Allowing one problem to continue because the solution might involve a downside that only comes up because of another unrelated problem. Yes. That is the way forward.
A couple people mentioned the server hopping being a way of shuffling or avoiding one team stomping another over and over. Both of these are fairly invalid considering the game already auto-shuffles after every match.
Somebody also mentioned that they’d still leave because they like to take a break every hour or so. Fine. That’s healthy. Matches don’t take an hour though so people like you aren’t really what I’m seeing. If every match took an hour it would absolutely be expected that everybody would take off when they were done.
That person also pointed out that if there was an incentive as I suggested it wouldn’t stop them from taking their break. Exactly. I’m not suggesting a system that forces people to stay on or they lose everything. I’m just suggesting a small boost of some sort to suggest to people that if they’re still going to be playing, they shouldn’t bother going all the way out to main menu to do it.
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You’re correct about the average time of a match. However, I have to dissent. How do you know for sure how many matches the other people have already played on the server? You may have played 1 match, while the people leaving could have already played 3-4. If I were you I would try to think from more perspectives before coming to conclusions.
About a possible incentive, I’d like to see maybe an increase on the percentage of loadout case drop per match played, but maybe it would disrupt the economy of the game which I’m finding well balanced concerning the loadout system.