Timeout

You guys should give people a “timeout” for leaving games, during this current event, every match we have between 2-4 people leaving caue they fail…or go down cause of mistakes and we get a bot then others join, go down rinse repeat…hell even sometimes we get people joining a lost match cause people are special and leave, so give people are 10mins or 15mins timeout from joining another match when they leave a match to either get them to stay for a res or wait some time before the next match, it would make the games more fun, and make people think before they leave the others in a coop game….

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It really has gotten worse and worse, how quitters are ruining the game for others.

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Dead by Daylight, an asymmetrical competitive co-op game I used to play, tried to implement this. Obviously, people leaving the game was a huge issue, so they gave people penalties. If you abandon your team then you can’t match up for 5 minutes for the first offense, and then it goes progressively higher.

The problem is it really doesn’t help, people still leave the game constantly. If people don’t want to play the game, they don’t want to play it. For example, if my team is literally useless and troglodytic, I’m going to leave. I really don’t care if I have to wait 15 minutes to match up again, I’d rather not play the game.

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I think it would be way better if you encouraged people to not leave games with a carrot rather than with a whip. Have a streak system that rewards you with plasteel, cosmetics, aquilas, whatever. Leaving a mission resets the streak because the commissar gets mad at you. It’s that easy and it fits the setting.

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Better to go the “make bots competent route” and incentivize players not leaving with streak like @Murderer suggests.

This explains it well:

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As much as that sucks, punishing players for leaving would only harm the community. This game is known to have server connection and backend user issues and punishing players is just gonna make things worst. Yea, it stinks when a downed player leaves and can’t wait for someone to save them, but thats why the game has a drop in system, so this can be easily mitigate that problem.

Yesterday I had a arbite teammate just disconnect as we were at the extraction point. Shooting and throwing grenades at charging pox walkers with us as all Darktide players do. Why did they leave when they were with us the whole mission, and were like 5 feet away from victory? Should the game punish them for leaving our game because of that? For leaving cause of a unknown emergency or because they got a unlucky disconnect. Despite being a good player from start to end before the finish line? I know you’ll say no and the game shouldn’t, but it’s not always simple to program a system to tell the difference between a random DC, a log off, or game crash.

Now what is annoying are player who don’t want to play as a team. Had a Ogryn who kept separating from the group through the mission. Kept getting downed, lagger far behind more then someone just searching for loot, and at the critical end of a mission he kept getting downed and surrounded by Pox Walkers and dreges far away from the others. When asked and told to stick with the group, they replied with a short, sweet, and simple “No.” So me and the others just kicked him out and finished the mission when a new player joined us.

1 Like

my problem lately is not the dc…but people leaving instead of waiting for people to res them or go get them from capture, a game today we have 6 people leave before the game was over…2 people stayed…me and a person i play with normaly…and then when people suddely join in a horde and get smashed…they leave…and having that happend with 6 people is WAY to much…it ruins the game for the people who play it as a coop, and no a solo like your ogryn. I have also had a game with a Zealot who was using so many mods and cheats he did not wanna res the people who where down and we went down cause he kept going into stealth so suddenly we where overun by the mobs he had found, and left that still had agro to the next target, and people who needs mods to solve the easy puzzles in games…if you wanna play a solo game then play a private game….but thats a different topic :slight_smile:

Or just fix backfill so that quick play adds people to a mission no matter how long it’s been playing for.

@FatsharkJulia fixing backfill would really help a lot of these overlapping issues/complaints imo.

We’re all fed up with being stuck with bots if people leave an auric mission after 10 minutes.

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In the most popular game on Steam, CS2, there’s a penalty for players who abandon matches: a half-hour ban for the first offense, and a two-hour ban for the second. Its popularity doesn’t seem to suffer for it. And specifically for Darktide, this could be framed as the execution of a deserter, complete with a fitting cutscene

While I agree the carrot is far better than the stick here, I would still worry that people would flood the forums complaining about not being able to get the carrot because of issues unrelated to leaving, like kicks, disconnections or crashes that were (for arguments sake) legitimately out of a players control, along with all the usual false negatives that people are all too ready to lump on a devs shoulders the moment their game does something they dont like. Personally I think there are too many unnecessary nitpicks on the forums as it is.

But maybe thats a price worth paying :thinking:

It doesn’t seem like a terrible idea honestly. Five minute wait.

Though.. It would have the effect of making me rarely use QP, as rn, I often use it and then leave if the mission is one that I didn’t want. But that’s okay I suppose.

Especially if they added in toggles for mission types when using QP. Then it wouldn’t be a problem at all for me, personally.

I assume thats for the bonus? Not blaming you for trying to get it but I think the QP bonus is a bad idea too.

Sort of. I’ve had effectively unlimited resources for a while now, but that was probably the main reason for why I always chose quickplay before reaching that point. So it could just be force of habit. Then again… I always chose the equivalent of QP in VT2 as well. But in that game there was no HISTG, so I never really felt the need to leave if I queued into Damnation or Cata since it was already the difficulty I wanted. But I would sometimes get annoyed when I happened to queue into the same mission two or three times in a row (it happened lol).

I think the other reasons are that… I’m decisive honestly, and there’s some anticipation/suspense in not knowing what mission you’ll get, as well as just wanting to get into a game faster (that’s a big one), and I’d rather join someone’s ongoing mission since they need the help probably.

I’ll even stay sometimes if it looks like they’re in a tough spot, until they’re through the tough part.

Maybe I should stop using QP that way. I dunno. It’s just hard to switch after literally years of using it and getting into games faster.

this. don’t forget that people don’t have to play anything. they just leave. better give them incentives to stay.

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I think if the backfill was sorted like @MadMartigan said, that wouldnt be a problem at all and would would largely fix the issues in this thread.

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Don’t know who tries to push this harmful narrative all over again, and I hope this is just general shortsightedness and lack of experience with online games. But I just want to reiterate it once more, just in case FS will decide to listen to those over-exaggerated concerns and create much bigger of a problem.

You won’t be able to “take other players hostages” in your game in such a casual game where nobody really gives a crap about outcomes that much (unlike, for example, some competitive pvp games where people usually care about rankings and such). Neither FS has capacity to handle the extra bunch of conflicts that change will absolutely for sure bring. And by “conflicts” I mean those very people who you hoped to keep locked in your games simply going afk if they know they’ll be punished for leaving, or resorting to some “quiet quitting” practices where they are kinda around, but don’t do anything, or - worse - will try to actively sabotage your match out of spite or to end it sooner. What won’t happen is those people who want to leave your game suddenly deciding to play it, because you threaten them. Not a single chance in hell, you can trust me on this. Because I wouldn’t.

So what will realistically happen, is you’ll get 10 times more toxicity in your matches, FS will have to handle 10 times more reports they can’t really resolve (good luck proving that one player blowed up those barrels with malicious intent, not due to their clumsiness; or that they actually were just throwing your game by not killing a thing and constantly dying, and not because they just play badly). And a lot of extra people will be timed out, further reducing the pool of active players in this half-dead game.

Don’t invent issues and suggest stupid “solutions” for them. You don’t like certain players - add them to block list, issue solved. You want people to not quit your games - be teammates worth staying for. Nothing else will work, you will only make it worse.

P.S.
And all that nonsense again and again while people keep ignoring an issue of still non-functioning properly Join in Progress which, if fixed, would greatly alleviate the impact of somebody leaving. But instead of bashing FS for that they come up with nonsense like OP, trying to punish other people for not enjoying the game the way they do. Speak of totally misguided judgement..

No idea who are those people who constantly suggest that, are they braindead or something? How they can’t see the issue isn’t with somebody leaving or staying - but with people not willing to play the game with them? So what if you made them stay, if they’re still not willing to play? How does it help you? Okay, they stayed - but not playing the game, now it’s worse for you then - as they are taking spot, not allowing anybody else to join, who would actually play with you. Then what, you’ll vote-kick them? But then the end result is the same - they are no more on your team, you could get that outcome faster would you just allow them to leave freely.

So the only change here is that you can “punish” people who don’t want to play with you, effectively, nothing else changes. You need to be terminally stupid to think it’s a good addition to the game.

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