Seriously I am tired of players disconnecting upon death and then rejoining only to be alive again. I cannot overstate how incredibly cheap it feels. If you cannot stay alive then git gud. Nobody should be able to artificially prolong runs, which they had no business winning in the first place.
if people didnât have to constantly deal with crashes and disconnects, then sure, but punishing people for playing a glitchy mess wonât keep people playing.
If you died, you died while you were playing then that is your fault. I am not adovcating here for having people always come back dead upon rejoining.
What I want is for the game to keep track of the last dead/alive-status of every player that was ever part of that specific lobby, so that you come back alive only if you were alive when you crashed and not otherwise. This not punishing players in anyway, but simply preventing cheese, that cheapens the efforts of players, that actually care about legitimately succeeding a run.
how do you propose to code the game to be able to differentiate if somebody died due to a disconnect or crash vs just regular play? I was playing with somebody recently that had to try and reconnect three times to our game after getting disconnected then crashing after the disconnect. Should he come into the game dead and unable to play after having to deal with all of that?
You do not need to differentiate here. If your buddy was alive when the dc happened he should be alive upon rejoining, if he wasnât alive then he shouldnât be alive when he rejoins either.
This isnât even that complicated. The game needs to keep track of the player ids that were at one point part of that lobby and keep track of the last dead/alive-status. Nobody is punished here.
itâs already like that in vermintide, but people donât experience crashes and disconnects in vt like they do in darktide. For the reasons Iâve already explained, itâs not likely going to happen until the game is more stable.
I know itâs like that in Vermintide, which is why you can cheese less in that game. I just wanna say your fixation on the game being unstable has nothing to do with my suggestion, which is why I honestly fail to see why you bring that up in response everytime.
there are plenty of reasons why glitches would cause somebody to die, particularly in the cases where you just see bodies running in straight lines past you only to have the server catch up to you a minute later, then crash. You could have died in that time, who knows, unless you donât disconnect and now find yourself hanging off a ledge for some reason. Good times to be had by all.
I know that can happen and believe me I am no stranger when it comes to crashing in this game, but the vast majority of crashes are immediate disconnects and I am honestly willing to take the few exceptions where that is not the case as colleteral if that means making the game respect the playerâs efforts in getting better across the board. Even then I believe you could simply stop the game from updating your player status in regards to what it remembers for cases like this if the ping gets to high (player desync) and have it remedied that way.
There really is no good argument you can make against this, because your concerns so far are in 95% of cases avoidable.
The only possible reason on could have to be against this, is if you wanna farm materials in diffs above your paygrade and donât wanna âwaste time by losingâ. Though in that case Iâd say that is the exact behaviour I wanna see punished.
disconnects are avoidable? Iâll be sure to tell the technical support team that their efforts are useless because itâs all just user error.
btw, I have yet to see anybody purposely disconnect just to reconnect alive. Meanwhile Iâm experiencing a lot of people having connection issues and getting stuck in place, having to force-quit. Maybe the people youâre complaining about getting disconnected are, in fact, getting disconnected? Seems more like the occamâs razor answer to me.
Well now you are misconstruing my response. You wrote:

there are plenty of reasons why glitches would cause somebody to die, particularly in the cases where you just see bodies running in straight lines past you only to have the server catch up to you a minute later, then crash. You could have died in that time, who knows, unless you donât disconnect and now find yourself hanging off a ledge for some reason.
Which to me reads as you donât want people, who died while desyncing right before crashing/disconnecting to rejoin as dead.
To that I made the proposition:

Even then I believe you could simply stop the game from updating your player status in regards to what it remembers for cases like this if the ping gets to high (player desync) and have it remedied that way.
Which I believe is one possible solution to your concern and surely not the only one.
At no point was I denying the existence of crashes.
Listen you are barking up the wrong tree. There is no gold medal to won here with your line of thinking and especially not your reasoning.
And pertaining to:

btw, I have yet to see anybody purposely disconnect just to reconnect alive.
Then you must have not been playing exclusively Heresy/Damnation as I have since January, because I see that sh*t all the effing time and it is truly pathetic.
*Edit
And even if I were to grant you that not many people abuse this, even though my experience tells me otherwise, then Iâd still be against this issue existing based on principle alone and rightfully so.

Which to me reads as you donât want people, who died while desyncing right before crashing/disconnecting to rejoin as dead.
bingo bongo. Itâs really weird that you would advocate against this. Itâs still a pervasive issue. If it only happened once in 100 hours of play, then whatever, but it happens nearly every play session for some people. I also just play t5, and like I said, I have yet to see people disconnect and reconnect on purpose. Connection issues are, by far, a much greater issue than those that might be cheesing that part of the game.
POV:
When you failed reading comprehension by selectively reading only the parts that support your narrative.
Point: you canât have people come in dead due to disconnections because connection issues are still a major issue for a lot of people.
I donât need to argue anything else, because thatâs the only part that matters. Arguing anything else would be derailment.
Yo buddy you might wanna try reading and comprehending my prior responses. The answer you seek might be found in that wealth of good reasoning.
You canât possibly be talking about your idea about basing it off peopleâs ping, right?
I am and I am sure that there are more indicators that developers can use for noticing that players are desyncing.
You know that wouldnât work. Your âgood reasoningâ is pretty moot. Ping isnât a complete indicator of connectivity issues. Thatâs just the relay delay. Even if youâd made the mention of the server keeping a track of client communications, and any delay longer than âxâ seconds would trigger a save state, but then you still canât really differentiate between a real disconnect and a purposeful one, and youâll still get people abusing the system and others complaining about being punished for their connectivity issues. Itâs not as easy as youâre making it out to be. Just let it rest for now.

Ping isnât a complete indicator of connectivity issues.
Not but it is one.

but then you still canât really differentiate between a real disconnect and a purposeful one,
I donât need to. No matter how the disconnect happens if you were dead when it occured you should be dead period.

and youâll still get people abusing the system
When the loop hole that people use to exploit is closed they can no longer abuse it. Not sure what you mean honestly.

and others complaining about being punished for their connectivity issues
Theyâd be wrong for complaining and even if in their very specific instance there was merit to the outrage, Iâd be willing to take those as colateral for keeping the integrity of successful runs intact.

Itâs not as easy as youâre making it out to be.
It really is that easy. You just donât seem to value the integrity of completing a run as much as I do, which speaks volumes to your understanding of what keeps the long term community of these types of games alive.
Well thereâs just no arguing with âIâm in the moral right and youâre wrong for disagreeing in any fraction of my stance even though the situation isnât so cut and dry as Iâm making it out to be.â