Right now QP is a mechanic that force-feeds losses to anyone who is unfortunate enough to queue up for it solo. Almost all games that have free slots have them because one team is losing badly and people are ragequitting. This could be prevented if the game would lock games after one team gets a lead of say, 60 points and they would NOT be treated as accessible by QP. People should still be able to join these games via friend invites, and the lobby browser, just not QP. This way, in a worst-case scenario, rather than a single one-sided game tormenting up to a dozen people who come, get curbstomped, and go, it would limit the damage to whomever remains in the original losing team.
The unfortunate side effect of this proposal is that anytime a point difference of 60 is reached and someone leaves, the game is really just completely turbo decided. A losing team that also just lost a member will have no chance in heaven of catching up. Thus ensuring that there´s no real reason to keep playing it.
Or even if someone on the winning side disconnects/leaves for some reason, now their side is utterly boned because going 3v4 as skaven is just doomed. So they will be unable to stop the other side from just bumbling through.
Plus its a silly mechanic given that as soon as one side plays the u5 and gets 60 the condition gets met, even though the other side hasnt gotten to play u5 yet. No really its awful, it will further encourage people to play maybe the first round, look at the points then quit,
Sure there would be a short time in the first round where both side presumably would be in a 60~ range of eachother but it should not last long and should not safeguard latter rounds either.
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This “solution” is just a treatment for the symptom, it doesnt adress the causes at all and instead, makes them worse. Being that people quit because they feel badly outmatched which happens to due to poor teamwork, great disparities in average team skill level or a snowball effect like someone else quitting. Or a mix of all the above.
“Plus its a silly mechanic given that as soon as one side plays the u5 and gets 60 the condition gets met, even though the other side hasnt gotten to play u5 yet.”
That is a fair point, I suppose the condition should be altered so that the score difference is counted only for rounds that both teams have completed.
“A losing team that also just lost a member will have no chance in heaven of catching up. Thus ensuring that there´s no real reason to keep playing it.”
That is already the case with or without people being forced by QP to join such a shítshow one after another.
“Or even if someone on the winning side disconnects/leaves for some reason, now their side is utterly boned because going 3v4 as skaven is just doomed. So they will be unable to stop the other side from just bumbling through.”
Given that almost all games are steamrolls with at least 200 score difference by the end, I do not think someone leaving from the winning team would take all their chance away, bar exceptional cases. If anything, it would make things more balanced.
200 points difference by the end is practically always caused by there being a massive disparity in skill between the teams, or number of teammates. This isnt addressing the underlying issues, merely the symtoms of it.
Plus, its far more likely to occur in maps that go for 3 rounds.
Massive team performance disparities and lacking balancing mechanics, i for one cant tell at all if the Skaven horde-meter fills up faster when behind at all. Nor do they seem to spawn monsters faster or more often or get more ambient hordes.