They a increasing amount of occasion when despite things going well people are randomly quiiting and leaving without reason, this happens in Epic PvE, but especially bad in PvP.
They really needs to be a leaving penalty, something thats severe enough to punish those that will just log a alt, but not so severe it punish people who leave for genuine reason.
Suggestion: 2 hour Queue ban from ALL Queues
This means if you leave pvp before its finished, you can't Queue for dungeouns or skirmishes, you shouldn't Queue for something your not prepared to commit too
.
Vote for early leave!
They will be occasions when people genuinely want to leave early and people are all ok with this, a system could be in place to allow people to leave without suffering leavers penalty in the form of a group vote system
Way too exterme, while I agree a penatly its needed, It should not be two hours
Also i can see the voting system not working at all, when someone refuses to vote no to the leave option, and the people who voted yes, will just not help the team, nor try at all to win, making it miserable for the people who wanted to stay.
Way too exterme, while I agree a penatly its needed, It should not be two hours
Also i can see the voting system not working at all, when someone refuses to vote no to the leave option, and the people who voted yes, will just not help the team, nor try at all to win, making it miserable for the people who wanted to stay.
refusal to vote will go in favor of the person who requesting to leave, a simple solution.
and 1 hour ban wont be anywhere near enough, they 1 hour bans in Star Trek and its really nothing at all.
only alternative to 2 hour would be a 1 hour ACTIVE online time, so that if you log a alt, the timer wont tick on the character with a ban
Great way to punish regular people who aren't leaving but disconnecting. Maybe disconnects are something you haven't run into but there's a lot of us out here that get disconnected frequently. Had my share of being disconnected on the winning side many occasions.
So not only do I need to put up with being disconnected, which is extremely frustrating, now you want to ban me for several hours from playing?
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ladymythosMember, Neverwinter Knight of the Feywild UsersPosts: 637Bounty Hunter
edited July 2013
Surely the game can tell the difference between a disconnect and the player leaving? So if we disconnect, no harm done. If we leave, get a long ban.
Well seeing how a disconnected person upon relog ... is forced out of the party aka leave ... you pretty much are leaving the party against your will right when you load back into the pvp match that is still ongoing.
Well seeing how a disconnected person upon relog ... is forced out of the party aka leave ... you pretty much are leaving the party against your will right when you load back into the pvp match that is still ongoing.
In PvE disconnect just means you log back into the team, no harm done...
but in pvp if you discconected that frequently your harming the team and should be finding source of your d/c with your ISP
Personally i do pvp all day, and I can tell you the reasons why people leave.
1 - Newcomers to lvl 60, which are annihilated in 1 sec. by people with 10k + gs.
2 - Permastealth whit TR = 1 or 2 hit kill
3 - StundLock Guys.
4 - Server DC.
Why penalize people for not wanting to die 50 times, unable to defend itself?.
Want a real solution?
1 - Balance the pvp.
2 - Queve system by GS.
3 - pvp domination, where gs is down to 0 (no matter the equipment you wear, just your skills).
People leave PvP because they've got no way of competing - either they're up against a premade/significantly outgeared/teamed with incompetent players or they have bots or AFK'ers on their team.
Leaving games such as this should *not* be punished.
Queues/invites need to be fixed so that missing/leaving players can be replaced.
People leave PvP because they've got no way of competing - either they're up against a premade/significantly outgeared/teamed with incompetent players or they have bots or AFK'ers on their team.
Yup, did it myself today- match started, team hard on my heels. I dropped a blue Astral Shield on the point for the GFW and GF behind me, and then hugged the wall to break LoS for the incoming hostile CWs, so I'd be free to heal.. The GWF and GF ran away from the point and hid behind me on the wall, so no-one had the Astral Shield, and the entire enemy team were focussing right where I was standing. Went from a perfect rush setup to abject failiure
Also, I am getting fed up of healing borderline idiots through massive onslaughts, capping and holding two points, only to have them all rush off to try and farm the enemy at the far end. This leaves me alone at mid, getting farmed, losing both capped and easily held points before they even notice- despite repeated polite* warnings in extremely simple language in chat. Snatching defeat from the jaws of victory is a common trait.
Stuck in a PUG with crappy tunnel vision players, it's hard to summon up the enthusiasm to stay- you can only try to beat sense into them so many times, especially since many ignore both the map and the chat
That said, it's probably wrong to bail- though it is human.
* Usually polite. Occasionally markedly less so, unfortunately.
Not to mention most people that leave PvP matches leave because they are getting stomped and can't even get 500 points. In case anyone doesn't know, if you get less then 500 points you get absolutely no reward for your time in that PvP match. This aspect of PvP encourages losers to leave if they have less then 500 points and can't get those points because there are up against a premade or people with godly gear/enchants.
Also I am against a leavers penalty. For PvP it's because it you do badly enough you get no reward (though if that was changed it would be appropriate here and only here) and for PvE it's because people have lives and sometimes something comes up you you just have to leave. Maybe it's the dungeon is taking way longer then you thought it would and now it's suppertime. Just an example, but there should not be a leaving penalty in PvE content.
Personally i do pvp all day, and I can tell you the reasons why people leave.
1 - Newcomers to lvl 60, which are annihilated in 1 sec. by people with 10k + gs.
2 - Permastealth whit TR = 1 or 2 hit kill
3 - StundLock Guys.
4 - Server DC.
Why penalize people for not wanting to die 50 times, unable to defend itself?.
Want a real solution?
1 - Balance the pvp.
2 - Queve system by GS.
3 - pvp domination, where gs is down to 0 (no matter the equipment you wear, just your skills).
Deserters are not just pvp, they been quick smooth dungeoun run where cleric leave on final boss without reason or cause
Also, I am getting fed up of healing borderline idiots through massive onslaughts, capping and holding two points, only to have them all rush off to try and farm the enemy at the far end. This leaves me alone at mid, getting farmed, losing both capped and easily held points before they even notice- despite repeated polite* warnings in extremely simple language in chat. Snatching defeat from the jaws of victory is a common trait.
Other than 3 of my team-mates all rushing off to cap our base at the beginning. this is my number one bug-bear at the moment - showboating players that split a team that's struggling to hold mid so that they can earn points and (delusional) adoration for capping the enemy's base.
I've played many matches where this has cost us a match we could've won - I only played one where the 'strategy' actually paid off - if I see someone on my team do this now, I warn them once and if they persist I quit and move on to another game. PvP is about *teamwork*
No need for a deserter penalty, just a loser penalty
1. Leave a team, you are penalized
2. Killed on the last boss or any part of the dungeon, you are auto booted out of the group for failing to stay alive. Epic adventures only give one life in the books/movies, so should the games. Rest of group is penalized since they now take up the slack, could be a control or healing or tank problem that killed off one member. Quickly cacades in a domino fashion, now everyone is a loser.
3. PWE/Cryptic can remove the rez scrolls, doubtful that is bought often and no one can use them anymore.
4. OH SNAP! OP never realized that poorly designed game play by the developers could be the problem.
--Tons and tons of adds, fun times
--Limited dodge mechanic combined with below
--Boss monsters with very short charge red carpet bomb attacks with high damage combined with above.
--Ressurection scrolls that cost ZEN, since poorly designed content couldn't just have such pricey items without intent to kill you quickly and you get locked out of the boss room to restart from scratch. (Its odd that you are locked out of a boss room (the purple wall), but just happen to have the option to buy a stack of scrolls for $0.60 each to rez yourself after the first two deaths...Intentional perhaps? You bet!. I know its cheaper to leave if you feel the group isn't worth it but hey keep whining on a soap box about how you feel abandoned.)
5. PROFIT! Better off to implement Epic injuries with the loser buff as suggested from above when you fail. Now you have to buy Epic heal kits to remove them, which would guarantee more profit for PWE/Cryptic since you only have one shot at the dungeon before you need to pony up. Change the desire from leaving when losing to just not wanting to lose, since that penalty is far higher.
Can't see why this suggestion isn't a bad idea. Its not that people leaving is the problem, its the stupid design of the game that tries to make it "hard" while "making the player weak" and the fact that humans will give up. Giving up is only human reaction, no reason to punish people for it; quit smoking, quit job, quit socializing with a significant other...not really punished for it. Otherwise, people can just make your life miserable by trolling the dungeon to last longer and more unfun for everyone...believe me, its not hard to halfass DPS, tanking, or healing to force everyone else to quit. Would rather have more meaningful content with the less adds, less high damage attacks blobbing me with limited hitpoint pool that a player has then a penalty buff just because I am no longer enjoying the group I am with.
Other option, is to stop PUGing. That is a serious problem on your end, if you fail to make friends that you can rely on and then blame every Joe random you group up with than you have serious issues. It could be you that they perceive as failing and nothing says they have to enjoy being in your company....while its silly to demand retribution just because they bailed on you.
I've played many matches where this has cost us a match we could've won - I only played one where the 'strategy' actually paid off - if I see someone on my team do this now, I warn them once and if they persist I quit and move on to another game. PvP is about *teamwork*
I feel almost tolerant now, I tend to warn them three times before leaving
I fear that a lot of PvPers are so intoxicated by the feeling of actually winning for once that they then become cocky and abandon all structured team play in favour of trying to grind the other team's face in the dust to show how gigantic and virile they are.
Fine, they can do that, but if they think the healer standing along at mid is going to sit there being farmed and warning them that both the capped points are being lost constantly for the next ten minutes until we lose the match, then they have another thing coming. I also should not have to exhaust myself getting a bunch of barely linguistic tweens to do the blindingly obvious, or make the minimum effort to avoid throwing the game away pointlessly.*
I'm not amazing, I'm an average player at best. I can't crush the majority of the enemy team solo across two points while my idiotic team mates beat fruitlessly on a GF, from the front, at the other end of the arena. My only super power is a slightly longer attention span, and my patience is sorely tested by the stupidity which occurs.
* I have a little more patience in PvE, but still find myself grouped with an amazing number of CWs who don't have any real CC, TRs who can't seem to dodge red when boss tanking, and various other things. It's not hard, what the hell, people. what is wrong with you? Maybe I should just play single-player games
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ghostravynMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 59
They a increasing amount of occasion when despite things going well people are randomly quiiting and leaving without reason, this happens in Epic PvE, but especially bad in PvP.
You guys and your penalties. You can't think outside of your own personal needs for a moment.
Here's the deal - you make gameplay a punishment and you just put a stake through the heart of PVP. Right now you have all sorts of people playing the game and checking it out. Some are good, some are bad. A huge amount are bots because PVP leveling is an effective and fast way to get to end game content with tons of glory to step immediately into purple gear.
What you want to do is incentivize the players so that they WANT to stay, even when the game has turned to <font color="orange">HAMSTER</font> on them, not punish them. Punishing players simply thins the ranks until you have extremely long queues (already happening - takes me an average of an hour to get a PVP match any more) and only the smallest handful of stale PVP players.
The incentive can't be too good, else that just encourages more bot action but now its even more rampant because match losing is good. It needs to be more cosmetic - like "Battle-scarred" titles or something along those lines, or vanity gear that is all battle-worn and bloody. Make random drops so that, even if you get your buttocks handed you, there's a chance of getting your "Battle-scarred" armor pieces. This would be nothing but appearance gear only.
If you want people to stay for the match end even when you're sitting on a 600-10 score and you've decided to be ***-hats and spawn-camp, you need to give them a reason. Punishing them is not the answer. That's just pouring salt-acid into an already bleeding wound.
First lets actually have a PvP system before you can penalize leavers. 2nd tell me why I need to stay in a PvP match. My 5 man team left after a 3cap other team gave up why should we stay and hang out? Leave get into a match that has some competition. Next the penalty for staying in a PvP match is kinda extreme I mean the reward system is terrible why should anyone stay and get no reward? There has to be incentive to stay is the problem. If you put a penalty on leaving then I will just way out is the penalty to stay worse then leaving ill just still leave. In the end you will have less players que for PvP if there is a penalty for staying and a penalty for leaving kinda a Lose, Lose situation there.
You guys and your penalties. You can't think outside of your own personal needs for a moment.
Here's the deal - you make gameplay a punishment and you just put a stake through the heart of PVP. Right now you have all sorts of people playing the game and checking it out. Some are good, some are bad. A huge amount are bots because PVP leveling is an effective and fast way to get to end game content with tons of glory to step immediately into purple gear.
What you want to do is incentivize the players so that they WANT to stay, even when the game has turned to <font color="orange">HAMSTER</font> on them, not punish them. Punishing players simply thins the ranks until you have extremely long queues (already happening - takes me an average of an hour to get a PVP match any more) and only the smallest handful of stale PVP players.
The incentive can't be too good, else that just encourages more bot action but now its even more rampant because match losing is good. It needs to be more cosmetic - like "Battle-scarred" titles or something along those lines, or vanity gear that is all battle-worn and bloody. Make random drops so that, even if you get your buttocks handed you, there's a chance of getting your "Battle-scarred" armor pieces. This would be nothing but appearance gear only.
If you want people to stay for the match end even when you're sitting on a 600-10 score and you've decided to be ***-hats and spawn-camp, you need to give them a reason. Punishing them is not the answer. That's just pouring salt-acid into an already bleeding wound.
Finally someone thinking outside the box .
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degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
Only time I leave in PVP is when we queue and one of our guildies is randomly replaced by a pug.
Only time I leave in PVP is when we queue and one of our guildies is randomly replaced by a pug.
Fix the system before you penalize players.
Happened 3 times last night in about 12 runs. So the poor 1 guy left was like what the #$%^ probably when 4 ppl droped to do another game with our full team.
The PvP system is currently lacking carrot, not stick. The lamentable state of it is stick enough for most people, you won't get more of them playing more enthusiastically by making it even less welcoming.
Don't forget with a leave penalty, you're going to need a system to recognize people being afk like a 1 min to get first kill or land a hit. Otherwise, with a leave penalty people will simply afk when losing. Then once that system is in place people will most likely find a way around that too. Oh, don't forget the vote-kick which will most likely come with an annoying pop-up and will be abused. Just let me vote-kick each person before they vote-kick me, lol-- please add this, fun-time .
Now, I'm not going to offer a solution but if I were it would be something like this:
BoP pvp gear ranging from green to purple with actually bonuses on some blue but definitely purples that can be purchased w/glory. Furthermore, these pvp gear can be upgrade through profession.
Remove buying pvp potions from pvp potion vendor, instead have players spend glory to buy materials to craft pvp potions through Alchemy. These materials should not drop outside of pvp, except in profession packs.
Reduce the amount of experience gained through PvP and have tier ranked/gs based pvp.
I think having a penalty is a poor design choice. Neverwinter is a game and the point is to have fun, preventing people from playing the game is a terrible idea...
We all have some experience with that moment when leaving the match is clearly the best option both for our sanity and possibly the integrity of the nearby furniture.
But consider this: Would you stay and fight if…
Your heals had a chance to briefly summon a healing pet that would aoe heal around you?
Your DPS had a chance to trigger a “bloodlust” buff that upped your DPS for a brief time?
Getting CCed gave you a chance for a brief “Juggernaught” buff where you were immune to knockdown or did extra damage to those immune to knockdown.
Dying and respawning gave you a chance to trigger a wave of mobs that would live briefly and follow you out into the field.
Dying and respawning gave you a chance to ride an “on rails” dragon that would carry you to the far point and back allowing you to target and strafe enemy target as you went.
If there were mountable siege weapons with a limited area of fire that you could man
Capping a point had a chance to open a portal that would teleport you directly to an enemy not in their own graveyard.
Getting killed a number of times had a chance to give you a brief “blood feud” buff that would highlight the last person to kill you on your map and give you a damage buff against them.
Dodging a number of attacks had a chance to give you the “Skilled” buff briefly raising your deflection significantly.
Taking damage had a chance to give you the “Berserk!” buff making you immune to damage for the next five seconds.
Dying and respawning gave you a chance to be able to come back as a monster. You get a new appearance and a new bar of abilities. The monster’s life is how long you can stay in this form.
In short, if PVP gameplay were a wildly evolving situation full of ups and down where no one could be certain who was going to win until the last moments and everyone felt like they had a chance.
On the flip-side, when your daily is done, and you're PvP'ing for the fun (PvP is fun, outside of completing the daily? kah-ray-zee talk!) of it, it's equally frustating when your pug manages to roflstomp the other team in short order, causing a number of them to quit. I'm frankly not interested in staying for the duration in a match on the winning side of a 5vFILLINTHEBLANK, when all I wanted was a good scrap-up.
People leave PvP because they've got no way of competing - either they're up against a premade/significantly outgeared/teamed with incompetent players or they have bots or AFK'ers on their team.
Leaving games such as this should *not* be punished.
Queues/invites need to be fixed so that missing/leaving players can be replaced.
See this is what I have an issue with. Certainly one reason people leave is because they come up against a premade and don't want to be stomped; but this is not the only reason.
The barrier for leaving a game is non-existent- in fact the current set up actually rewards players for leaving since they can abuse it for a variety of reasons such as to make a statement (such as leaving whenever a stealth rogue is in the game), to punish other players they don't like, to troll, or even as a meta-game strategy where you hop queues until you find the winning team.
Some kind of disincentive for leaving should greatly reduce the incidence of players leaving for such petty reasons. It would give players who are genuinely having a bad game a real choice/trade off- do I keep getting stomped or is this game bad enough that I would prefer to do some questing/crafting/whatever for 15-30 minutes.
Two hours seems like quite a long punishment, surely some kind of penalty more in line with that in other mmos would be most appropriate. These problems are not new, and the tried and tested solutions, while not foolproof, are definitely an improvement over the current system that robs players of so many games because the system encourages leaving.
Comments
Also i can see the voting system not working at all, when someone refuses to vote no to the leave option, and the people who voted yes, will just not help the team, nor try at all to win, making it miserable for the people who wanted to stay.
refusal to vote will go in favor of the person who requesting to leave, a simple solution.
and 1 hour ban wont be anywhere near enough, they 1 hour bans in Star Trek and its really nothing at all.
only alternative to 2 hour would be a 1 hour ACTIVE online time, so that if you log a alt, the timer wont tick on the character with a ban
So not only do I need to put up with being disconnected, which is extremely frustrating, now you want to ban me for several hours from playing?
In PvE disconnect just means you log back into the team, no harm done...
but in pvp if you discconected that frequently your harming the team and should be finding source of your d/c with your ISP
and even if the game could notice the differance, then leavers wont leave via ingame tools but rather pull the plug to leave
1 - Newcomers to lvl 60, which are annihilated in 1 sec. by people with 10k + gs.
2 - Permastealth whit TR = 1 or 2 hit kill
3 - StundLock Guys.
4 - Server DC.
Why penalize people for not wanting to die 50 times, unable to defend itself?.
Want a real solution?
1 - Balance the pvp.
2 - Queve system by GS.
3 - pvp domination, where gs is down to 0 (no matter the equipment you wear, just your skills).
Leaving games such as this should *not* be punished.
Queues/invites need to be fixed so that missing/leaving players can be replaced.
Yup, did it myself today- match started, team hard on my heels. I dropped a blue Astral Shield on the point for the GFW and GF behind me, and then hugged the wall to break LoS for the incoming hostile CWs, so I'd be free to heal.. The GWF and GF ran away from the point and hid behind me on the wall, so no-one had the Astral Shield, and the entire enemy team were focussing right where I was standing. Went from a perfect rush setup to abject failiure
Also, I am getting fed up of healing borderline idiots through massive onslaughts, capping and holding two points, only to have them all rush off to try and farm the enemy at the far end. This leaves me alone at mid, getting farmed, losing both capped and easily held points before they even notice- despite repeated polite* warnings in extremely simple language in chat. Snatching defeat from the jaws of victory is a common trait.
Stuck in a PUG with crappy tunnel vision players, it's hard to summon up the enthusiasm to stay- you can only try to beat sense into them so many times, especially since many ignore both the map and the chat
That said, it's probably wrong to bail- though it is human.
* Usually polite. Occasionally markedly less so, unfortunately.
Also I am against a leavers penalty. For PvP it's because it you do badly enough you get no reward (though if that was changed it would be appropriate here and only here) and for PvE it's because people have lives and sometimes something comes up you you just have to leave. Maybe it's the dungeon is taking way longer then you thought it would and now it's suppertime. Just an example, but there should not be a leaving penalty in PvE content.
Deserters are not just pvp, they been quick smooth dungeoun run where cleric leave on final boss without reason or cause
Which is why I mentioned the queue/invite system needs fixing so we can replace a missing team-member.
Other than 3 of my team-mates all rushing off to cap our base at the beginning. this is my number one bug-bear at the moment - showboating players that split a team that's struggling to hold mid so that they can earn points and (delusional) adoration for capping the enemy's base.
I've played many matches where this has cost us a match we could've won - I only played one where the 'strategy' actually paid off - if I see someone on my team do this now, I warn them once and if they persist I quit and move on to another game. PvP is about *teamwork*
Maybe there are threads about nwo lags, rubberbanding, disconnects not related to isp issues? Try searching some.
Assuming everything is solely on the isp and imagining everyone has sub 100 ping is being ignorant sorry.
1. Leave a team, you are penalized
2. Killed on the last boss or any part of the dungeon, you are auto booted out of the group for failing to stay alive. Epic adventures only give one life in the books/movies, so should the games. Rest of group is penalized since they now take up the slack, could be a control or healing or tank problem that killed off one member. Quickly cacades in a domino fashion, now everyone is a loser.
3. PWE/Cryptic can remove the rez scrolls, doubtful that is bought often and no one can use them anymore.
4. OH SNAP! OP never realized that poorly designed game play by the developers could be the problem.
--Tons and tons of adds, fun times
--Limited dodge mechanic combined with below
--Boss monsters with very short charge red carpet bomb attacks with high damage combined with above.
--Ressurection scrolls that cost ZEN, since poorly designed content couldn't just have such pricey items without intent to kill you quickly and you get locked out of the boss room to restart from scratch. (Its odd that you are locked out of a boss room (the purple wall), but just happen to have the option to buy a stack of scrolls for $0.60 each to rez yourself after the first two deaths...Intentional perhaps? You bet!. I know its cheaper to leave if you feel the group isn't worth it but hey keep whining on a soap box about how you feel abandoned.)
5. PROFIT! Better off to implement Epic injuries with the loser buff as suggested from above when you fail. Now you have to buy Epic heal kits to remove them, which would guarantee more profit for PWE/Cryptic since you only have one shot at the dungeon before you need to pony up. Change the desire from leaving when losing to just not wanting to lose, since that penalty is far higher.
Can't see why this suggestion isn't a bad idea. Its not that people leaving is the problem, its the stupid design of the game that tries to make it "hard" while "making the player weak" and the fact that humans will give up. Giving up is only human reaction, no reason to punish people for it; quit smoking, quit job, quit socializing with a significant other...not really punished for it. Otherwise, people can just make your life miserable by trolling the dungeon to last longer and more unfun for everyone...believe me, its not hard to halfass DPS, tanking, or healing to force everyone else to quit. Would rather have more meaningful content with the less adds, less high damage attacks blobbing me with limited hitpoint pool that a player has then a penalty buff just because I am no longer enjoying the group I am with.
Other option, is to stop PUGing. That is a serious problem on your end, if you fail to make friends that you can rely on and then blame every Joe random you group up with than you have serious issues. It could be you that they perceive as failing and nothing says they have to enjoy being in your company....while its silly to demand retribution just because they bailed on you.
I feel almost tolerant now, I tend to warn them three times before leaving
I fear that a lot of PvPers are so intoxicated by the feeling of actually winning for once that they then become cocky and abandon all structured team play in favour of trying to grind the other team's face in the dust to show how gigantic and virile they are.
Fine, they can do that, but if they think the healer standing along at mid is going to sit there being farmed and warning them that both the capped points are being lost constantly for the next ten minutes until we lose the match, then they have another thing coming. I also should not have to exhaust myself getting a bunch of barely linguistic tweens to do the blindingly obvious, or make the minimum effort to avoid throwing the game away pointlessly.*
I'm not amazing, I'm an average player at best. I can't crush the majority of the enemy team solo across two points while my idiotic team mates beat fruitlessly on a GF, from the front, at the other end of the arena. My only super power is a slightly longer attention span, and my patience is sorely tested by the stupidity which occurs.
* I have a little more patience in PvE, but still find myself grouped with an amazing number of CWs who don't have any real CC, TRs who can't seem to dodge red when boss tanking, and various other things. It's not hard, what the hell, people. what is wrong with you? Maybe I should just play single-player games
Here's the deal - you make gameplay a punishment and you just put a stake through the heart of PVP. Right now you have all sorts of people playing the game and checking it out. Some are good, some are bad. A huge amount are bots because PVP leveling is an effective and fast way to get to end game content with tons of glory to step immediately into purple gear.
What you want to do is incentivize the players so that they WANT to stay, even when the game has turned to <font color="orange">HAMSTER</font> on them, not punish them. Punishing players simply thins the ranks until you have extremely long queues (already happening - takes me an average of an hour to get a PVP match any more) and only the smallest handful of stale PVP players.
The incentive can't be too good, else that just encourages more bot action but now its even more rampant because match losing is good. It needs to be more cosmetic - like "Battle-scarred" titles or something along those lines, or vanity gear that is all battle-worn and bloody. Make random drops so that, even if you get your buttocks handed you, there's a chance of getting your "Battle-scarred" armor pieces. This would be nothing but appearance gear only.
If you want people to stay for the match end even when you're sitting on a 600-10 score and you've decided to be ***-hats and spawn-camp, you need to give them a reason. Punishing them is not the answer. That's just pouring salt-acid into an already bleeding wound.
Finally someone thinking outside the box .
Fix the system before you penalize players.
Join Essence of Aggression: PVP-ing Hard Since Beta!
Happened 3 times last night in about 12 runs. So the poor 1 guy left was like what the #$%^ probably when 4 ppl droped to do another game with our full team.
Now, I'm not going to offer a solution but if I were it would be something like this:
BoP pvp gear ranging from green to purple with actually bonuses on some blue but definitely purples that can be purchased w/glory. Furthermore, these pvp gear can be upgrade through profession.
Remove buying pvp potions from pvp potion vendor, instead have players spend glory to buy materials to craft pvp potions through Alchemy. These materials should not drop outside of pvp, except in profession packs.
Reduce the amount of experience gained through PvP and have tier ranked/gs based pvp.
Edit: forgot, pvp enchant shards.
But consider this: Would you stay and fight if…
Your heals had a chance to briefly summon a healing pet that would aoe heal around you?
Your DPS had a chance to trigger a “bloodlust” buff that upped your DPS for a brief time?
Getting CCed gave you a chance for a brief “Juggernaught” buff where you were immune to knockdown or did extra damage to those immune to knockdown.
Dying and respawning gave you a chance to trigger a wave of mobs that would live briefly and follow you out into the field.
Dying and respawning gave you a chance to ride an “on rails” dragon that would carry you to the far point and back allowing you to target and strafe enemy target as you went.
If there were mountable siege weapons with a limited area of fire that you could man
Capping a point had a chance to open a portal that would teleport you directly to an enemy not in their own graveyard.
Getting killed a number of times had a chance to give you a brief “blood feud” buff that would highlight the last person to kill you on your map and give you a damage buff against them.
Dodging a number of attacks had a chance to give you the “Skilled” buff briefly raising your deflection significantly.
Taking damage had a chance to give you the “Berserk!” buff making you immune to damage for the next five seconds.
Dying and respawning gave you a chance to be able to come back as a monster. You get a new appearance and a new bar of abilities. The monster’s life is how long you can stay in this form.
In short, if PVP gameplay were a wildly evolving situation full of ups and down where no one could be certain who was going to win until the last moments and everyone felt like they had a chance.
Would you stay then?
Penalty-schmenalty.
See this is what I have an issue with. Certainly one reason people leave is because they come up against a premade and don't want to be stomped; but this is not the only reason.
The barrier for leaving a game is non-existent- in fact the current set up actually rewards players for leaving since they can abuse it for a variety of reasons such as to make a statement (such as leaving whenever a stealth rogue is in the game), to punish other players they don't like, to troll, or even as a meta-game strategy where you hop queues until you find the winning team.
Some kind of disincentive for leaving should greatly reduce the incidence of players leaving for such petty reasons. It would give players who are genuinely having a bad game a real choice/trade off- do I keep getting stomped or is this game bad enough that I would prefer to do some questing/crafting/whatever for 15-30 minutes.
Two hours seems like quite a long punishment, surely some kind of penalty more in line with that in other mmos would be most appropriate. These problems are not new, and the tried and tested solutions, while not foolproof, are definitely an improvement over the current system that robs players of so many games because the system encourages leaving.