There should be a penalty system for leavers. Too many players join, run off and die, and speedrun their way to the quit option.
It can be fustrating for me and other players when the bots may not be sufficient for specific gamemodes, like weeklies for example.
A timer that prevents leavers from rejoining matches would work fine. Subsequent quitting would increase the timer by a set multiplier, but would wear down after a while of not quitting.
Dead by Daylight uses a similar system to stop people doing this and it seems to work pretty well.
So far my only solution is to manually block users on Steam to prevent them joining my lobbies. There is 68 players on that list so far, and I only started building out this list a couple of weeks ago as I had enough.
I have over 500 hours on this game, and during this time Iâd say more than 90% of players I come across on this game will be a guaranteed rage quitter. The last 10% of players I can remember their usernames and I have not even added them all as a friend on Steam, so itâs always nice to see them join my lobby again.
Just a suggestion, as the rage quitting in this game is a big problem imho, and it ruins the game not just for myself as a host but for other members of the party too.
bots are awful but most players are worse than the bots it seems. The quality of player seems to have dipped dramatically and i find myself completing more missions with just bots because at least the bots can prioritize specials
Most players will strugle by themselves. I guess it takes a lot of playing before you can save a team by yourself.
I disagree that the bots are better though. Maybe they are sufficient for legend on most maps, but as soon as you want to play Cataclysm or a weekly event the bots wonât last very long.
Adding in a penalty system should filter out the players who donât want to put the effort in to finish a game as well, so in theory youâd be more likely to come across more competent players who are willing to see a game through.
It really depends. If you have tanky bots with top tier loadouts and 100% defensive builds, they can buff you, and eachother while also staying alive better than most players.
I took the time to customize my bots, and I can often get through a mission better with bots than players. The thing is, I think a lot of the experienced players at this point moved on to modded, or have moved on to other games. It used to be easier to find experienced players on Cata.
While it is frustrating and can be annoying - QPing into Darkness weekly for example- can have people thinking âIâll give it a go, oh Iâm dead. Oh wellâ Bail out.
And while I appreciate the frustration, putting in a system that filters the players who want to play Cata even more than it being DLC difficulty is only going to squeeze the player base tighter in a game thatâs pretty old.
Rather than building a bank of people you dont want to play with, - especially at Cata - friend people who you do want to play with and go with pre-made groups. QP is, by itâs nature a free for all open to all and you get all kinds of people in the mix. Part of lifes rich tapestry.
Admitting you havenât added the 10% of players you like and enjoy their company in game is a little self defeating tbh.
Why would you want that type of person to stay in your game? Them leaving means a chance for someone better to join.
Additionally, there are many good reasons to leave the game:
I canât be bothered to play a snoozefest that is having Lingering Flames BW (Flamestorm in particular) on the team
Sometimes I donât feel like playing Skittergate for the n-th time
Maybe I donât want to play a WS with LB in a lobby where everyone is running ranged careers with special/elite sniping weapons
I donât like playing Twitch with positive boons active
I see someone from my friends list start the game, and Iâd rather play with them
Maybe the team progresses through the map at a pace I donât like, e.g. Iâve had two players in CW rush through the map, and wouldnât wait at any point or even try to help if someone was getting surrounded - they are free to have such pace but I donât want to be a part of that. Sometimes Iâve had people progress super slowly through the maps, and while I donât mind them doing that, I canât be bothered to stay in such a lobby either
Or maybe there is something else that I simply donât like in the lobby and want to leave
There are also plenty of other questions about such a system.
What about cases where I have a wrong talent/item equipped or I want to change career/build, since it overlaps too much with others, so I quickly leave, change equipment and want to rejoin?
What if I need to do something in real life for a few minutes?
What if I get a short Wi-Fi blackout?
This question is particularly important. If that wouldnât result in a penalty, then people could just leave the game anyway by temporarily turning off the Wi-Fi connection on their computer, and weâd be back to square one.
Also, what about toxic players?
Imagine you get downed and they donât rescue you just because, and now you canât even leave, or you get a penalty.
What if they constantly FF you?
Additionally, players who want to leave for whatever reason may have an incentive to sabotage the game just so that they donât have to play it out in full or so that you kick them.
The way I see it, a penalty system for people leaving games is a bad and unnecessary concept, since Vermintide is not a competitive game and itâd incentivise many bad behaviours, and create other problems that would need extra systems to correct for.
The only penalty system that could be created is in Versus Mode for hosts who shut down the lobby when they are losing. Even then, it isnât necessary, and itâd be fine if the game could transfer host or some other solution. Although, interest in versus seems to have dropped significantly so sort of who cares.
The point is to give those players a timout which prevents that type of person from joining in the first place, as they will be filtered out by the system rather quickly.
Not liking a specific map like Skittergate is not a âgood reasonâ to leave the game. Neither is playing with all ranged careers, or having a friend come online, or anything else you mentioned. Those are just poor excuses to validate yourself and put yourself in a better spotlight when in reality it is just poor behaviour. You should play the game until it is over, or donât start one until you are ready to.
The only good points you bought up here was Twitch mode and rushers. That is something I had not thought about. I think the solution for both Twitch mode and deeds is to have the penalty system automatically be disabled, with a possible notice about this on the screen when selecting those game modes. Twitch mode and deeds does not support matchmaking anyway.
As for rushers, that is another problem I have with the game. It is rare but I have ecountered players that go on far ahead leaving me, their IronBreaker tank, to be constantly overwhelmed and killed by specials. It made me feel really excluded, like I wasnât part of the team. Iâve had to leave as a host of Chaos Wastes because of this, which I usually donât like to do. However, from my experience its rare to come across players like this, so leaving a match should not impact your timeout if you otherwise donât often leave. This is because the timeout system would increment due to repeated leaving, not from a single leave.
On the other hand, slow players who intentionally stay behind and donât even try to keep up will filter themselves out by constantly dying and leaving. Iâm also often the first one to keep an eye out for other players, handing over medical supplies even if I need them more, and also make sure to backup players that may have fallen behind. I think itâs just about balancing yourself as a good team player while also being aware when people may not be making an effort and possibly trolling.
You should make sure to prepare before you start a game. Thatâs just tough luck.
I kind of mentioned this in my original post.
Such a penalty system affects players who repeatedly leave. This would work by incrementing the timout after each subsequent leave.
That one time your internet drops should not cause you any timeout issues if you are not a constant leaver. On the other hand, if people are switching off their Wi-Fi to try and leave, they will be increasing their timeout. So it would not work.
Dead by Daylight is a game which implements such a penalty system and it works really well.
Iâve never really found many team killers in this game. I have over 500 hours and maybe come across three or four who tried and all failed.
Since these kinds of players are rare, youâd probably be able to leave without much of a punishment. Like I said before, the penalty system would increment on repeated leaving. Youâd probably be fine.
If you are unlucky and keep joining lobbies like this, it would probably just be better to become a host. This is the main reason I primarily host in many games. I like that I can ensure everyone is being nice and not verbally attacking others, or team killing, etc. I donât really tolerate it.
Iâve thought about this too, but the vote kick system can also add to their timeout. That mitigates this issue quickly.
I disagree. I donât think it would incentivise any bad behaviours. You mentioned the sabotage they might attempt but I already addressed that issue. Is there any other bad behaviours you could point out? I canât think of any.
I actually think it is the opposite. The fact that there is not any penalty system in place means that the game is open to abuse. For example:
Players might join with the intention to sabotage the game knowing there is no consequences
Players might join hoping for a session nearly over, so that they can claim easy rewards. This is known as âreward fishingâ
Players might leave on their first death, or if an objective is not dealt with fast enough, even though the game is still going ok.
Players might leave because everyone is dead apart from one person. That one person may actually been in a situation where they could revive everyone and keep the game going. This has actually been me, and Iâve had a full party leave me with bots because they was not patient. I had to start over.
Players may leave and rejoin to abuse the death system to keep a game going with a bot that takes their place. This may be with good intentions but it is still a kind of exploit.
Low level players can join higher difficulties expecting other players to carry them. This is ok if agreed upon, but often times their presence puts everyone else at a disadvantage. A vote kick that contributes to their timeout should act as a deterrent against this.
Some players may join and go AFK in hopes that their team will finish the level and bring them easy rewards. A vote kick that contributes to a timeout would filter these players out quickly.
Players can engage in other various toxic behaviour knowing that there are no consequences for their actions.
Probably a lot more issues that others can point out too.
This is even more of a reason to add a penalty system. Quitting because of such a childish mentality when it comes to losing ruins it for everyone else. The winning team may be transfered to another game where they are now losing. It is awful.
Loads of people care. I took around these forums after I made this post and realised many other players have requested a penalty system. Thereâs probably a lot of other people who find leavers to be a big problem who are just not very vocal about it as well.
That makes me sad, I am nice to everyone in my lobbies
Itâs one the main reasons I perfer to host. I donât tolerate people who are rude or insult others in chat, or team killers.
Most of the returning players I have are really nice as well. They have not said, but I feel like sometimes they intentionally look out for me when Iâm hosting as they think I am a good host (at least I hope so!). Iâve even managed to invite some of them to a Steam group. They are some of the best and most nicest players Iâve come across in the game.
There is so many things wrong with that statement.
Firstly, qutting because the map just because you believe everyone is going to fail is just plain wrong. You should be punished by the penalty system. Simple as.
The problem here is that youâve joined a lobby, waited until the game has started, and then you leave as soon as you realise what map it is. Everyone in that party expected you to be there. Now they are one member down and that may be a deal breaker. They might have to bail and start all hosting all over gain. All because you were to selfish to give it a go, and instead assumed failure before you even started. Itâs a toxic mindset as it is toxic behaviour.
Secondly, if you playing to âwinâ, then you should not be playing at all. This is a very childish mindset to have, and this is what will make you a sore loser. You will whine and become agressive in chat because you canât stand losing. You become a big baby nobody wants to play with.
Adults play the game because they enjoy it. Winning is preferable, but they know how to acknowledge a good effort and a good game even when they lose. I personally love losing because it encourages me to do better. Nothing more satisfying then going down in combat after a long gruelling battle from myself and the rest of the party.
So in the end, your point just strengthens the argument for a pentalty system even more. Do not join games you cannot finish, do not immediately assume failure, and do not be childish about losing. It is just a video game after all.
Yes, and that argument leans towards a more toxic mindset. It makes them seem like theyâre not a team player and would probably be filtered out by a penalty system rather quickly.
I think that is just tough luck though. You canât just leave because you donât like it or struggle to complete it. If you didnât like the weekly then you should not have joined.
Leaving because you donât like a game mode is like whining because you are losing at something. It comes across as extremely childish, and it can also ruin the game for everyone else, especially if you joined the lobby before starting the game. Everyone in the party expected you to be there with them. If they knew youâd leave then they wouldnât have started.
I am a bit confused what you mean here by âplayers who want to play Cata even more than it being DLC difficultyâ?
Yes Iâm aware the player base might be squeezed a bit tighter. As a host I see the same players often. Sometime I even set up lobbies for over an hour before anyone joins.
Iâd still take quality players over rage quitters. What is the point in starting a game if players are just going to leave? Itâs a waste of my time and their time.
I do both.
I ban toxic players and send out friend requests to the good ones.
Playing with pre-made groups is quite unrealistic though. As you already noted, the playerbase is quite small. Iâm also a host that plays at various points throughout any given day of the week. Lining up the handful of good players I have into a single lobby would be next to impossible due to our schedules. I also like ecountering new, good players. As a host I should be open to all anyway.
Where did I admit this?
I have sent out requests to them all. Many of them accepted, a couple rejected. Even then, I only invite them occasionally. Many of the times they seem to join my lobbies themseleves when they see it open.
Quickplay doesnât allow us to see the map(choose the map) before it begins, and if players leave to avoid struggling with a map they are uncomfortable that would not necessarily âruin it for everyoneâ.
The sweeping generalizations are not reinforcing the discussion for penalizing leavers. Whatâs your suggestion for a penalty anyway?
Firstly, I edited my other reply to your post because I had some other thoughts come up about your statement. But my orignal thoughts still stand.
I minaly play as host so I did not know honestly. In that case FatShark should make it so Quickplay doesnât throw people into weeklies? From when Iâve done quick play though, I donât think Iâve ever been thrown in a weekly.
Yes, it doesnât always âruin it for everyoneâ. However in some cases, a certain party size might be expected. If the party is happy with 3 and you all start the game, and you see the map and proceed to leave, then you have ruined it for the other two. They now have to die and re-host, and hope the next player does not do the same. What a waste of time and effort. You should be punished for your selfishness. A timout to stop you doing it to other players would suffice.
You might also decide to leave in the middle of the game because there is one player left standing. You donât care to be patient and see how it plays out. That player might be in a good postion to revive the team but you leave. It is not fun for everyone else.
They are not âsweeping generalizationsâ. What makes you think that. Can you point out what made you think these things? Where are these?
Have you even read my original post, or any others?
Iâm not repeating it for you. Put a bit of effort in.
From now on I will not reply to you unless I have seen you properly acknowlege my ideas.
Quickplay does not place you into a weekly as far as I remember.
And I guess your solution is a timer..
Not really. I skimmed through it and just now saw the word timer since you were too offended to help me out. So I assume you want a timer like this is some MMR competative shooter or LoL.
And QP can chuck you into Twitch too, although rare.
And I assumed you hadnât built a friends list too as it seemed you were more intent on building a foes list. Iâm sorry for the assumption.
I do still think that hosting QP and then bemoaning those who join seems a little âŚodd to be getting upset about those who join. Qp is literally opening your game to all comers, players from in the entire world if you like.
Iâm not disagreeing that playing a match and having one or 2 slots permanently loading, dropping, dying, loading, drop, die etc is annoying. Iâve had a cata match where 2 of us were constant and the other 2 slots had maybe 12 ish players total join, die, drop ,leave, get wiped and so on. Basically a Duo with added spicyness of players doing dumb ass stuffâŚ. but⌠It was QP and thatâs what you get.
A timer or some other punishment seems harsh for QP causal games.