The gameplay is changing...


(K1X455) #1

It used to be team play objective based, but now, I seem to play where the objective is to make the opposite team make its players rage quit, disconnect, or “violate NGS” so the other team gets an easy win.

Is Nexon counting those who RQ before the game finishes? or is it part of the norm to leave the losing team?

Maybe a “dishonorable discharge” count should be in the player status so the quality of sportsmanship can be determined. Positive re-enforcement to stay and play despite loss doesn’t seem to work. A lot of players are in for the "winning feeling’ which could be the reason why they won’t vote kick a cheating player.


(Resine) #2

Aren’t you losing the rewards and the mission progression once you left the team?
There are people that have hard time losing, so they prefer to leave, i don’t mind it if the match is already decided.
What bothers me is the fact, that often when you join the game via “quick join”, it puts you in the team that has already lost. It is difficult to me, to find a motivation in the match that was already decided and my personal input will not affect the outcome.


(Amerika) #3

[quote=“prudentMan;72713”]Aren’t you losing the rewards and the mission progression once you left the team?
There are people that have hard time losing, so they prefer to leave, i don’t mind it if the match is already decided.
What bothers me is the fact, that often when you join the game via “quick join”, it puts you in the team that has already lost. It is difficult to me, to find a motivation in the match that was already decided and my personal input will not affect the outcome.[/quote]

That happens when you join through the server browser too. People who are losing tend to quit. It’s just the way of things. If you join a server with slots open that is almost full there is a solid chance you’ll be joining a game that isn’t going so well for the team you end up on and is probably nearing the end.

Quite a few fighting games has publicly shown the percentage of amount of games that a player has quit out before it was concluded. It had a somewhat positive effect on helping out rage quitting. Mortal Kombat X actually has a Quitality if somebody rage quits during the match which is kind of hilarious.


(Ardez1) #4

So you can’t force a player to “violate NGS” unless by that you mean force them to cheat. The error is triggered by an issue in NGS, not anything they do in the game.

And yes, in competitive a strong team can easily force players to quit out, in particular because it is Stopwatch.

This goes to the point that most people in competitive are actually extremely low level and not playing as a pre-made team. That seems to cause more quitting then anything else.

The solution would be two pronged. 1. Increase the minimum level of ranked. 2. Separate solo/duo and pre-made into their own queues.

  1. A higher minimum level not only increases expectations, but it also increases the time it takes for hackers to work their way into ranked. It would also force extended exposure to the maps, weapons and mercs so that they could potentially meet those higher expectations.

  2. Solo/duo players matched to the same team can often times face a team of 4-5 pre-made players. I have seen, in competitive, a team of 4 people beat 5 people several time simply based on communication and teamwork. It simply isn’t fair to place 5 random players, or even 2 groups of 2 and 1 random, against a team of 5 players. It can quickly evolve into a spawn camp that directly leads to players rage-quitting or looking to alternate means to get an advantage(such as hacking).

These points have been made many times. I am not unique in my view.


(Szakalot) #5

While I dislike people ragequitting, as it only makes the match worse (and makes more people ragequit) something has to be said for DB being extremely unpleasant to play on the side of the much weaker team.

You get locked down in spawn, everyone dies around you; while opponents come three at a time, from multiple angles, healing each other after the fights. With the high ttk it can be hard to consistently score multikills that would allow you to carry the team, even if everyone is pretty low skill.

Getting locked down on offense on the 1st objective is particularly brutal on trainyard, but damn me if the chokes don’t feel chokey in similar situations on 1st obj underground, or 1st obj terminal after generator is blown.


(K1X455) #6

I know some players who are quite salty when they’re on the losing side. They won’t admit they RQ and they just claim that there was a “NGS violation” and caused them to “fall off” (how convenient).


(refit) #7

The problem this week is that a new round of cheats have come out. I joined a game last night. Teams were 5 to 3. One hammer on the apposing team jumps in the air and headshots me twice before he lands. The second time he did this, I quite. I why would I waste my time on server like that? Why am I going to waste twenty minutes filing a report (that gets ignored) when I can find a server that I can have some fun playing? Ok, so maybe the guy was a professional league player with a monster Alienware game rig and a 30 inch monitor. Maybe he has 2000 hours of CS:GO logged. Why would I waste my time getting spawn fragged all night?


(Kirel) #8

[quote=“refit;72760”]on the apposing team.
I quite. [/quote]

-_- hard to take you seriously when you have those spelling errors…


(MissMurder) #9

Thanks for the discussion. Good points have been made as well as suggestions. I’ll bring it up to the team. Once again we are definitely hard at work improving the anticheat measures day by day.


(refit) #10

If you are going to be pedantic, you should write in complete sentences.


(LifeupOmega) #11

Not everyone has English as their native tongue, and even then if you can understand them don’t give them flack for it.


(ttownjoe) #12

The game is pretty easy to dominate if you have decent aim so I try to join whoever is the worst team so the other team may stick around longer. If people weren’t so lame they would switch teams and try to balance them if it is badly balanced.

DB still has issues with the spawn camping choke points. The change to 5 seconds invulnerability was supposed to help but it was not thought out well. The 5 seconds? is way too long. I think it should be 2 seconds invulnerability with the change that you can shoot and keep your invulnerability for those 2 seconds. (like RTCW/ET did) As it is now a medium skill team is not likely to break the spawn camp because most of them do not realize that the moment they shoot back they lose their invulnerability.


(N8o) #13

This doesn’t seem unlikely at all. I wouldn’t call it cheats right away, especially with the extremely small sample size.