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#feedback

10/23/2014 6:04:23 AM
14

Why aren't rage-quiters punished?

Seriously, this is getting out of hand. It ruined the Iron Banner, and now it continues to stink up the Crucible. Salvage and Skirmish are especially suffering; losing a single man is a drastic disadvantage. Getting thrown into the empty slot of a rage-quitter is no less annoying; Destiny's lackadaisical matchmaking generally waits till the odds of winning are nigh to finally throw some poor soul onto the losing team, all the while that spineless prick of a rage-quitter is allowed to roam free. The Crucible's penurious loot drops obviously are not enough to keep people from leaving early, so'd it'd be real nice if their were some sort of incentive to keep kids in the game. You know, like that bag of doorknobs Cayde-6 keeps around for Rahool. I'm sure those dishonorable guardians just need a little "persuasion" to keep 'em on the right track.

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  • Edited by hagintora: 10/23/2014 6:48:35 AM
    Iron Banner wasn't ruined by the players, but by the system. The way the Bounties were set up all but guaranteed that players would be quitting mid-match. Most of what is wrong with this game has to do with how it is set up. Change the set up and you change the gameplay. The supposed Trials of Osiris event that rumor says is coming is another example of a potentially game ruining event. As the rules state that if you lose 3 times, you are kicked out and must earn your way back in. If it works the same way that Iron Banner did, there will be a sharp increase of players quitting mid-match, just as there was with Iron Banner. Now I'll admit that I don't play PVP all that often, I'm not good at it and I don't really enjoy it, so it's difficult for me to comment directly on that side of the game. So I'll have to ask the players that do this question: Why is it profitable to quit mid-match? Besides the Rage Quit, is there something that players are trying to achieve? The Rage Quitters you can't really do anything about, because how can the system tell the difference between them, and players who have to leave due to real life "out-of-game" reasons? The others, however, can easily be dealt with by changing the parameters of whatever goals they are trying to reach. If you make it more profitable to complete a match, or, more drastic yet, you make it so the only way to profit is by completing a match, then both the incentive to keep playing [b]and[/b] the punishment for quitting are essentially one and the same. As I said, change the set up, and you change the game.

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