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#feedback

2/1/2016 12:43:04 PM
4

Discussion: Punishments for Quitters

Hey guardians [b]Summary - TL;DR[/b] I'd like to hear your thoughts about players who quit activities - beit in the PvP or any PvE activity. Moreover, I'd like to discuss with you what an adequate punishment or other possible fixes to for instance the Mercy Rule as well as important exceptions could be. [b]"Wall Text"[/b] In my opinion, people that quit leave others at a major disadvantage. In PvP they might have already been frustratingly dominated. However, if players leave any balance is even less given - obviously. Should quitters be punished in any way? For instance, that they cannot start a new activity within the next 30 minutes? Should there be a distinction between "early quitters" and "late quitters"? To give you an example on an "early quitter": I've seen players leave right after the enemy team ignited the rift once. However, that person's team still managed to turn the page and win the match in the end (maybe with the aid of a player that joined the action late). I haven't played PvE - especially strikes - in a long time, but I certainly remember people leaving upon being thrown into a strike they didn't like. Certain strikes don't seem to appeal to many players and they simply leave again. It can take up to 10 minutes - or even more - for players to join, so you basically end up soloing the strike. However, we should also bear in mind that the playlist could start the same strikes repeatedly in a very short period of time and it is understandable to a certain extent that people wouldn't want to play the same strike twice in a row (or twice in three strikes). [b]Talking Alternatives[/b] Apart from punishing quitters, what are other possible (or parallel) alternatives to fix this? Should the mercy rule be triggered slightly earlier? I think it is currently triggered if one team reaches 60 % of the overall score required to win (with a huge margin compared to the opposite team's score, of course). Should this threshold be lowered? It's also happened to me that two opponents left when my team had roughly 4K points, leaving just one enemy in a 3V3 game. This resulted in us recklessly seeking down this last guardian standing and killing him approximately 10 times. Should a match like that have a forced end, too? And if so: What score differential should trigger this? As for PvE and strikes: Implementing all old strikes into the Vanguard Playlist (and adjusting their level cap to year 2) would definitely result in a larger variety of possible activities, making things less monotonous. Due to a lack of playing PvE I can't say whether it is possible nowadays to play the same strike twice (if you stay in the playlist and don't go back to orbit first, that is) or if that possibility is ruled out by the system. [b]Exceptions[/b] On certain occasions one person has to leave: For instance during a raid - for personal reasons or maybe also to save a checkpoint. Any such rule should - in my opinion - not apply to activities without matchmaking (raid, nightfall) and also not to premade fireteams in PvE (a three man squad playing a strike or mission together). A disconnection should not force any punishment either as there is no way to distinguish between a disconnect and a forced removal of the network connection - is there? I don't think so - unless it was the game's/server's fault. Nevertheless, I believe that there are certain ways to improve and thus definitely discourage quitting activities. I'd love to hear your thoughts on this whole matter. Cheers Roemer_91

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  • Edited by TRDoug: 2/1/2016 1:06:31 PM
    It would be simple to differentiate between being booted and leaving. If they can track our guardian moments I bet they know if someone was holding down the return to orbit button when they left or not. Or if they where standing still when they left which most likely means it was intentional. Now though, here's the bigger kicker........and I have examples.......LIFE HAPPENS...... Two nights ago I was in an iron banner match, we were winning so there was no reason to leave.....my 4 year old son woke up wanting a drink so I got him one and tucked him back into bed, I wasn't away from my console two minutes and when I came back I was in orbit booted for inactivity.....would my penalty be a 10 minute restriction from playing PvP? Do I get a free pass because we were winning? If my team looses after I get the boot is my free pass revoked? Example two......my 3 year old starting throwing up last night, had to run away from my controller again mid match. Had to change her bedding, change her pajamas and make sure she was comfortable and sleeping before going downstairs and shutting down my Xbox. Now in this case a ten minute restriction wouldn't matter because I'm not gonna play again until tonight, maybe. The problem with banning people for leaving is there's too many GOOD REASONS that out weigh the one crybaby that doesn't want to loose. The REAL solution to the problem, and if you look you'll find a bunch of posts about it, is Bungie needs to change the system so that you get rep for completing certain tasks in the match and get rep for completing it..... Win a match 125 rep Loose a match but stay in until the end 75 rep Kill an enemy 10 rep Assist in a kill 5 rep Avenge, defend or revive a team mate 3 rep Cap a control point 25 rep Defend a control point 15 rep Help a team mate who has started the capture 15 rep Capture a control point while under fire 35 rep Etc etc....... The problem is Bungie doesn't reward for enough small stuff, same thing goes on PvE.....performing and completing small things in PvE should also net you vanguard or whatever faction rep you are alleged too. If I run patrols for an hour an kill 1000 enemies a good chunk of that should also be added to my faction rep....same goes for banshee, you only get rep for completing a test....why not give us a small portion of rep for killing stuff with a test weapon. I don't and never will see or understand why Bungie has a hardon for restricting our progress so much. I takes the fun out of the game, kills the rewarding feeling. Ant other game gives you rep and currency for every little thing you do. Fixing the problem isn't in publishing people who quit......it's in giving them a reason to stay........

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