It is more work to simulate it, but it’s not hard by any means. But I would say if you are crashing out of 40% of your games that’s still negatively impacting other players and maybe you should be limited to lower difficulties to not negatively impact the higher tiers.
I remember there were some Planet Side 2 players who would unplug their network cable for a second or so just before they peeked around the corner. Basically you’d be playing, hear someone around the corner then a second later they’d have shot you 20 times and appear in front of you as you died. PS2 had some janky net code.
I also remember most players didn’t put up with cheaters. One time someone on the enemy faction was flying around as a Max (big chonky boy who is slow and does not fly) just wreking us… after about 2 minutes, everyone on all the teams were shooting at them. Each of the factions put it out on command chat and no matter where he went on the server he was getting TKed before he could get out of the spawn area and quit after about 10 minutes.
Ah yup, cheaters would get swiftly voted and TKed, now? they won’t even votekick obvious griefers. But you’re wrong and I’m wrong as nothing related to this has changed in the last ~30 years, I’m told.
The game already has a system that tracks whenever you’re quitting by yourself (manual exit, force quit aka alt+f4) and qutting by independent factor (crash, disconnect, etc). Make it so whenever a player accumulates enough “manual quits” he gets temporary locked out from the difficulty he quits from (and all above). Yes, this can be bypassed by pulling the plug or using mods that crash the game on demand (PoE “Hardcore” moment), but let’s be honest: bottom feeders who tap out the moment they go down due to skill issue won’t bother with using mods.
Also I am not buying “real life” excuses kicking in the moment they go down, trigger a DH, etc. If someone leaves >50% of their games mid-session due to “real life issues” they are either very unlucky or have severe time management problems.
Pretty much. I personally don’t even see the appeal with that title. I mean, it’s synonymous with bad players & cheesing. Even though I actually earned it legit from the start, I still never wore it, just because of that, lol. Although ‘True Survivor’ & ‘Havoc-Forged’ don’t obviously guarantee great players, it’s at least somewhat more respectable in a small sense. I would be chasing those titles more than the @SS title if I were them. FS really needs to rethink how players earn penances, because that’s a damn nightmare cycling through all those players, lol. Just a massive flaw in reasoning.
right, A.S.S. became a meme. i prefer not to wear any bling, because only the current game counts. either i play well and it shows, or i suck and no amount of medals will change that.
Absolutely not surprised that someone like you might suddenly get “real life considerations” right after going down 2nd time in a row in the same room or walking into DH lmao.
Someone who keeps whining about the game becoming “too ez”, yet for some reason quits a lots of matches in progress due to “real life considerations” wink wink
I mean, it’s not hard to approximately count the number of players who quit randomly due to DC/Crash/RL issues and those who quit right after being downed, trapped, killed or walking into DH. I don’t believe in coincidences on such scale
I agree with you completely that those two are not overlapping parts in a venn diagram. That’s what I believe Sam was saying and, even though you think it should be able to implement detecting that, I begrudge no one thinking FS can’t or won’t do it and cautioning against blanket punishment.
As I said earlier, the system already logs the way you closed the game (I worked in a company that developed crappy software for currency exchange/stock market apps and even it had this feature, so I am 99.99% confident FS already has this implement just by the sheer amount of bugs and crashes that have to be repored). If a player manually closes it way too often mid-game (the actual number of quits per time unit is a subject for discussion), it should issue a growing punishment. Yes, it can be bypassed as I mentioned earlier, that that’s IMO an acceptable loss. Most scrubs won’t bother with it.
As I said earlier, I’m 100% with you on this. But I’ve learned better than to expect FS to do anything, even the least effort solution, no matter how good it sounds. And I’ve certainly learned better than to expect it to work correctly or get fixed in a timely manner, so I respect those with the wary viewpoint because actual RL issues could get caught in the crossfire, and I don’t think either of us want that.
In my opinion, if someone leaves almost half of their games per week (even if they play 10~ matches a week) and claims that it’s because of RL issues, they are either very unlucky or just dishonest.
I feel that this maybe a case where a player joins a game and finds their build is not good enough, so they leave so not to burden the team with constant down time.
I think we’re more or less on the same page, if you drop out ‘too often’ you should be restricted.
I would find it hard to believe a player goes down, and then a life event happens, but I find it easy to believe that a life event happens which causes you to go down, and then you dropout.
I just want the thresh hold to be high enough that (nearly) everyone will agree even if each and every drop was for circumstances outside of their control, it’s still a major issue for all the other players and needs to be discouraged.
Of course the punishment should not be instant (maybe even add several warnings before the timeout) and the treshhold for leaving is up to discussion. But I will never believe that an active DT player would leave ~50% of their games due to RL stuff. Not a chance.