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originally posted in: Quitting should be punished
8/26/2014 9:50:04 PM
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I think possibly what you suggest is perhaps unworkable - there could be many legitimate reasons why someone gets disconnected, even on a regular basis. Tech can be very temperamental, consoles and routers can have intermittent problems, especially with age....just many many reasons Under such circumstances, nobody can pass judgement on another unless they have absolute proof, which is impossible - the player would actually have to admit that they purposely disconnected Is it really that big a problem in the grand scheme of things?
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  • I edited it for leway purposes. But honestly. this was an impulsive post. Playing halo four today and 15-20 game sin a row 3/4 people quit each game. I was playing 1 person every game and it was so annoying. So yeah I understand there's circumstances and I'm not a total close.minded asshole. Just annoyed.

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  • Yes, in destiny, if you play a number of strike missions with strangers, and you always end up on your own because they've gone AWOL, then yep, it would be annoying as the odds are massively stacked against you It happened to me once in the beta, and it was impossible for me to continue - on another occasion there were just the 2 of us remaining on the strike mission But there's no way you can punish players if you don't know why they disappeared, unless you message them direct after the end of game stats show their gamer tag/PSN ID, or immediately after they've disappeared if you can remember their ID

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  • I had this happen a few times in crucible. Ended up as 1v6 a few minutes in leading to me just being destroyed by 6 guys and having an inability to spawn and walk any more than about 100 metres. It's absolutely awful when it happens. I think perhaps rewarding for staying consecutive full rounds would be more effective than punishing for leaving. Similar to daily login bonuses on a lot of F2P games like warframe etc.

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  • That's a really good point, you don't want to punish someone leaving for a legitimate reason, so some reward will be more likely to work.

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  • But pulse, when did this happen in the crucible? Towards the end of the beta, there were all kinds of online probs, and don't forget there were intermittent issues as bungie were testing the servers. Even I was being thrown out of the crucible several times by this stage So maybe wait and see if there's an improvement after the game's finally released, as hopefully the servers should be more stable

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  • I'm aware it was just a beta, and had no expectations due to that. That said though, the players that constantly quit every time they dont just stomp whole teams in an effort to keep their padded KD ratios high are a problem in every game. It also means their stats don't even reflect any level of player skill, since as soon as theres any sort of actual competition they bail to keep their KD ratio inflated. I also put the lag/occasional no hit registration down to the playerbase being smaller and not having as many potential matches to choose from, and just bugs to iron out. I'm just hopeful the issues don't still exist post-release, at least not long-term because it will impact the game experience negatively.

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  • Edited by MightyJonE: 8/27/2014 11:49:15 AM
    I guess that's the big problem with multiplayer, that certain players can impact negatively on the experience. I remember how great phantasy star online initially was on the dreamcast, and how the experience quickly degraded over time It remains to be seen how things will ultimately play out across all game modes in a purely online console game such as destiny

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