Leither Yiltron
0uter.Heaven
1
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Posted - 2015.09.02 01:50:00 -
[2] - Quote
HOWDIDHEKILLME wrote:Leither Yiltron wrote:I don't think I've ever read a thread with the title format "Obvious solution to {insert problem that has caused controversy}" which had particularly good content. This one is no exception.
As many people have pointed out, the match leaving thing is much more nuanced than "remove the ability to leave!" or the similar "punish people who leave!" really consults. There's a much deeper issue with why people leave matches. Why do the game's mechanics create a situation where players frequently have more fun leaving matches than playing them, and how do we fix it? Trying to fix a systemic issue with a slaspdash, bandaid-grade fix doesn't lead to a solution. Thanks for actually reading... Most the battles I play are pubs since I primarily play solo. That being said after two years playing this game it's obvious that when people see who their about to fight and know it won't be easy they don't adapt... They leave. It's pathetic. If they don't want to play unless it's easy or unnecessary to play in a different style than what their best at maybe this isn't the game for them... But I doubt anyone thinks playing against the same q-sync with unlimited isk over and over with the only option being leave and hope to god you don't run into the tools that enjoy kicking children in the nuts.
Sure. I've been playing even longer (not that it's a contest, but I've seen some ****), and the root causes of the problem have been here since the devs started making ISK matter. That's one of the reasons I've personally pushed tiericide for years alongside a broad base of community advocates. The tiericide variant that we got recently is a distinct improvement, but it's just one piece of the puzzle. Next on the list: Spawning mechanics. That one's a tougher nut to crack because the technical hurdles for the devs are higher. Despite that, spawning mechanics are on a list of game mechanics which result in redline matches.
On a higher level, and people are free to disagree with me, I think that the problem which causes people to leave match so frequently is that many parts of the game design minimize scenarios where a team can be 'down but not out'. Certainly that's true in public matches, and it even turns up in PC matches where both teams are trying their hardest. Between overly-centralized map designs, game modes which heavily encourage defensive play, spawning mechanics which only become usable en mass (uplinks), and a gear utility gap which quickly widens due to profitability concerns, can anyone find it surprising that matches result in redlines? Ultimately I think it's that propensity towards redline matches, where even the best players would have a difficult (read: expensive) time making a match playable from the losers' position, that encourages squads to leave matches.
Don't get me wrong, it's a bad mentality, but the game creates the environment where it thrives. Eventually it would probably make sense to put in a penalty for leaving battles, but not before sincere fixes to the battles themselves have happened.
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Leither Yiltron
0uter.Heaven
1
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Posted - 2015.09.02 02:17:00 -
[3] - Quote
HOWDIDHEKILLME wrote: Matchmaking would resolve this if say the 4 a.e. Didn't leave battle when they saw 4 n.s on the other team taking 50% of the combined sp of the team with them.
Enter no squads/no leaving in pubs... Easy for matchmaker, no q-sync excuse for leaving. Even start to finish.
This isn't the only way match leaving happens, though. It's kinda like your waiter at a restaurant- you only notice them if something goes particularly wrong. It's easy to notice when full groups all from the same corporation leave a match simultaneously, but more difficult to keep track of situations where individuals trickle out of matches, or even "quit" without leaving the match by hiding in the red line. Characterizing match leaving as a problem only rampant among "top corp" players isn't quite right from my experience. It's the easy way out to try to simplify an issue that's kinda complicated. If it were simpler, it wouldn't have been going on for so long. As far as matchmaking's concerned, we've had something like 3 changes to the matchmaking engine that have had few universally reported qualitative benefits to match quality.
Put another way: It's a gigantic game design issue if losing 4 people from a team at the beginning of the game only to be filled by others a little bit later completely dooms the team that lost players.
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