Tired of people rage quitting. Punish them or reward people for staying_
#81
Posted November 23 2012 - 08:10 AM
More veg; less cellulose.
#82
Posted November 23 2012 - 08:17 AM
D3thpool, on November 22 2012 - 02:51 AM, said:
imo a gg is when its fairly matched & long game with both sides even.
but roflstomping 3 guys with a team of 6 is imo just plain trolling/arrogant
/thread
If you get roflstomped, you or your team were inferior, it's that simple. (Or the entire other team was cheating, but that's almost never going to happen). Someone who says "gg" afterward is usually not trying to be arrogant, they're trying to be a good sportsman. It's the equivalent of the post-game handshake.
To get back to the topic, I would think that a bonus for people who are playing shorthanded as well as for sticking it out is a good idea. As Roundlay said, positive reinforcement often works way better than negative.
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#83
Posted November 23 2012 - 08:25 AM
The devs should give careful, serious consideration to a end-of-match bonus for being outnumbered. I feel that it should be significant enough to be worth sticking out, but not so big that it's broken. Perhaps it should be a percentage of the average winning team member's exp (before boosts, of course), like 5-10%.
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#84
Posted November 23 2012 - 08:47 AM
Inner Sphere Wars Developer and BattleMech Hanger Developer - Hawken Beta Tester: C-BETA 1, C-BETA 2, C-BETA 3, Open BETA
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#85
Posted November 23 2012 - 08:58 AM
Quote
That's actually a really nice idea!
DarkPulse said:
#86
Posted November 23 2012 - 12:46 PM
bac9, on November 23 2012 - 02:43 AM, said:
NBShoot_me, on November 23 2012 - 01:59 AM, said:
By the way, devs introduced "Switch Team" during matches, so if you're seeing numbers like these, first just try to ask people in global chat to switch. They often do, and then you can all have fun in a fair match. More than that, do it yourself too: if you're seeing that two people quit from opposing team and they need help, consider switching and helping them out.
I like doing that, it's extremely rewarding and fun to switch to a small opposing team in TDM, get into an organized pack and drag the kill score kicking and screaming from e.g. 20:5 to e.g. 30:40.
I’ve seen the player number imbalance upon joining and generally a few mins into a match. Discouraging this through punishment generally does NOT improve gameplay experience. Trying to punish people for quitting has in other games resulted in people finding ways around the punishment system. Trust me, they (people in question) may not put much effort into playing the game, but they’ll work hard at trying to get around developer implemented roadblocks.
The “Switch team” button is just about a joke right now. I’ve gotten someone to switch, maybe twice. And at least once, maybe both times, the OTHER team emptied out. The time I did it, I ended up on the short end of a 1 vs 2 match which didn’t help at all.
Hawken isn’t all rainbows and unicorns right now, and you can’t treat it as such. The game currently allows for having situations where in a match, one or two people can literally dictate the outcome of which team will win. You also have a very team oriented game, which I’ve seen plenty of keyboard commandos who are more interested in kill count than say, controlling AA or gathering energy in a turret (don’t remember the name) or siege game or following whatever the objective is.
But, seriously, what would you propose_ Other than switch teams, we have that, it’s not working. Credit penalties could turn this into “pay 2 win” as I don’t see the devs yanking credits purchased with real money, and so far, there’s no repair / ammo costs in this game (which, as much as I die, I’d go broke anyway) so, once you’ve upgraded everything, why care about credits_ They could lock your mech while it’s in a battle, or into a gametype, but then it’d probably signal the start of people botting for credits. The list goes on.. though, I think I'm done replying to responses that cherry pick from what I post.
Edited by NBShoot_me, November 23 2012 - 12:52 PM.
#87
Posted November 23 2012 - 12:48 PM
Grafix, on November 23 2012 - 08:47 AM, said:
You'd need to make sure that the team is completely random. Otherwise, you open an exploit where a group of people join in and have some of their buddies leave during the match to farm for XP / credits.
Edited by NBShoot_me, November 23 2012 - 12:48 PM.
#88
Posted November 23 2012 - 01:43 PM
It guards against Afks.
It gives the chance to not be punished.
It is removable by playing the game without quitting.
It solves the reason people rage quit in the 1st place.
It doesn't hurt people who have to leave for a specific reason.
(the only downside i have found so far is it can be exploited to get people into low level play but i have ideas around it.)
The reward I feel can be a simple as rewarding people playing in the same lobby for an extended amount of time.
Edited by Necro, November 23 2012 - 01:51 PM.
#90
Posted November 23 2012 - 03:14 PM
Houruck, on November 23 2012 - 02:40 PM, said:
#91
Posted November 23 2012 - 03:30 PM
#92
Posted November 23 2012 - 04:03 PM
In fact, I'd say that if a player leaves before the match is over, give them the points they have accumulated during that match, but give them a nice bonus for staying the whole match. It is somewhat discouraging, playing a round for a while, then having to leave just before it has finished. Perhaps reduce the amount of exp. they get during the match, then add a multiplier for staying the whole match so they would end up with about how much we get currently.
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#93
Posted November 23 2012 - 05:29 PM
#94
Posted November 23 2012 - 05:35 PM
z121231211, on November 23 2012 - 05:29 PM, said:
#96
Posted November 23 2012 - 06:04 PM
Punishing ragequitters helps them more to learn to deal with the situation however it doesn't help anyone who needs to quit. Rewards helps persuade them to stay and play from whatever action is causing them to leave, it's a logical choice on their part. It only works about 25-40% of the time though.
EXP rewards only work until level 20, after that its completely useless.
Hawken points are better but some people specialize on one mech so it's generally cheaper to use only the mech they love to use which again puts a hitch in the EXP rewards.
Emblems/Achievements/Extras are a good incentive. People like to stand out and be unique, the most options they have the better. Having extras for staying and playing games until the end to get little goodies would be great. This could go along with points for unlockables.
Pretty much what I said before just a little more fleshed out
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#97
Posted November 23 2012 - 06:14 PM
Thygon, on November 22 2012 - 12:05 PM, said:
So it wouldn't suck so much to lose 3vs6 situation if you could get extra xp out of it. Some kind of survivalist bonus for the time your team had less players.
However in Siege mode specifically I can see that some kind of leaving penalty might be in order, perhaps a temporary lock on entering other games and/or on gaining xp, perhaps along with a 'left Siege Mode Early' stat kept on profile. The player would need to be warned of this before entering that game mode though.
#98
Posted November 23 2012 - 06:19 PM
The second time someone quits there should be a 10minute lockout from all games. The 3rd time 20minutes, and the 4th time 40minutes and so on.
#99
Posted November 23 2012 - 07:08 PM
Edit: this could go well with the other suggestions giving the team with less players more incentive to stay, More incentive to stay + an incentive to balance up the teams would work well and wouldnt punish anyone. (punishments could be another deterrent added on top of this too. )
Edited by Avlaen, November 23 2012 - 07:11 PM.
#100
Posted November 23 2012 - 07:49 PM
And by small, I mean 5%. This IS an FPS game, and people will treat it as such. Picking up the controller and running off without care if get a call. It's just something that has been soaked into the FPS community. Leaving a game whenever is kinda token of them
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