I already shared this idea at reddit, and I guess someone has said this before, but I thought to post it here too. How about implementing an incentive for not leaving matches. Something similar to how Halo Reach does it. Maybe players could get bonus xp or credits for finishing a string of matches in a row, giving them some incentive to stay in a match even if it’s not going well could do something to curve the problem of way too many players leaving matches early.
Incentives for staying in pub matches.
I’ve played Paladins for a bit.
There, the only way to leave a match is by exiting the game, however launching the game again will send you back to the match.
Not sure if it’s a good system or not.
[quote=“TheStrangerous;c-226815”]I’ve played Paladins for a bit.
There, the only way to leave a match is by exiting the game, however launching the game again will send you back to the match.
Not sure if it’s a good system or not.[/quote]
For ranked maybe, but PUBs are supposed to be casual. Yeah, they could use SOME improvement. I wouldn’t mind what OP was suggesting (although the game still crashes too much for anything like that to be implemented).
I don’t want to see PUBs forced to be super serious or whatever. Sometimes I want to leave to play with my friend in another server or a ranked match, sometimes I want to avoid some salty troll.
The thing is, while I think a bonus is good, I don’t think any punishment would really be justified. Mostly because if a player leaves a public match, that slot is usually filled by a new player in a little over 30 seconds. That’s only around 2 or 3 spawn waves, and it usually doesn’t affect the game that much.
Well, yeah, punishes are out of the question, I think a non-punitive measure as an incentive would be more effective.
[quote=“TheStrangerous;c-226815”]I’ve played Paladins for a bit.
There, the only way to leave a match is by exiting the game, however launching the game again will send you back to the match.
Not sure if it’s a good system or not.[/quote]
this is probably the best one without punishment, because if intentionally quitting then re-joining he//she will get a surprise (except if hes willing to wait 10 minutes)
[quote=“GatoCommodore;c-226826”][quote=“TheStrangerous;c-226815”]I’ve played Paladins for a bit.
There, the only way to leave a match is by exiting the game, however launching the game again will send you back to the match.
Not sure if it’s a good system or not.[/quote]
this is probably the best one without punishment, because if intentionally quitting then re-joining he//she will get a surprise (except if hes willing to wait 10 minutes)[/quote]
In ranked yes, in pubs no. Like I said, it’s meant to be casual. You’re supposed to be able to leave if you’re being annoyed by a salty teammate or are invited to another server by a friend.
Limiting what you can do after you leave a match is a punishment.
Add more annoying things into the game and you’ll definitely decrease the rank playing population.
Its hard to incentivize without punishing… there are a couple reasons for this.
-
Leaving the game already forfeits any EXP/Credits/Mission Progress made while in that game. (with the exception of stopwatch matches, where progress made in first half is kept, even if you leave in 2nd half)
-
Giving extra (EXP, Credits, etc) to the people who simply finish a map is still not incentive enough as they will just be able to get that same bonus for the next game instead if they wanted.
What I’d propose is making it a progressive system of some sorts (like a Karma system).
Depending on your standing you may get some rewards.
If you stick around a whole match then you move up in the karma system.
If you quit early, then you move down.
Lowest tier on karma system would simply be, no rewards, but also no punishments.
Highest tier could be things like… heightened chance to receive regular cases after matches, increased credit gain, etc.
This promotes playing full matches as well as multiple matches because you’d want to keep getting those bonuses.
Each time you increase a tier you could get that tier’s bonus + all the bonuses from the previous tiers (they add together)
Tier 10 - Able to auto complete 1 mission of your choosing (usable only once per day)
Tier 9 - 10% Bonus credits earned from matches.
Tier 8 - 3% case drop chance
Tier 7 - 7% Bonus credits earned from matches.
Tier 6 - 3% case drop chance
Tier 5 - Able to auto complete 1 mission of your choosing (usable only once per day)
Tier 4 - 5% Bonus credits earned from matches.
Tier 3 - 3% case drop chance
Tier 2 - 3% Bonus credits earned from matches.
Tier 1 - 3% case drop chance
Tier 0 - Nothing (default)
Note, being vote kicked from a match would cause you to drop a tier.
Your progress would also be reset daily and you’d have to work your way up from Tier 0 again.
If you are curious the maximum bonuses at level 10 would be:
Able to auto complete 1 mission of your choosing (usable only once per day) x 2
+12% (on top of the already 33% chance of getting a case) making it 45%.
+25% bonus credit from matches.
The rewards listed are pretty simplistic, they could be more interesting if such a system were actually implemented… but I think the idea is to keep people playing in a way you’d want them to consistently.
It doesn’t have to work exactly like this… but something similar I think would be interesting.
[quote=“SnakekillerX;c-226852”]Its hard to incentivize without punishing… there are a couple reasons for this.
-
Leaving the game already forfeits any EXP/Credits/Mission Progress made while in that game. (with the exception of stopwatch matches, where progress made in first half is kept, even if you leave in 2nd half)
-
Giving extra (EXP, Credits, etc) to the people who simply finish a map is still not incentive enough as they will just be able to get that same bonus for the next game instead if they wanted.
What I’d propose is making it a progressive system of some sorts (like a Karma system).
Depending on your standing you may get some rewards.
If you stick around a whole match then you move up in the karma system.
If you quit early, then you move down.
Lowest tier on karma system would simply be, no rewards, but also no punishments.
Highest tier could be things like… heightened chance to receive regular cases after matches, increased credit gain, etc.
This promotes playing full matches as well as multiple matches because you’d want to keep getting those bonuses.
Each time you increase a tier you could get that tier’s bonus + all the bonuses from the previous tiers (they add together)
Tier 10 - Able to auto complete 1 mission of your choosing (usable only once per day)
Tier 9 - 10% Bonus credits earned from matches.
Tier 8 - 3% case drop chance
Tier 7 - 7% Bonus credits earned from matches.
Tier 6 - 3% case drop chance
Tier 5 - Able to auto complete 1 mission of your choosing (usable only once per day)
Tier 4 - 5% Bonus credits earned from matches.
Tier 3 - 3% case drop chance
Tier 2 - 3% Bonus credits earned from matches.
Tier 1 - 3% case drop chance
Tier 0 - Nothing (default)
Note, being vote kicked from a match would cause you to drop a tier.
Your progress would also be reset daily and you’d have to work your way up from Tier 0 again.
If you are curious the maximum bonuses at level 10 would be:
Able to auto complete 1 mission of your choosing (usable only once per day) x 2
+12% (on top of the already 33% chance of getting a case) making it 45%.
+25% bonus credit from matches.
The rewards listed are pretty simplistic, they could be more interesting if such a system were actually implemented… but I think the idea is to keep people playing in a way you’d want them to consistently.
It doesn’t have to work exactly like this… but something similar I think would be interesting.[/quote]
This sounds like the best system worth actually pushing for tbh. Though knowing SD, I doubt they’d add anything like this.