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Penalties for leavers

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#1
Lord_Trent_Kellan

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I've noticed that pretty much every single game, regardless of how good or bad a team is doing, someone, if not sometimes almost entire teams, drop out of the game early.  This can turn a reasonable game into a sudden pubstomp depending on who fills (or doesn't fill) their places, and all round seems completely pointless, given the fact that most Hawken matches are not even as long as game matches from other pvp games.  Even something as simple as 'you can't play again for 10-15 minutes' would cut down on the number of leavers.

This could potentially help autobalance need less work as well, given how it royally screws over any attempt (however poor it can be already) at balancing in the first place.  Maybe a special grace could be given for leavers within the first minute of them being in a particular game, however.

Any thoughts?



#2
Amidatelion

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Rather than punishments, a series of rewards for sticking in the same lobby should be given. A Daily Win, at a lesser rate, follow by another, more valuable reward at 3 and then 5 games in the same lobby, scaling appropriately for the gametype.

 

Punishing people just pisses them off. This isn't League and we don't have the numbers or resources to go telling people "You can't play for an entire game."


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#3
LRod

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Rather than punishments, a series of rewards for sticking in the same lobby should be given. A Daily Win, at a lesser rate, follow by another, more valuable reward at 3 and then 5 games in the same lobby, scaling appropriately for the gametype.

 

Punishing people just pisses them off. This isn't League and we don't have the numbers or resources to go telling people "You can't play for an entire game."

Catch more flies with honey...


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#4
DisorderlyMechanic

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There already is a penalty, you don't gain any HC or experience from that match. Forcing players to not play would only fin out the player base by stopping people from join games; plus if they have to close the game due to a crash or bug it means they'll get banned for 15 for an unfair reason. Plus if they leave to go have dinner, work or to go to bed stopping then 15 minutes isn't going to affect them anyway.



#5
Draigun

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These type of incentives or punishments are short-term fixes for a problem that rather needs long-term fixes instead. There are a lot of reasons why a player decides to leave a game, but I think we can all agree on that the main culprit is an unbalanced game. It's simple, a balanced game will tend to keep pilots on the battlefield. In contrast, an unbalanced game will not.

 

So then the question is what causes an unbalanced game in the first place? Is it our autobalance system outputting teams? Not likely, since its design implementation works as intended for matches. Are the MMR values incorrectly calculated, or are they not very accurate? Quite possibly, but doubtful, as the player base is currently very small; it wouldn't be wise to assume the MMR values are already way off target, or are calculated incorrectly. At this point, the problem seems to be rooted within the low player base and the amount of relative consistency with equal skill in any given match—which easily produces more than intended amounts of these undesired, unbalanced matches. The system was, and still is, designed with a very high player base in mind, or so that's probably what Meteor and/or Adhesive were thinking when facing the issue.

 

Ideally, with a larger player base, the amount of matches available for play increases. A wide array of skill will be seen in the low-end to high-end of gameplay. In essence, by increasing the roster of a player base, you conceptually increase the effectiveness of the autobalance and MMR calculation systems in place. As a direct result, matches that are of subpar quality will begin to decrease in number. At least, in theory, this should happen on a global scale. More importantly though, since there should be no major outliers in MMR values across the board, and/or a significant reduction thereof, an accurate MMR should begin to propagate towards the player base on all levels of skill. Also, 3-star quality matches will be more prevalent, which, when assuming the MMR system is already outputting numbers that suit a high player base, should reduce players leaving mid-game due to unbalanced gameplay.

 

However, that being said, the problem that I see is the needed effort to get to this ideal state, once again. Essentially, due to a low player base on a system that thrives on a populous roster, it would require a large influx of players to counter the continued degradation of quality gameplay in matches. When designing a system, or in this case, an implementation that largely impacts the quality of matches, you must consider the consequences of what may go wrong with it. In Hawken's case, it's very own design philosophy disrupted its ability to hand out quality matches to the masses. Granted, it seemed like Meteor Entertainment had envisioned an already impossible state for Hawken at the time, or had executed it poorly.

 

In any case, I don't think using incentives to alleviate the sufferance is prudent in all aspects, even if a long-term fix will require an exorbitant amount of time to fully benefit from. Consider my opinion aligned with what the devs already have in mind, in that: longevity and stability are paramount to Hawken's success.


Edited by Draigun, 22 March 2015 - 09:33 PM.

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#6
RedVan

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This ain't no moba.

#7
Aregon

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I think it is bad to give someone a penalty if they A) don`t want to play anymore or B) wo must go due to real life events.


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#8
CrimsonKaim

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There is alreary a punishment for leabers which is a defrease in mmr. This will however just make the problem worse as more noobs come into my team.

I will leave even if I have to pay 1000 hc for that. Don't put the noobs in my damn team.

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#9
Rainbow_Sheep

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I don't think there should be a flat HC penalty on match leaving, but a debuff on the amount of HC and/or XP you earn in the next match.


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#10
Hunt3rKill3r

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This game has never been balanced when it comes to game play. New players verses players with full upgraded mechs, not getting anywhere in the game, sure, they will leave and to make them suffer even more for it by punishing them and making it harder for them to advance, will just keep them form playing the game anyway. Sure, go right ahead and punish them for not wanting to get bashed on a constant basis, that's a really good way to let them enjoy the game and show how much you want them to enjoy the game. 


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#11
Silverfire

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Upgraded mechs (outside of AC) don't provide a massive advantage over non equipped mechs. For the longest time I ran without items or internals because 1. I couldn't afford it at the time 2. I didn't want them frankly. I liked the feel of vanilla mechs. Even on my smurfs with no internals at all, I can still regularly lay the smack down on 2k MMR players with stock mechs. Once I started playing in the competitive league I started to outfit my mechs with internals and items, but even then they didn't help me that much anyway.

This is due to my extensive experience with the game, but I still maintain that equipped mechs (outside of AC) hold no significant advantage over others, regardless of experience in the game. It's just that new players don't understand this so instead we should promote knowledge and awareness of how the game works. A lot of the popular opinions about this game are founded on ignorant claims and biased ragers.

Edited by Silverfire, 23 March 2015 - 07:21 AM.

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