Leavers in Competitive


(Dawnlazy) #21

A good portion of them are people who get kicked out by the anticheat and then give up. I have definitely noticed an increase in “leavers” since the new anticheat was brought in.


(K1X455) #22

How convenient for them to get kicked in 8 minutes in the game and 3 and half minutes left to complete.


(frolicsomeCrane) #23

[quote=“BOT_Andy;80516”]I Agree with @Disquieted1 and i have some suggestions for this thing:
-If a player leaves the game and doesn’t return in the next 2-3 minutes. The player will get a cooldown starting at 30 min and increasing to 2 hour; 12 hours; 24 hours and 1 week.
-While you have a competitive cooldown you won’t be eligible to get any bonuses (Crate drop; first game of the day credit points…)
-The players who stayed untill the end of the game could be awarded with bonus xp and points for their patients

And last but not least: While playing in competitive mode the game must be somehow more different from the casual stopwatch matches. So that there would be a point of playing competitive matches withouth worrying if anyone leaves the game.[/quote]

So let me get this straight, you’re literally taking the only incentive players have to play the game away from them between 30 minutes and a week…

Alright.


(Jurmabones) #24

[quote=“Dirmagnos;81307”]Yay, another thread with idiotic ideas. Im sorry people, but if you wannt to scare as much players as it is possible from competitive scene, then keep it up with penalties.
Then even less ppl will be willing to even try it, since there is no pros and only cons to playing competitive for an average player. So MM will continue to suck and ppl who play competitive will continue to complain(since there is not enough players in queue), and SD will continue to add rather questionable “motivators” like those lame missions, that in turn will agitate players who are not interested in competitive to begin with.
Everybody loses, great job.
SD could add separate missions for competitive, that do not intervene with general missions. Provide minor cumulative gain bonuses for those who play competitive(and reset on quitting). Special temp skins(to promote continuous playing) for players who play in competitive. So on and so forth. That shit with penalties and restrictions will lead nowhere but a lot of grief.[/quote]

This.

The problem isn’t lack of punishment. The problem is lack of players who actually care about getting better instead of just wanting to feed their fragile ego with seeing “WIN” on their screen.

No matter what punishments are added, competitive will still suck for a lot of people because they don’t care about being challenged and increasing their skill. They want easy wins so they can boost their self esteem artificially.


(Awesom-0) #25

I think comp should be even if you lose and you are in the top few players you should not go down in rank. And you did like 2k plus more than 3rd or 4th you go up a little for ranking.

But yeah I get players leaving every time but the most epic games are when my team still wins. I like a challenge but you should be rewarded based on your game play with the team, which dirty bomb tries to do.

Say you get the worst team in comp mode but you are first and you are 3 or even 5k points above anyone else in your team. Should be rewarded. I really hope they change comp especially when players leave. You are first by a large margin but you are punished by your team and people quitting.

Hope this helps and I hope comp is reset soon since we have “anti cheat” now.


(Jurmabones) #26

I agree that individual stats would be better than W/L, since it’s a team game. The same 5-person group should share a rank, based on W/L, when in that group. Otherwise individual rank is formed from stats (k/d/a/game mode/support xp/etc.).


(spookify) #27

[quote=“Dirmagnos;81307”]Yay, another thread with idiotic ideas. Im sorry people, but if you wannt to scare as much players as it is possible from competitive scene, then keep it up with penalties.
Then even less ppl will be willing to even try it, since there is no pros and only cons to playing competitive for an average player. So MM will continue to suck and ppl who play competitive will continue to complain(since there is not enough players in queue), and SD will continue to add rather questionable “motivators” like those lame missions, that in turn will agitate players who are not interested in competitive to begin with.
Everybody loses, great job.
SD could add separate missions for competitive, that do not intervene with general missions. Provide minor cumulative gain bonuses for those who play competitive(and reset on quitting). Special temp skins(to promote continuous playing) for players who play in competitive. So on and so forth. That shit with penalties and restrictions will lead nowhere but a lot of grief.[/quote]

@Dirmagnos is correct in his rather colorful way of saying things. SD needs to reward people for staying for the full 15 minute of stage one spawn camp by a crazy stacked Defensive team.

I 100% agree with comp only skins as a reward. I also thing bonus credits and XP should be rewarded. Something cool would be stat bonuses or something.

I also think there should be a notifier of total team combined ELO based on a heat scale. I am sure SD doesnt want to give away each team total ELO but what if it was ranked from hot to cold with many shades or colors in-between. This way each team can see the other total combine ELO and not flip out of it is a win or a loss. If the stacked team wins the losses teams ELO will hardly move… However if my magic that low ELO team wins then they will get a huge ELO boost while the lossing team will be like waaaaaaaaa and lose a good chunk of theirs.

I think there are also other things/rewards coming to this game that people dont even know about yet and should but they just havent dug deep enough yet on the possibilities of things.

There has to be something IMO pushing people to play comp… The Ranking alone should do this however its not nearly enough. Very Detailed Stats will also push people to comp. There’s more coming down the line. Just need to let the game develop at what seems like a crazy slow pace haha!


(watsyurdeal) #28

If you want people to play competitve more…I think honestly the best solution is to give cases, regardless of whether you win or not.

Take it even further, and give merc specific cases.


(Glot) #29

one should note, that ELO is not an additive value. you cannot say that
team ELO 1000 + 1000 + 1000 + 1000 + 1000 = team ELO 3000 + 500 + 500 + 500 + 500.
this is wrong.


(Litego) #30

[quote=“Jurmabones;80571”]Most people look at the problem the wrong way. They think teams are unfair, team scramble should happen more or isn’t effective enough, matchmaking is broken, etc. Nobody ever takes it upon themselves to simply improve. They perceive potential defeat and want to leave, without ever considering they are avoiding the process of self-improvement.

Splash Damage/Nexon can come up with any sort of mechanism to alleviate skill disparity between teams, or leavers in games and so on. But most people never consider that the most effective method for avoiding losses isn’t just dodging a game. Dodging/leaving a match only works for that single match. Sticking it out and working to get better at the game will work for every match thereafter.

What needs to be done must be done at the individual level. The most you can do for anyone besides yourself is try to explain to them that quitting, giving up, etc., is only prolonging their period of being bad and out-skilled. Complaining about stacked teams or broken matchmaking and quitting instead of playing through it simply removes the process whereby one can actually get better at the game to avoid losing regularly in the first place.

Winning on its own is what most people have as a goal when they play a game. Don’t get me wrong, I also have the goal of winning every match I play. The underlying goal is to get better. Being better is what produces wins over your opponent. Too many people only want to win; they must want to improve their own skill first and foremost.

Coming up with mechanisms in the game to punish people for quitting will only go so far. What is needed is for people to realize that quitting every match is only making it worse for themselves. Personally I would prefer to see more effort put towards “educating” people about the importance of wanting to get better, rather than just wanting to win. Whether it comes from tutorials made by SD or from members of the community spreading the word in games doesn’t necessarily matter. So long as people are guided to the fact that nothing is better than self-improvement. Team scramble, switching servers, etc., only work per game. Self-improvement works forever.

TLDR: Leavers in competitive will always be an issue so long as the majority of players care only about winning rather than about improving themselves. Unfortunately it seems a majority of the in-game community is very impatient and short-sighted. We should do our best to guide fellow players to the correct motivation: get better at the game.[/quote]
Ok so here in this thread you talk about encouraging shitty players to get better at the game. Motivating them to not only play for the win, but also to improve. And then in the Harassment thread you call shitty people noobs and want SD to give you a “Report unskilled player” mechanic.

These are fairly contradicting opinions you’ve got here. I totally agree with what you’re saying in this thread, but how you say you actually go on about doing this stuff in the other thread I completely disagree with. Insulting is not the same as educating or motivating. I mean it might work for some people, but not for the majority.

How sure are you that they were cheaters? The skill disparity in DB is massive, and the match maker is completely broken. This causes unranked players to be matched against the best players in the game which for new players will look like cheaters a lot of the time.

And even if they were cheaters (yeah, I’ve met them), don’t give up! Can’t out aim them? Out smart them! Work on your tactics, your game sense, maybe try to shut down the rest of the team. A hacker might not be interested in actually winning, maybe all he cares about is kills, so preventing his team to do the objective might just win you the game.

Where there’s a will there’s a way!

As for the topic, I think a credit pay-in is a good solution, though I don’t think the suggested 100 is enough, I’d say 500. However, they should be allowed to go into the negative, but only once. So if you are actually at 0 credits, you can still play competitive, putting you at -500 if you leave. Then you can’t play competitive again until you’re back above 0 and the time ban has passed.

I don’t think trying to encourage people to become better players is going to help at all. Not everyone cares about their performance or improvement. In fact I’d say the majority doesn’t care enough to play a rough game.


(Jurmabones) #31

“I don’t think trying to encourage people to become better players is going to help at all. Not everyone cares about their performance or improvement. In fact I’d say the majority doesn’t care enough to play a rough game.”

Then why should the game be catered to them if they supposedly don’t care?


(Litego) #32

[quote=“Jurmabones;81984”]“I don’t think trying to encourage people to become better players is going to help at all. Not everyone cares about their performance or improvement. In fact I’d say the majority doesn’t care enough to play a rough game.”

Then why should the game be catered to them if they supposedly don’t care?[/quote]

It wouldn’t cater to them. If they’re a leaver they wouldn’t be joining competitive in the first place if they get penalized for it.

I’m not saying encouraging is a bad idea, of course it’s not! I’m just saying I don’t think it will reduce the amount of leavers. Well, I guess it depends how they do it.

And maybe more penalty isn’t the way to go either, perhaps just greater rewards for staying? IDK.


(Jurmabones) #33

Rewarding people for staying is certainly a better idea than greater punishment for leaving. My reasoning being it’s very hard to get good matches in competitive anyways from the small amount of people queuing up for it. I’d say 90% of my matches in comp have rage quitters. Making punishments higher would just push more people out from queuing in the first place.

Now, if you were to increase credits earned for comp matches, or getting a free equipment case for every full completed match, I guarantee comp queues would skyrocket.

I just feel like the real issue is too many just want their ego fed by getting wins, whether they have to try or not. When people think their team sucks or the matchmaking gave them an unfair match, they’ll just quit because they won’t be able to feed their ego. If more people cared about getting better at the game, leavers in competitive would not be an issue. The real question is, how does Nexon or the competitive community get more people to focus on self-improvement?

All I can think of telling people is: You get more wins the better you are. Therefore if you focus on getting better you will inevitably win more often, so there’s no point in only playing to win, because whenever you’re challenged and more likely to lose, you’ll just want to quit and thereby lose out on a chance to get better, therefore increasing your odds of losing long-term.

I dunno, I grew up on CS 1.3/1.5/Quakenet/UT/RTCW/ET. Back when team scramble and vote kick and report player and all that garbage didn’t exist. You found a server with good ping and if you liked the other people in there you stuck around and got better. People who sucked and couldn’t handle taking their lumps 'til they improved would quit and that was just fine.

These days everyone’s so impatient and they automatically look to having more invasive team scrambling, the ability to report “toxic” players and all the rest of that unnecessary crud. Not nearly enough players around anymore that just want to be good. It’s all about feeding their ego. It’s lame.


(IcySkyz) #34

This is no doubt a challenge towards a game like Dirty Bomb that focuses on objectives. In TDM, there is much less backlash for unbalanced teams since most individuals disperse and go on there own little adventure anyways. But in objectives, no matter what you do, you have to end up going to a single site to “repair ev, plant c4 etc…” which requires some sort of team effort to advance steadily.