Too many leavers

Had some fun games when just 2 people. In some instances it balances out in another way in regards to hoarding resources for 2 players, more likely to stick together, plenty more ammo to mag dump with heavy bolter more freely, more likely to bypass quicker without having to wait for entire team to catch up to doors.

Yea I wouldn’t mind a duo mode as optional.

Most players don’t read the news updates of what happens when you leave mid mission.

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We really need a commissar class who can execute downed players who disconnected/reconnected while yelling “ON CHARGES OF COWARDICE, YOU ARE SENTENCED TO DEATH!”

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It’s probably not working, because plenty of penance chasers are still doing it.

Tie the ASS title to the complete 30 Auric Maelstrom missions penance as well. Tie the Auric Examplar title to the 250 Auric missions penance as well.

Take it away retroactively.

And then they have are forced to move up from the previous difficulty again.

Out of 5 Auric games I’ve played this week, only one didn’t have a leaver. Auric is basically solo mode with bots curently. Punishment for unskilled ragequitters should be implemented as soon as possible.

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Most PvE games don’t have any penalties for quitters, so those players have just been spoiled. They might rage, but at the end of the day, their mentality is like that of children who have no patience whatsoever. On top of that, they only care about themselves, with no regard for anyone else’s gameplay, and they have absolutely no intention of cooperating. That’s why I can’t understand why they didn’t apply the same penalty system to all modes at the same time as its implementation in Havoc. The system is already in place, so adding it should be simple. It really ought to be implemented immediately.

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Each time you meet rushers… yes. but from time to time, you can find a team. Yes, this is really rare, but it can happen.

You can find a team, yes. A match starts with 4 players ready. Then someone dies to the first horde and quits. Nobody is joining to replace, then others start leaving, As was mentioned earler I’ve had some good duos when two passengers left, but I forgot that i am playing a 4-player coop game.

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Until now, leavers weren’t really seen as a problem, since someone new would quickly fill their spot. But in reality, leavers should always have been penalized. This bug has brought renewed attention to the issue, and I hope it serves as a trigger for proper penalties to finally be implemented.

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The problem is linked to the fact the game don’t throw new players in the game once the mission is not appearing on the map.
Tbh, the problem was here before and was something that was killing the difficulty.
How many times I have seen someone leaving to see a bot reviving a player just to continue a mission nightmare… the moment where you would have wanted that it stops here…

From my experience, 80% of these leavers are the one that run like chicken, always running, never going backward, never taking a medikit or an ammo crate except to immediately waste it by deploying it even if nobody needs it… These chicken act like real chicken that you cut the head… they run, run and finish to die far away…

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:rofl:

i said it a couple times: having a bunch of headless chicken that get picked off one by one is still the easiest way to lose despite all power creep.

i love the concept of schrödinger’s noobs.

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True. These always have been a problem and main characters who tap out the moment they went down 50 meters ahead of the team is a very annoying type. But at this point it doesn’t matter. Some lag behind, catch a dog or net and quit. Some just die to the first horde or a bunch of bruisers who spawned behind. Some trigger DH and leave. The list goes on…

The most asinine excuse for this that I’ve head it something like “b-but they don’t want to wait for the rescue to play”. But they surely have enough time to wait through the loading screen into the lobby, then to wait for a match to find, then wait for it to be loaded only to quit 3 minutes later.

Did I ever tell you what the definition of insanity is?

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Or it’s just an ego thing. Some newbs just think they’re that good and blame the team for their deaths no matter what, even if they rush ahead as quickly as possible.

Some just cannot stand being dead and being rescued by others - it’s too much of a blow to their fragile egos.

Some just play for the most dmg/kills on the scoreboard, and then when they die, they rage-quit because they became too aggro dropping their guard rushing into the middle of a horde in open space surrounded by heavy gunners, so they know they’re falling behind on the dmg/kills for the scoreboard - so they quit.

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Also, some are just looking to be carried by at least 2-3 others. If 1-2 other players die too and just 1-2 are left, then they quickly give up and quit then start looking for the next match to be carried in.

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I have solid recipe to minimize amount of leavers in your mission:

  1. Always prioritize saving teammates from dog or net over everything else. If you don’t, that shows to many you are just not reliable teammate for higher difficulties and people may just leave right away, not willing to waste their time on such team

  2. Be aware about your team. If you play in PUGs, you have to work with a team you got. They may not be the best, or the fastest, their ways of play may be very distinct from yours. And you have to adapt. Before moving out of a a big room, or leaving some section of a map, make sure everybody is here, and nobody is left behind. Do not leave if somebody lags behind. They may be caught in a fight, or pinned by snipers, or just confused and lost. Better start moving towards them to see if they need help, instead of waiting until they go down, then rush there - only to fail to reach them in time. That’s when a lot of people just leave out of frustration (and rightfully so, would you need them to keep playing with you, may be you should have been more mindful of what happens to them before it came to this?)

  3. If somebody is downed, don’t expect somebody else will help them, or that you still have some time to do other things - and then when nobody will rush towards them at the last moment only to see them dying in front of you. If nothing holds you, go saving them, or assist in saving them to somebody else. Having full team is much more important than whatever you are planning to do. When people feel team neglects them, they leave too

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Having played this game for a long time and seen countless players, I’ve realized that, in reality, there are far more players who are mentally immature and impatient, or selfish players who think that if they’re not enjoying themselves, it’s a waste of time and other players don’t matter, than players who leave the game because their teammates are unreliable.

There are some decent players who, no matter how many times they go down, don’t give up and wait for help, but they are extremely rare.

Since it’s impossible to tell who is who, the method I consider best is to simply let players die if they go down. Then, only those who patiently wait for rescue are helped in the next round. Until some kind of penalty system is implemented, I believe this is the most effective approach.

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if the path’s clear and the guy within reasonable distance, sure.

if not it’s one of the most surefire methods to throw a round, going yolo pickup inside a chaos.

retreat, regroup and assess then decide whether the guy in question is worth the risk or the endeavour a waste of ressources and him getting picked up next rezz spot the better option.

a “reliable” teammate, and i’ve seen a handful in 1300 matches and counting, goes for the win no matter what.

some rare exceptions solo clutch the last part rather than playing white knight and risk getting trapper, hab dreyko being a good example.

it doesn’t matter if the team spectates (they might learn a thing or two though) or participates, the victory screen is what matters.

in that regard being “reliable” is being self reliant to the point of saving a dire situation.

i’ll definately not fight a war of attricion to let someone catch up for the x-th time if time and again a path was conveniently cleared.

you wait for too long you pay for it.

one guy lost is better than a match lost.

sorry but aint my job to check their credibility for a certain difficulty before they chose to grace with their presence.

they hit ready, least one can suggest is them being “ready”

that would be the moment to rethink one’s choice of difficulty then.

if i’m “overwhelmed” i’m not “ready”

not that i expect anything in that matter for example in a random match, but oftentimes those leaving out of such reasons are beneficial not being present in the first place.

many examples of matches going so much smoother after the aggro puller yolo-jenkins or gary the snail left :man_shrugging:

this i might have gotten wrong but: point 1 being save em at all costs, yet when you’re in a lurch (often times for risking yourself in such situations in the first place) you’re fkked and the “team” isn’t expected to return the favor?

i mean sure, some wouldn’t realize their feet burning if they were tying their laces but cmon…

save yourself from bs situations first if the team proves to be that useless….

chances are the clutch is coming and you need all the ressources you have.

now, every full moon there’s a team going well, in a flow, without a word.

that stuff working is a thing of beauty and it feels “good” assisting equal partners or getting them out of a pinch with some effort.

they earned it by action.

but the usual random experience is playing around certain avoidable situations as much as it is fighting the a.i

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Yeah, you know… I don’t earn enough Aquilas to babysit & micro-manage every player I’m matched with who cannot handle their own sht in higher difficulties, lol. If they keep going down & start lagging behind, that’s their problem, not mine. I help when I can, but it’s not a free ride.

It’s literally the I’m doing my part meme & the kid is the guy struggling when he knows he shouldn’t be in this difficulty, lol.
Starship Troopers - Doing my part

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to give an example…

Me yesterday. Played with 3 guys (no I won’t say a team).
I played well until I made an error… wanted to dodge the wrong way… trapped and killed.
As since the beginning the other teammates made their life (never checked behind them, never had a team behavior, never tried to wait, never took a medikit etc.), I decided that I would not wait to see if they can deliver me or die (I have dealt twice their damages)…
I made ALT+F4 and returned on my other game… and tbh, I have no regret. I would have stayed if there was, at least, 1 guy that was playing like if we were a team.
This is exactly what I did yesterday. The 2 others players have left, I stayed because the guy played like if he has a team. We cleared an Auric HiStg at 2 (and must say that the other guy saved the run two times and that I was not at my best).

There’s so many reasons why you could leave… mine is most of the time the others players. I don’t want to waste my time with rushers…

this.

what most seem to mix up is efficient resource management, aka getting a player back in the game, with ermahgerd “saveth the wales” :face_with_monocle:

team game doesnt exclude the main goal being winning and sacrifices need to be made yet there’s this cumbaya kind of expectation for people to drop everything and pick up the poor guy that “tripped” (that easter egg will make a return in later uploads :smile: )

“people need to be taught”…

can’t teach whats unwilling to learn is my take.

by the time someone’s playing auric maelstrom the least in his arsenal should be map knowledge and pacing.

you don’t get into higher education systems around the world without having basic knowledge first, so how in evolutions name could a player rework in a simple game how “learning” works inside the human brain.

time and again i create momentum, clear paths, make a perfect getaway for peeps only for them to hang back and swing at poxers instead of disengaging early and reading the situation as it unfolds.

but no, like a horse with blinders only facing one direction, i don’t see it “it” doesn’t see me….

and that’s the thing.

oh poor guys are overwhelmed, help em….

for fkks sake build yourself into something that isn’t “overwhelmed” on a given difficulty BEFORE you fail time and again.

and the age old :chicken: / :egg: question “how is the dude supposed to play havoc/auric maelstrom without playing it?”

well for most comparison group material across “a few” matches, most are so utterly lacking in any fundamentals (stuff you can easily learn up until damnation and even master there to a point, strafing, dodging, talents, loadout…)

they don’t learn a thing when getting one hit k/oed the second they step into the ring.

work the sandbag for a few months then come back would be the sensible thing to do, yet here we are :man_shrugging:

not saying it’s not welcome spice that keeps random matches, clutches and carries fresh or even possible but putting the blame/obligation on those already doing their part is simpsons level of :exploding_head:

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