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Queue Tax for Deserting Rampages.

itsbrou#5396 itsbrou Posts: 1,778 Arc User
edited March 2014 in Suggestions Box
Bailing on Rampages is becoming a real problem.

I feel that if someone bails and re-queues, they should have a stacking, renewing debuff for 20 minutes that makes their queue position +10 or so.

While this might not stop requeues during high traffic, it would stack. This would make it so that queues pop slower for repeated desertion of rampages, but a legitimate escape from one or two poorly handled rampages is still permitted.

Help me seal up any holes or exploits on this suggestion if you'd like.
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Comments

  • stergasterga Posts: 2,353 Arc User
    edited March 2014
    The problem with things like F&I is that they need certain roles to be filled. With the way PUGs are now, you have no idea what you're going to get. On the other hand, F&I is really the only rampage that needs certain things. Grav sort of does. LI and SC not so much. Regular alerts don't either.

    Normally, I would be for this, but without a role selection in F&I PUGs (where most people are going to bail), you're basically punishing people for a flaw in the matchmaking system.
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  • flowcytoflowcyto Posts: 12,852 Arc User
    edited March 2014
    It prob should be in place for SC, cause rage-quitting midway really upsets a run, and you'll get auto-kicked on a failure anyways (obv being auto-kicked would incur no penalty). I prob wouldn't implement it in F&I unless there was an opt-out window that was penalty-free after a wipe/reset.

    Also have to make sure people getting DC'd, even if its just temporary and they can re-join, aren't getting the penalty the instant they DC (since they could be registered as not in the server at the time).
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  • iceih03iceih03 Posts: 204 Arc User
    edited March 2014
    Bailing on Rampages is becoming a real problem.

    I feel that if someone bails and re-queues, they should have a stacking, renewing debuff for 20 minutes that makes their queue position +10 or so.

    While this might not stop requeues during high traffic, it would stack. This would make it so that queues pop slower for repeated desertion of rampages, but a legitimate escape from one or two poorly handled rampages is still permitted.

    Help me seal up any holes or exploits on this suggestion if you'd like.

    I agree that something must be done to avoid players from getting upset and stop playing rampages, but your idea can accidentally punish a DC.

    In my opinion Private Queue is the best way to play rampages. I have failed all Public F&I Queues, and succeeded in all Private F&I Queues, same with Sky Commander. From now on, I ll only use private queue, it's a great new mechanic we have and I ll take advantage of it.
  • edited March 2014
    This content has been removed.
  • riveroceanriverocean Posts: 1,690 Arc User
    edited March 2014
    I realize people abandoning Rampages is frustrating. But let's face it. Sometimes a random queued Rampage is a complete disaster.

    I personally have no qualms about leaving a bad F&I run that just isn't going to be successful. If no one's listening, or paying attention to things like "Cages" and "Living Ice & Fire", it's a waste of time to continue.

    While it may have been frustrating to the OP, chances are the runs that were abandoned, were already doomed.
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  • bludskarrbludskarr Posts: 119 Arc User
    edited March 2014
    I've been in a few where if the team wasn't absolutely acing the fight a couple people would just drop out even if victory was still likely, just further off.

    But where this really drives me crazy is fighting Cybermind. If a couple players blow it on the first rain you'll often get one or two players who'll just write the whole thing off.




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  • jennymachxjennymachx Posts: 3,000 Arc User
    edited March 2014
    Even if such a system was able to distinguish between someone falling out of the alert due to legitimate connection issues and intentionally leaving the instance / quitting the game, it's not going to be fool-proof.

    Anyone who would want to avoid being penalized by the system by leaving could simply simulate a connection error by manually disabling their internet connect then enabling it again when the game brings them to the main menu forcefully. It may sound far-fetched to expect someone to go through that sort of trouble just to avoid the penalty but regardless the system would be exploitable.
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited March 2014
    Those players aren't abandoning the rampage. They are being kicked out of them.

    Implementing this system punishes players for the shoddy servers and connection issues that Cryptic has yet to fix.
  • sammiefightersammiefighter Posts: 92 Arc User
    edited March 2014
    Yeh what they've implemented really isn't working well in the other games.

    I've gotten AFK penalty in STO due to timing out just waiting in queue, and trapped in an event when people didn't port in correctly. NW they're just trading leaving for AFKing people (timered event).
  • chaelkchaelk Posts: 7,732 Arc User
    edited March 2014
    I've been in a Gravitar alert, where we got 30 sec server not responding, then 7 people got booted and eventually 3 got back and found themselves in the recovery zone
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