temporarily impactful, just adjust your gameplay until a replacement shows up. People disappear for many reasons, not just choosing to leave. Why punish everyone for leaving you? Is it possible they are leaving because of your gameplay or the way you treat them? Do you call them liars too?
I agree, it definitely happens sometimes and it’s temporarily impactful. You might get a more seasoned player as a replacement. Though it can be a good training opportunity for a less seasoned one. I think it’s a good feeling when you complete the mission with perhaps less seasoned players.
If people don’t want this experience they need to develop a group of friends to play together. Otherwise you get what you get when PUGging and you have to accept the good with the bad. But as the OP suggests to do, I am not for trying to punish people for disappearing in the game. Most of the posters seem to agree with this opinion.
Learn to read. I don’t want to punish “everyone”. I want to punish people who throw matches on a regular basis becuase they can’t handle being downed or netted or whatever.
Also I was wondering how come the thread was going so well and no smug boomers appeared with their “maybe they leave because of you? ;)” narrative. Now they have. Please don’t bother replying to me, thank you.
Hey guys, how are your aurics going?
So, how many quits would they need before getting punished?
I think it would be really unfortunate to join a game in progress, see how poorly things are going and force me to stay to stay through a slogfest I don’t want to be a part of. At this point, you’re gatekeeping my time. Somedays, all I get are rough games. I want the freedom to quit if I choose.
What is the bar for frequency? How many times in what span of a period?
You’re being ambiguous on where the line of justice needs to be drawn. People are drawing their own conclusions and aren’t liking the image you’re painting them with the ambiguity of your idea. Perhaps, there could be some merit to what you’re saying? But, we’re not seeing it yet.
I am being ambigious because:
- This is a general suggestion, the whole premise of which is to track players who quit all the time and start punishing them. As I’ve said earlier, this 100% possible with little error.
- Even if I was going to write a whole design document for this feature and explain every detail, someone like you would come in and start throwing million excuses how they don’t want to play with psykers or zealots or vets or they forgot to change loadout or they dog **** himself or whatever, and most imporantly, this would precisely hit the frequency of leaves that I might set.
I’d like to quote what @gpkgpk said:
Just stop with the excuses. If someone manually leaves most of their Auric runs, then it’s their problem.
Sounds like someone has or needs to read “The Fabric of Reality” by David Deutsch
is there a single virtual-reality generator, buildable once and for all, that could be programmed to render any environment that the human mind is capable of experiencing?
If you’re going to be ambiguous, expect what you were talking about earlier:
Because it sounds like you’re venting frustration and not thinking logically about the situation. You have to consider all sides. Part of the problem in your suggestion is that what you’re requesting is an average of a lock of 20-40 minutes of someone’s time where they’re being punished for real life. Real life comes first. In a perfect world, people should sit down and make sure they don’t have anything coming up. But, it doesn’t work that way because it’s a game. A casual one at that. So, people have casual expectations. Punishing drives people away.
See, there lies your problem, you’re not being genuine. You’re invalidating any other perspective and writing them off as excuses. I’m not here to create excuses and justify them as a means of saying “no.” I was providing you with context to understand what you’re asking for. To which, you seem uncomfortable to address. However, my query remains:
How many incidents in a given time period should warrant a strike? How many more for the second strike? How many strikes equal a punishment? How does the intensity of the punishments increase with each (and/or other) offense, if at all?
The thread’s called “Leavers/Quitters should be finally dealt with.” Okay, how? If you’re going to make a statement, provide a proposal.
Also, I see that you’re exasperated with what you perceive to be excuses and resistance others have placed against your idea, and you’re getting rather defensive - especially on the notion potential criticism (be it good or bad). Your language is blunt, using dismissive language like “dog **** himself” and “stop with the excuses,” which denotes your irritation. The quote about using “the stick” conveys to others you prefer an authoritative and punitive perspective, emphasizing the need for consequences rather than further dialogue or compromise.
People are here to open dialogue about it and compromise, and you’re not wanting to do either.
Edit: And did you ever consider the notion they might want to quit to open the slot for someone more skilled than them because they aren’t doing so hot? You want to punish someone for taking one for the team?
LOOL Ass
Again, most people do not leave because of the real life. They leave because they aggro’d DH, they went down, they caught a net, etc and thus are unfit for Auric with such mentality. I find it very dishonest to keep bring up the “real life” excuse all the time, when it’s cristal clear why they are leaving. Like it was also mentioned above, there are frequent cases where matches cycles through multiple teams because everyone just leaves the moment they go down. Do they all suddenly have real life stuff to do?
I am not going to give you exact numbers. The premise is simple:
- first several leaves – nothing;
- continue leaving – get a warning;
- continue leaving further – get an exponentially growing timeout from Auric only, starting with 10-20 minutes.
The punisment may reset monthy or weekly, but that’s extra.
Explained multiple times, including this post.
What dialogue do you propose with Auric tourists? Not to mention they, with rare exceptions, don’t even bother with the forums.
“Please don’t join Auric if you can’t handle being downed and expect smooth runs only.”
They will just laugh at your face.
I did and this is a gamble. I have a screenshot where I was in a mood of carrying and the match cycled through 10 leavers before competent players joined. The run lasted for almost 50 minutes. Do you think it’s normal?
These are not mutually exclusive. They can both be true as the reason they went down, got caught, etc. was because of IRL events. It’s happened to me many times (and I have quit for those reasons seeing my detriment to the team.) Mind you, I’ve completed Auric Storm Survivor - without quitting. I also did it without a HUD just for the lols.
The interval seems fair. The punishment from a lockout of Auric seems extreme. This invites players to leave the game and play something else until their timer goes out. If it’s a timer that must be completed online, that will drive players away. I’ve seen it before. A weekly reset or monthly reset also seems a bit extreme. My suggestion would be (if I were to make one in favor of such a system, which I’m not) to have repeat offenders (using your ambiguity of time) completely finish an auric (maelstrom not required) and succeed. I recognize it doesn’t address serial offenders, but it’s a start and alternative solution to build upon and explore.
How do you know this? Is this your perceived reality? Or have you asked everyone in the forums how they conduct their gameplay? I’d refrain from making sweeping generalizations in this case.
Normal in comparison to what? The time needed to complete? The number of leavers? I think you should post up some gameplay to rule yourself out of the equation. If you have 10 leavers on the consistency you’re suggesting, something is wrong. To be your advocate, I’d need to see the footage. However, being that it’s not readily available, I can’t rule out that there’s something wrong with your cohesiveness in team dynamics. I don’t accept this as the definitive reason - as we’ve discussed people can have multiple reasons for leaving.
So let’s explore that first. You’re in a match, and let’s say that 1/3 of the people quit because they get downed. Another 1/3rd quit because of real life issues. The remaining are the perceived rarer examples - computer stops working for w/e reason, mods lock you out of a match (it’s happened to me), leaving so better skilled players can fill the slot, etc.) So, only 3-4 people out of 10 quit because of being downed. And you still want to punish everyone on the precedent set by those 3-4? This seems unreasonable. I could understand this being of merit if this was an MMR based system, but it isn’t. It’s casual.
My suggestion? Find friends to play with who are reliable. Otherwise, your other option is to accept that randoms can/will quit. I made my build around that notion of carrying bots. Have had an easier time since.
unpopular opinion, but they should have reset the ASS penance for everyone so that everyone can earn it legit with the new reconnect changes
Gem take
As someone who earned it legit, this ain’t a bad idea. I’d be down to do it again. I hate that I can’t show my ASS in public without the fear of being perceived as some two-bit, low-down chuck-e-cheeser.
No, sorry, seems you’re being deliberately obtuse here, across the board. @Enforest is correct, people leaving is very unlikely to be due to IRL stuff popping up. Just because something can happen, doesn’t mean it happens with any regularity and your cited examples, 1/3rds are way, way off. It’s more like >= 90%.
This is all ~established science here in DT and it cheapens the discussion to pretend otherwise.
This is all ~established science here in DT
lol
No, sorry, seems you’re being deliberately obtuse here, across the board.
They can both be true [as opposed to are]
Wilfully obtuse? I disagree.
or just make a new title, since ASS has become more a meme than a title.
maybe an upgraded version of it, with higher count with the new reconnect changes
but i feel like ASS title was actually the “last one” for how it sounds.
unless they just make that, the new one is auric storm survivor, and the old one we have they change the name to something else. which could work too.