Nothing frustrates me more than players on EITHER side leaving the game when the game gets challenging.
I’m sure it happens to every one of you, too. You will be winning pretty well then suddenly you have to deliver the objectives. If you don’t get a delivery within 1-2 minutes, players seem to freak out and leave. Then this snowballs to more people leaving, making it easier to defend/attack with the more populated team (or get spawncamped).
Stopwatch, objective. Doesn’t matter if the round ends in 1 minute, people quit when the going gets tough.
It’s the most annoying thing in the world. Rather than adapt to the new set of challenges, players would rather quit the game. It just takes a playstyle switchup or a merc switch up (why are you a shotgun proxy at the last point of chapel when we have no medics?) to break the defense/offense. The ability to adapt is what so great about this game!
So.
What if we made a ‘finishing’ credit bonus more clear at the post-game screen? Perhaps 25% of the overall credits you received go into a category of ‘finishing a game’? IE, 25% of the base fee becomes a “finish a game” bonus. You could even reduce the amount of credits you receive per minute to balance that (so it won’t break double credit weekends).
This slight credit boost could also help make it feel less ‘grindy’. That’s definitely a good pitch to the players.
But I’m not sure how credits work anyways. Do they even save if you quit? If they don’t then maybe the solution is to simply remind players they won’t receive mission progress or mission bonus. Or… Maybe none of this would persuade the average player to stay in a game and another solution should be presented.