at this point nothing really other than having a fun time waiting another 2 hours for my IV to run through ![]()
it’s all in light spirits
at this point nothing really other than having a fun time waiting another 2 hours for my IV to run through ![]()
it’s all in light spirits
The fortunate part is that I see less of you when you die due to bad play and then make room for someone better.
*if auto-fill would be kind to work
Anything is better than someone suffering from main character syndrome who can’t even hold his own.
Rather have a bot. At least they teleport in when you are in the airlock.
After playing the newest patch I don’t get annoyed about leavers anymore.
They can’t punish leaving because the game is unstable and it would make the game even more irritating to deal with.
A good step to curbing this problem is addressing what is causing people to leave in first place.
-Unskipable death cinematics
-excessively long end game screen when there isn’t even a score board.
Also I noticed when playing on higher difficulty the vast majority of player deaths are due to unfair circumstances that cannot be played around. Trappers netting players through solid pillars, trappers, netting players through corners, trapper netting players after a point blank shotgun blast doesn’t register, pox bursters sending players over the ledge after ignoring shoves, pox bursters making zero sound before they pounce out of no where and explodes on a player. These anti-solo player checks are highlighting a lot of jank and gameplay issues. Unfair BS makes people want to quit out.
I instantly will leave a game if I’m the only own holding the team together and some lazily designed disabler cheap shots me and a teammate who was 16 meters away who has tunnel vision begins to panic run to another room to rescue the other two players because they do not want to fight a plague ogre that only has 30% of it’s health bar remaining.
If the game backfilled properly & let new players join fast, I’d give up the entire time-out, penalty system idea. I don’t think it would hurt the game at all, even if implemented regardless. Why don’t you people read the prior discussions above or other threads in the forum before typing all this out? Like I said before… It’s only punishing towards repeat people who leave games & even then, they’re not held hostage to stay in games. They can still be a-holes & leave whenever they want. It should come at a small price… This occurrence happens too often for something not to be in place. Most of the people who get downed in my experience are players who run off or get disabled, then rage quit. Seen this a million times within over 4k games… Yes, if you feel like the team isn’t holding their end of the bargain, okay, sure you can leave. There still needs to be a small price to pay for leaving, regardless if your excuse is innocent or not. You’re potentially sabotaging your team for a loss. There has to be some form of penalty in place to negate these actions. If they fixed the system, then be all means, again, I’d drop the idea. Like I said for literally the 10th time in other threads. The time-out system is literally already implemented in Havoc & WORKS. Why don’t you people get this at all? Are you not understanding this? Or intentionally being this ignorant?
Here, check out this thread to understand it better: People leaving games
I have no idea when you are responding to me. I wasn’t even thinking about rushers at all, I was being specific with examples..
That is side stepping the developers responsibility for questionable game design and obvious gameplay issues. People who quit after getting disabled is an extreme case.
It is not sabotage to leave when it is obvious that the game is a loss which is the majority of the cases I seen so it makes little sense to use a system that punishes it.
The game has too many issues to address before even trying to implement a global leaver penalty.
The bots use up healing stations and drains ammo for players joining mid game. They don’t have any form of damage resistance to make up for their lack of usefulness. The quickplay does not find games that are off the board. The post game menu and animation is unnecessary long. The penances encourage players to leave if they are about to fail them. The game is frustrating to play, fix what is causing that first before using any heavy handed penalty to deal with people who are having a negative experience with the game.
Are you serious? Go to that link & read the thread, you’ll get it. Yes, it’s obviously sabotage because it doesn’t backfill properly. They don’t know you’re leaving for whatever reasons, right. It’s not punishing at all. Did you not read that this works in Havoc already & is implemented in other games as well? Is that not crystal clear? That’s not an extreme case… I see it literally all the time dude. They rush or don’t keep up or get disabled & rage quit. It happens literally all of the time. Do you even play this game? Or not understand that this is obviously a big issue right now. That link will explain everything. It goes into a lot of depth from a bunch of different people on the perspective of a penalty system. I’m assuming you just don’t get how it operates? I could explain it, but the link is easier. I’m not rewriting paragraphs of stuff I’ve already stated.
Edit: Yes, that’s why I’d drop that idea of a time-out system if they fixed it in the first place. Did you not read what I said & ignore it? lol. Even if the time-out system was implemented into the game regardless of a fix, as I stated, it’s a proven model that works in Havoc. You’re giving literally no arguments against the idea, but opinions like the last guy did. In the Havoc system, if you leave prematurely, you cannot join another game until the match ends, which is completely reasonable & could be potentially extended to the other difficulties. Do you even see people leaving Havoc’s much? No, it’s rare… That’s why it works.
It’s literally a hypothetical to add such a system if it’s not fixed or if it turns into some other issue in the future. It’s something to think about potentially. I’m not saying we should just put it in there without a proper fix first. But what I’m saying is that I haven’t seen any argumentation on your part that negates the Havoc time-out from being a working model in the first place.
First, calm down.
Then it might occur to you that I am talking about people leaving the group when the lose is obvious so they can que into a new match with minimum downtime and people rage quit when frustrated. I don’t notice this problem with space marine 2 or hell divers. Again darktide has too many issues. I’ve seen the red message about someone not finishing a mission with a group I just found in the hub area. As a matter of fact, that is why I gave up on trying to start havok. It takes too long to get a game going. I don’t want to run into down times just because I leave prematurely to start another round before the mission disappeared from the board or I quite at the start because I have the wrong loadout.
Fix the bots, fix the matchmaking system would go a long way.
I’m clam here, you’re just not willing to check out that thread that actually explains your concerns about the system. Because you keep repeating the same comments. Then why weren’t you more specific in your sentences about it? That’s fine, if somebody leaves, if the game is a wipe, then no big deal, right. There’s no issues. I’m talking about people specifically that literally bunny hop from game to game learning nothing & just rage quitting to leave others vulnerable for a potential loss. There should absolutely be some form of penalty for them. I’ve seen this too many times & been screwed over too because of it. The system wouldn’t punish people who leave who are more genuine & have to leave because of life issues, right. The reasoning is that if they truly have to go for whatever reasons, then by the time they even come back, that timer or whatever it is will be up anyway, so this isn’t even a big deal at all. For the repeat leavers the time maybe would stack on them every time they leave games from accumulation, or we just go with Havoc’s system which is another point of view, either way, I’m content with both options… It’s really targeted for the people who abuse this system, while not hurting legitimate players in the process. The system does make sense if you read into it. It’s tried & true, Havoc being a prime example. If they don’t get these fixes right, which they never do, I’m in favor of this time-out system as a ‘necessary evil.’ They need to fix backfill before they even think of such a thing, then everybody will be happy, potentially. This is not a big deal like some people are making it out to be. This is all better explained in that link.
The idea creates more problems so you need to stop making accusation and quit trying so hard to argue with people. If he developers can’t fix issues then it makes little sense to add on top of it. Like it takes multiple tries to get into a newly scab melee only game. There are so many situations where this could make the game could feel worst to play. Also it is funny when rushers are brought up because there are premade rushers who leave people behind when they are getting swamped by specials, they are justified to leave early.
Come to terms with the fact that not everyone needs to agree with your opinions and stop being combative. The entire argument is pointless. Havok already has this system.
Buddy, you’re stating an opinion in the first place, trying to argue against an idea. This is super ironic of you… I’m just telling you it’s a proven model & you’re STILL not giving any arguments against it, but an opinion piece. If anything… Maybe come up with more solutions to this problem, right? That would make more sense in hindsight. Let’s be honest here, Fatshark isn’t fixing sht anytime soon with this, so either way, I’m in favor of at least the two different ideas that WORK. You’re giving exactly this much in terms of ideas > 0, but being a bladder full of hot air. It’s a forum, debating ideas is a spice of life. If you cannot handle that, then stay out of the kitchen if it’s too hot. Your opinions make no sense & the system that a few people have mentioned is actually proven to operate, even if you don’t like it regardless of any crybaby opinions like yours. Slapping people on the wrist for repeat leaving isn’t a bad thing. It doesn’t create more problems, Havoc’s system solves them by people not consistently quitting. Your ‘arguments’ are absurd, to say the least. My god, dude. If confrontation scares you, go hide in your turtle shell. I’m willing to bet all my Aquilas, you’re one of these people that rage quits & hates the idea, is that it? Huh? lol… ![]()
I think if they designed less of the penances around flawlessly completing missions you wouldn’t have as much of an issue. Someone going for ASS has no incentive to stay if they die for example.
Punishing disconnect cheese is a poor solution because of how many different crash or disconnect issues this game has. Putting the crossfire aside, you could just as easily disincentivize this behavior by changing the parameters of the challenge.
If Auric Storm Survivor was a reward for say, successfully completing 5-15 maelstroms in a row, the player would be less incentivized to leave at the first sign of things going wrong. Then the most effective way to get this penance would be sticking it through, even after death while a teammate or two clutch up.
Right now I’m willing to bet most maelstrom leavers are just leaving so they can queue up again and have another chance to finish their challenge. Rather than slum it through a mission that has nothing left to offer them anymore.
This would at the very least reduce the number of people leaving. The rest can just be chalked up to the usual rage quits and disconnects. Which in all honesty, are not that big of a sin in a PVE game. Frustrating sure, but not impossible to work around if you have players filling the newly opened positions.
If quickplay’s logic is fixed so missions not on the board actually get fills, and the suggestion above is implemented, this problem would be greatly reduced.
Yes everyone is just sharing opinions and what you just said makes zero sense. You responded to my comments but at the same time accused me of not writing an argument. It’s incoherent and you are being adversarial over nothing, literately. If you are going to disregard what I wrote and resort to name calling then I do not see the point in communicating with you.
I’m not bother by confrontation, stupid nonsense that adds nothing of value is boring, it is juvenile. No one with a healthy mind likes to argue for the sake of arguing on an internet forum.
Actually a very reasonable point he’s making. See @broombell, be like this man. You see, this is why the Havoc’s time-out system would mitigate this nonsense. You know, just putting that out there. But it’s okay, let’s keep the circus show going & let it ride, baby. ![]()
It’s fair to say that FS has bigger fish to fry than a potentially problematic leaver penalty (a light-handed implementation I am in support of all the same), what with server (in)stability and game engine overload, crappy bots, player-hostile penances, etc. etc. etc. etc…
And special shoutout, as you mentioned, to ASS penance which although dated is probably still contributing to many leavers in higher difficulties.
I do wonder if part of the problem could be resolved by rewarding those who stay rather than punishing those who leave. I often recall Ranald’s Gift from VT2 which was basically an Emperor’s Gift that had better rewards based on in-game performance – incentivising scripts and grims for one thing. Sure it was a loot box, but it was a free loot box and accentuated gameplay to boot.
Arguably there’s still no reward worth staying for, especially for veterans, but it’s the small things sometimes!
I used to play a lot of MOBA, and let me tell you there were many times when a losing game (and accompanying vitriolic epithets) turned into a victory out of sheer grit and determination. Maybe it’s the ample time to chat and discuss why X player is a %&@$(#@)!@…
In Darktide you can only infer from player behaviour, and your perspective is often tainted by individual perception. It’s only natural to think you’re not the biggest idiot in the room, but this kind of empathy is hard to reinforce in such a stressful game.
Still, many of my more satisfying matches were the ones when I felt like an absolute goddess hauling my under-performing (no shade) team mates across the finish line ![]()
Besides, if you leave the mission early Rannick might shoot you ![]()
Comms-Plex 154/2f, after the 1st Auspex event when it’s time to get in the elevator but John Darktide wants to take on the unrelenting cabal of Gunners, Shotgunners, Snipers, Trappers and Bursters because whatever dev coded those spawns was having an awful day. What a treat!

Maybe the solo game mode could solve this…
Deal with it. It won’t change…
There will be always rushers, there will be always people that do not want to wait 10 minutes at doing nothing etc.
You won’t make me stay when I see a band of rushers… and I don’t care that the rusher boys band will have to carry a bot if I leave.
In fact you won’t force others to play like YOU want, like HOW you decided they should play. The best you can do is to pay attention to not give your teammates a reason to leave.
That’s the thing though, I’m really fast when it comes to reviving but alot of people leave the split second they go down.