Punishing Leavers/Quitters

I totally agree with you but we’re between a rock and a meat grinder and if the cheesing is affecting other’s gameplay then something needs to change.

Either remove the now-worthless-and-muddied tag or change it to something that either can’t be cheesed or the cheesing won’t affect other teammates play.

Answers on a postcard :joy:

Not in my experience but strange if so.

Why on earth would they do that if not for the penance?

There is surely no denying that this issue became an actual and serious problem when hestia update happened. I think everyone noticed the difference

EDIT: I see people quitting whilst waiting to be saved… Guess they get impatient as it will be 10 mins before team reach them or they think it will fail. But obvs quitting after dying is different to before dying.

Maybe they already got a taste for it? :person_shrugging:

A lot of experienced players already did that before the update. Now it’s even more common, and in my experience title or not doesn’t mean much. Especially common if the player is something like level 700+.

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I love coming in to a game in the middle of the final event to replace a quitter. I get all that plasteel for free!

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Lucky you. I just spawn directly into the “failed mission” page :joy:

I’ve been thinking about this issue with the penance and wonder if it would be better to be something like ‘succefully complete 10 auric maelstroms in a row’.

So people can die but you just can’t fail a mission within 10.

Obvs you would still get quitters but I think much less than now. They could at least give teamates a chance at rescue.

I think it would be more focused around the team completing a mission as opposed to an individual falling.

Maybe the game could offer a 2x materials multiplier for each person who didn’t die per maelstrom game (everyone gets the multiplier, but the multiplier increases with each teammate who didn’t die). A more team friendly bonus that way.

That is not teamfriendly.
Anyone who dies, would effectively turn into a griefer.

It would be great for private matches, where you can choose to not play with anyone who would get killed.

In public missions, expect to get kicked as soon as you go down.
Why would anyone want to sacrifice part of their reward, just to be able to carry a player that is playing on a difficulty above skill level?

You do not like it, when people quit?
How would you like it, if people (including you) constantly got kicked instead?

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