Too many leavers

I read a post somewhere that if a person has internet cut or alt+f4 it causes bot to stay. As if keeping seat open permanently to rejoin. So they should use the “leave mission” button to release the seat instead. Alternatively they could introduce timer i.e. 2 mins.

Bad idea to penalise players for leaving

Darktide can crash (surprise), server disconnect through no fault of their own. It can’t tell if someone pulled ethernet cable either to simulate connectivity loss.

If forced a player to stay, they won’t have the same motivation as initially. People leave also if one of their team mates not playing as a team as well i.e. not sharing ammo/meds/being unpleasant.

If added some sort of “leaving X missions in a row” - Again a person could just half effort just to meet requirement of staying, don’t care what happens etc. Better to release the seat for someone fresh and motivated.

If you play with someone that wanted to leave, wouldn’t you rather someone else take the seat who wants to stay.

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goldblum coated heresy :nurgle:
my bladder is adamant :flexed_biceps:

blitz :poop: though the emperor forgives :toilet: :man_running:

thats great, i´m sure she´s fine.
after all she made it all the way from the store, the few steps to the fridge should be childsplay :rofl:

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:sweat_smile:

LOL chivalry at it’s best

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This has been more of an issue since the mission screen map rotation has been increased. I think Quickplay ignores missions which are no longer on the mission board. I would say Quickplay should prioritise these missions, this might help with the issue, somewhat.

We might also need a Beacon system. Where you can request support from a match which has already started and lost some players. Fatshark would need to add a button on the map selection screen for that. Lets call it, I don’t know: “Hot Drop”, this why you would joining games which requested more players. Add some nice rewards for joining an already started game and we might have a solution.

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My personal record was about a year ago, when the first three players went down right away and quit. Then another player joined, went down immediately, and left as well. While I was clutching, a total of five more players came and went, each one dropping quickly and leaving. In the end, I went through eight different teammates in that one game.

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chivalry? who’s paying for the groceries? :rofl:

besides someone’s doin the emprahs work, heresy to bother him with a few cans of corpse starch :sweat_smile:

Better bots would be good imo.

Not stealing the med-charges on medstations.
Not standing in fire/gas.
Being able to pick up ammo/meds and be requested to drop it.
Them having some sort of skills/nades.
Servitor skin to clearly show them as bots and possibility to adapt their skills/weaponry to lorewise make sense.
Having bots as servitors could also mean they have special “healing” at medstations that would be there regardless and not interfere/ consume a much needed heal for a team mate.

Personally I leave games. The jankyness of random people’s connectivity at times is just not worth it (mine is bad enough as is too). I do usually play lower tier missions for that very reason.
The mission not being populated/repopulated is an issue though.

TBH, most of the time I would prefer to game with Bots, if only FS would let them use grenades and the veteran shouts.

Honestly, i like an idea my friend had which was to make all bots orgyns so the ai wouldnt be punished as much when it’s “brain” acts supid, the one problem i would have with this is that you would no longer have access to scavenger from ai, but i think making them orgyns would generally be better than vets rn

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i went through 4 entire team rotations in a single mission just a few weeks ago lol FOUR. at one point, people that had previously left were getting put back into the mission.

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Had this situation tonight, on an all-Scab Maelstrom, two players just ditch. Map wasn’t up on the board anymore, so the other guy and I just had to go it with two bots who did nothing but use resources and go down.

We knew it was a lost cause, but we trucked on awhile before getting overwhelmed.

I’m actually surprised now, if someone dies, that they do not rage quit. It genuinely seems to be rare, and a lot of games I have multiple turnovers of my entire team it feels like.

I feel like maybe a “you can’t queue for ten minutes” if you repeatedly leave would be fair. Though it might just cause people to go play other games lol.

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I agree leavers are a pain BUT they have to fix their connectivity issues before punishing players.

My subjective observations have noticed increased latency and disconnects whenever I’m in a crossplay situation with someone on console.

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Agreed, this pisses me off more than the rando leavers.

The psyker just blew his head off and left the game.
Following him, a second psyker with a laser pistol was hit by a dog and leave out of the match.
Seeing this, the veteran also leave out of the match.
It’s not even rats, it’s worse.

I’m assuming you mean FS, but I wouldn’t be surprised if a lot (most?) of the issues are on the user’s (see Wifi), ISP’s or general internet at large’s end. This topic has come up recently here with some valuable feedback and thoughts from others, I think @MeatShield01 here had a good summary post regarding this.

I’m sure most leaver just alt-f4 which is still sadly not the same as Esc->Leave, so 5 mins with bots.

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it’s too ingrained in their heads since the A.S.S circus.

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Not sure how easy it is with the game engine, but it should be possible to detect alt+F4 and handle it differently than a crash.

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It’s a basic code really, it’s boilerplate template code for most C++ projects, it seems like a deliberate design decision here or a simple omission. Worth repeating again that it’s also trivial to simulate a crash or DC for those looking to maliciously get around it.

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I don’t remember which specific game, but I do remember that some game I was playing ignored pressing alt+f4.