The backfill has been an issue since like a few months now, I believe. They’ve even acknowledged this in a post. If that was fixed, then this would at least solve a lot of these problems of noobs rage quitting on a down, so others can join really fast & not leave players fending for themselves. I’m willing to bet once it’s fixed, we’ll see less of these kinds of posts, I’m pretty sure.
One of the main reasons i stopped playing darktide is the blocklist limit, I can easily block 50 clowns in one game play session (8-14 Hours) Because of the amount of low skill level players (Most of them are ragequitters or have no business playing the difficulty they are trying to play, sometimes both) Vermintide 2 used steams blocking system and its far superior to everything else.
This is something I’ve complained about a million times… They should remove that limit. Because I have to keep unblocking people just to block more people, lmao. It’s very tiring & it makes me sad.
those checks are great… when they work properly, ive had quite a few times where my game has crashed, and by the time ive restarted it and loaded back in im just already dead at the next respawn point. I dc’d at full health and spawn back in dead ![]()
So, the difficulty level on which the player rage-quit is precisely the one that needs to be blocked
It’s a lesson they would learn once and likely not repeat until they feel up to it.
So yeah I think it would work well and no I wouldn’t uninstall the game.
You’re conflating 2 separate issues.
Spawn points are not the same issue as quitters, although likely somewhat related.
I think it’s been that way since the missionboard downgrade (sorry I mean “upgrade"
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It is almost certainly the downtime, why would they waste time on a run that has nothing to offer them anymore? Fatshark needs to incentivize correct player behavior. Before this change they could just reconnect and not worry about it. Now, it’s better to outright leave and start a new one to avoid wasting their own time.
One of Fatshark’s unfortunate habits, they made a misguided half measure that made the problem worse. This penance, and all others that encourage you to “flawless” a mission, should be reworked to be based around mission win streaks. That would encourage people to stay to the bitter end, because what do you have to lose?
Then you’ll still have rage quitters, but most new people won’t be directly incentivized to grief to speedrun their challenges.
To be honest the matchmaking and mission board suck so bad, I want another rework to fix it, make it a payday 2 style contract broker. I roll my eyes at the idea of another rework patch, but the mission board just sucks that bad.
Maybe they ought to watch someone else clutch and learn a thing or two instead of jumping in another game, expecting to be carried and not learn anything.
If that were their goal, sure, but it’s probably not. They want to tick the box the game is telling them to. The game actively encourages them to leave to save their own time.
The way I see it if a team mate wants to leave, is it the kind of person you wanted to stay anyway. Better off with re-seat of a fresh player jumping in who might be more motivated.
It almost feels as this game has a magic mid battle class conversion mechanic. A smite Pskyer calls it time out, then few secs later he has wiped out horde of 200 because he quit and a new player joined as Ogryn Rumbler. Almost comedy in sense.
One annoying thing. If a Daemonhost I don’t know in what scenario of downed or grip but quitting means it might aggro to next player.
It’s all the same issue. If your team is super slow but you’re playing the game very fast, dying means watching your team take minutes to clear an area you’d take seconds, and spawn points vary between 1 area away to an entirely separate portion of the level. It’s why people who play really fast builds tend to leave every down, it’s just faster to quit and queue for another mission than it is to wait for slug-paced pubs to finally get a single res.
and really fast builds delete everything in this game. You play hivescum rampage with anything and you just bolt through the level, get a punish spawn of crushers and bulwarks on top of you, nuke it with a rocket launcher, and keep walking forward because why would you stop now? Might as well keep going.
Then you die, which feels bad, and now you have to wait and watch people playing at a fifth of the apm you’re pushing out move at a slug pace looting every single crate. It’s just easier to re-queue.
Then there’s penance farming. Take a hit on vet? Might as well re-queue. Auric storm survivor?15 missions without a death? Might as well leave as soon as it turns south.
There’s a lot of things in the game that normalize this behavior. Quickly able to find another match when you’re not having a good time is one of them, but let’s not make that specific experience worse just because of the other 10 problems that fatshark should actually address.
True enough. Issue is the Fatshark broke backfilling during Arbie update and didn’t manage to fix it for months.
They’re not mutually exclusive issues though imo. As I mentioned before, I believe they’re definitely related but still separate issues.
I still think that a current mission soft lock is a fairly honest way to go about curtailing the quitting. Perhaps it only soft locks the current and higher difficulties but they could go and play a lower difficulty if they wanted. That would help give time for reflection and help backfill the lower difficulties.
I do also believe player spawn points should be more forgiving but that really is beside the point.
Well, they could fix the 3 year old issues with dogs, trappers, and bursters, and maybe it would lead to less rage-quitting.
That’s true, good point. Gotta learn somehow I suppose. Is your strategy to take the high path during the first area of Gloriana then?
I’ve usually gone through the tight side routes to avoid being launched off the edge, but sometimes a bunch of enemies will be missed going that way and them attacking from behind can create issues.
It’s a gamble either way imo. If you’re front lining, the barrels are scary, but the hallways are a deathtrap if you get bad enough spawns with the right boss combo.
People who rage quit will always have another reason to justify their behaviour.
Yeah, bodyblocked in those hallways by Crushers would be bad. Guess the best path through the first section just depends on what Elites the Director appears to be favoring for that mission.