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Destiny

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Edited by Praius: 9/19/2015 2:11:04 PM
65

Quitting Strikes Need to be Addressed

Give people a timed lockout for quitting on a full fireteam. Better recovery from quitting please. If someone leaves a PvP match the time to replace is MUCH faster than it is for a strike and that has nothing to do with popularity. Did your play testers ever have to do the Heroic Restorative Mind strike with a 3 win streak only to have someone quit just before the boss? I'm not waiting 20mins for a replacement... Anyone else found this annoying/ figure a method to curb it? Edit 1: Alright so here's what we have so far... Issue: Too little variety in the strike playlist. Possible solution: Lock out a strike for a set amount of completions before it returns to the possible selection in the playlist. Issue: Under-levelled players are making progress too difficult. Possible solution: Have matchmaking create strict tiers. 250-259, 260-269 etc. So if you're 255 you won't get carried by a 280. (Come on guys, if you wanna be carried, get your friends to do it) Issue: People quitting... Possible solution: Buff the remaining players so that the strike is still doable and improve the matchmaking speed. Add penalties for leaving a full fireteam. Here's one for you. In WoW, matchmade PvP maps are chosen at random but you can [b]choose never to be put in a map you don't like.[/b] Maybe if we could totally close off 1-2 strikes in the playlist, we wouldn't be doomed as soon as we entered a particular one? Edit 2: Issue: AFKers. Possible solution: Remove (and replace) a matchmade fireteam member after an extended period with no action.

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  • For afkers I've seen people just get an elastic band and run on thr spot or will do some of the strike half arsed and before boss just die and come back with rewards. I do agree some sort of debuff should be placed on anyone who quits a strike early but then that brings the issue of a genuine disconnect. Maybe a 10 minute debuff to stop you queue again

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