The amout of rage quiters is insane on auric missions

yesterday i got like 6 rage quiters in 5 mins even we lost the game i had a compelete crash out in the morining star yesterday after i lost the match this getting insane

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Its better than it used to be, few months back it was perfectly legit to have 11 different people partake in a single successful Gloriana run before the breaker event was finished…

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This happens every time the game has a sale and there are new players trying auric for the first time and realising it’s a different ball game, so imagine how many new players we got after the free weekend, and how many of them are getting comfortable on heresy, and trying to move up difficulties. Give it time and learn to clutch. It’ll serve you well in the future. If you’re a front liner, pick up a special killing gun. If you’re a special killer, pick something to help with horde clear. Play generalist builds so you can cover the skill and build gaps new players invariably have.

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They need to make the havoc rule the same for the rest of the game.

Can’t start a new mission until the last one is finished. Would definitely help.

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its probably the new influx of players + auric achievements / pensions

Gloriana has a few unpopular… quirks.

The first half of the mission is a roll of the dice, could be populated with armor spam or a Monstrosity and there’s not a ton of room to maneuver, plenty of places to get knocked off the ledge by barrels, bursters, Monstrosity attack so the alternative is a slog through the tight side routes.

First event is always gunner/sniper/bomber spam in an area that is 1. Wide open and 2. Requires players to go to an elevated exposed position in the center of the room filled with gunners to hit the button.

Gloriana would be better if Monstrosities couldn’t spawn before the first drop-down and Gunner spam in first event was replaced by melee enemies. Heck, even more Monstrosity spawn chance would be fine during the first event if there wasn’t abhorrent amounts of Gunners.

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How about mission failure locks the current difficulty, mission success on the preceding difficulty unlocks the next difficulty again. It’s not a perfect solution but it’s not as cumbersome as Havoc derank either. Idk…

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I feel lile sometimes people leave and they actually give you an edge or a chance cause of the bot ends helping out* somehow.

Maybe it’s not always a rage quit.

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A lot of the quitters are because of the auric storm survivor penance. Fatshark has a history of including extremely badly designed penances that encourage trolling, griefing and generally making life miserable for other players. This one is probably the worst of all.

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Not many players know this. But they changed the way Auric Storm Survivor Penance worked.

Dec 2024 last year

https://www.playdarktide.com/news/grim-protocols-free-update-out-now

So either they don’t know or just as likely it’s that downtime of waiting for rescue when re-match make is few seconds and back in the run.

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i remember a while ago i had so many rage quitters in one of my games that people that had previously left were getting put back in lol

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No I don’t think this is a good idea. You’ve essentially punished people for trying a difficulty above what they’re used to and realising it’s way above their pay grade. Imagine playing the game normally, trying an Auric mission, realising it’s way above your skill level, leaving so you don’t ruin their run, and then being locked out of matchmaking for 25 minutes for it. How quickly would you uninstall that game?

This is how you learn to put a wall at your back instead of a ledge when fighting a monstrosity, and not to stand in the open on the low ground between 4 spawn points. Removing difficult enemy spawns from the game would remove half the fun, teaching moments, and variety. Learning to do that event without standing in front of the console up top and being ambushed by the specials that spawn from the door near the drop down to enter the area is part of learning map mechanics and the basics of bad positions. Like learning not to stand in front of a door when you hear a pox burster inside it.

Usually, it’s the ‘Steam Saler’s’ as they called them back in the day. Always fresh off of 30 thinking they can tussle in Maelstrom’s or even normal Auric’s for that matter. Then quickly get skill-checked & leave. Happens all the time & why I refuse to play with pubs, lol. The funny thing about this is that they never learn either… I was in a match with a guy who quit a Maelstrom as soon as he went down. Then the next game saw him again, he went down again… You cannot even make this sht up. I said; ‘You must be a gluttony for punishment, eh?’ lol. They seem to not understand that there are lower difficulties to work your way up the ladder & get more proficient before attempting the hard stuff.

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Yeah let’s just make the game more unbearable to play. Just make it suck more.

The alternative is to look at the game’s incentive structures via penances and lack of resouece requirements beyond a couple dozen hours, how fast and easy it is for someone to die compared to how slow it is for people to move to the next res point, how the res system works entirely along with lack of res points on some maps, the current balance pushing players to difficulties far above their actual interest and skill level for the game in order to find enjoyment, and a dozen or so other reasons.

Let’s just put a mission long cooldown on people who leave in a game where your only source of dopamine is by pressing the funny buttons that blow up the screen with effects.

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Implement a time-out feature for players who consistenly quit Auric missions in progress that resets weekly/monthly. If someone leaves 5~ missions within a small timeframe, they will get a warning message and then will become locked out of Auric for a small period, then the ban will extend if they continue rage quitting.

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To be fair I’ve had missions that ended up being successful when they should have been lost because someone ragequit, a bot then replaces them (if they were downed, or needed rescue), revives another character (or the last downed player).

I’d say keyboard warriors are a big issue too, got kicked for the first time today, entire team weren’t covering each other, running off in different directions and I was too far behind (but to be fair, holding my own against maulers, flamers and snipers).

Also sale has nothing to do with it. It’s been like that for more than a year, I’ve had games with 10+ players leaving before the itemization update.

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Yes, this issue has been a thing from beta even, but sales do exacerbate the problems even more, adding insult to injury, with a bunch of new players entering higher difficulties beyond their skill-level fresh off level 30. I mean, of course, when the game is on sale next to dirt cheap, you’re going to get a massive influx of noobs, it always happens. Same thing for L4D2 in versus or any other game really. Also, the penances are poorly designed, & also causing issues too & needs to be reworked. There are many different factors contributing to this.

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I think currently the main thing that makes it unbearable is that quickplay no longer joins people into matches that disappeared from the mission board, leaving you with bots.

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