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originally posted in: FYI about “quitter” penalties
1/3/2023 10:46:23 AM
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Well yea obviously. That's why the "quitting numbers" have gone up again after the initial drop in quitters. People just don't re-queue after a terrible match, instead they just play pve or turn the game off. It's beyond me how they ever thought this will improve the quality of the matches. It does not. Either the frustrated players quit anyways, force themselves through a horrible 10 minute experience or they go afk to avoid the suspension. Any of the 3 outcomes lead to them not wanting to play pvp anymore. Forcing a quitter penalty in the casual playlist leads to players not wanting to play pvp anymore. Great analysts over there at Bungie, i must say lol
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  • It improves the match quality for sure, by removing all the salty players who -blam!- over their team mates.

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  • I love this argument. It's like "no really, we might have won if only that one player hadn't left!" It's almost as good as "just remove PvP already" lol. Guys, if you're in a shitty match, people sticking around isn't going to magically make it better. It's still going to be a shitty match. Bungie has created a system that is so broken they can't create enough positive experiences for players to keep them engaged, and they're thinking is, "ohhh, what if we put quitter penalties on all our casual playlists?" And the other dipsh!ts over there went "Brilliant! That won't even cost that much money to implement" Some people's time is just more important to them. If Bungie can't provide enough positive PvP experiences and prevent people from doing it on their own, the result is just going to be churn. Save money now to lose way more later...

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  • Yep. That's why I didn't play in competitive mode in Rocket League. You get bad team mates or opponents who above your skill level, then you have to options: quit and have up to 30 minutes penalty or stay in game, doing nothing and being pushed by your team because of that (not to mention you waste your time for nothing).

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  • All facts

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  • [quote]Well yea obviously. That's why the "quitting numbers" have gone up again after the initial drop in quitters. People just don't re-queue after a terrible match, instead they just play pve or turn the game off. It's beyond me how they ever thought this will improve the quality of the matches. It does not. Either the frustrated players quit anyways, force themselves through a horrible 10 minute experience or they go afk to avoid the suspension. Any of the 3 outcomes lead to them not wanting to play pvp anymore. Forcing a quitter penalty in the casual playlist leads to players not wanting to play pvp anymore. Great analysts over there at Bungie, i must say lol[/quote] Actually true, though I’d also like to chime in and add to your post the following: Without any direct tangible rewards, and no, not just a [i]chance[/i] to get something via RNG but in addition to that, an actual direct path where you can buy the thing outright from a vendor, people are not going to even want to stick it out in the bad lobbies that they may get, and the reason for that is why should they if they don’t get anything for doing so whatsoever(?). You need to give people incentive(s) to play and engage with content. Failing that, and well, the results are self-evident; people will simply give a rat’s tail less, they’ll not (meaningfully) engage with the content, and in the process, it only ruin their own experience, but they’ll also ruin the experience/enjoyment of others too.

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  • You get it! ☝️👍

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  • Good points. This is true even for "competitive" matches. When you ask players to "complete X matches" in a "competitive" playlist, it doesn't matter if you set a penalty for quitters, furthermore when someone find himself in a wrong skill/ping/anythingelse lobby and is playing a painful match, if there's a penalty involved, the outcome is that he stays there doing nothing but dying, ruining his time and the match for the other 2 players in his squad. Should I be in Bungie's place, I'd completely ban "penalties", not "players", but maybe this will happen when they will realize that their "penalty" system would be appropriate only for a completely server based experience gifted with a truly functioning SBMM system. It's hilarious anyway to define "competitive" a mixed server/peer experience with a tick rate of 20 and mixed lobbies with players inside limited to 30fps.

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