If you are serious about fixing pvp, then you at least have to add some sort of penalty for those that bail because the first few seconds don't go the way they want, or they actually have to work for a win. It is all different types of players that do this,, from pvp guilds that are losing to noobs that just leave because they dont want to die.
i suggest if you are putting forth the ELO system a hefty penalty off ones rank would work, plus add a time limit before they can pvp again (in game time on that character) not just log off..
and i dont care about disconnects, they don't happen any where near as often as rage quitters
Fix the queue system first, at least once per night I'm in a party and we get split up going into a pvp queue and have to drop and reform so we can all play with each other like we intended.
Fix the queue system first, at least once per night I'm in a party and we get split up going into a pvp queue and have to drop and reform so we can all play with each other like we intended.
No. This game is not casual care bear game like Guild Wars 2. Yes there are casual gamers with 7k-11k gearscore. What amazes me that I still meet people with less then 8k in PvP. Seriously any serious gamer would immediately have at least 8k gearscore at max level fixed before entering PvP. For examply even if you have been lazy and not have glory to buy PvP gear then level 60 blue gear is extremly cheap on the Auction House and now when it cost gold to remove enchants you can even afford to enchant those blue gear. Any serious gamer has fixed more then 8k gs in less then 1 hour after max level has been achieved.
If you are serious about fixing pvp, then you at least have to add some sort of penalty for those that bail because the first few seconds don't go the way they want, or they actually have to work for a win. It is all different types of players that do this,, from pvp guilds that are losing to noobs that just leave because they dont want to die.
i suggest if you are putting forth the ELO system a hefty penalty off ones rank would work, plus add a time limit before they can pvp again (in game time on that character) not just log off..
and i dont care about disconnects, they don't happen any where near as often as rage quitters
I agree with the above. The only thing I would add that if there would be say 15 min ban to que for PvP for quitters then that 15 min would start immediately. Thus if a player has serious hardware issue he/she reboots computer and starts again during that time for example 5 min might have passed of the 15 min pass already so there might be actually only 10 min waiting time for that player when logged in back again. I don't have hardware issues almost never but my casual real life friend has an old Direct X 10 graphic card and sometimes his computer crashes so badly that he needs to reboot the computer.
the reason you see people with less than 8k gs in pvp is when neverember has the daily pvp quest.. people take their lvl 60 praying alts for an easy 12k ad. i know my guild does this together though so as not to screw up anyone's pvp'ing,
No. This game is not casual care bear game like Guild Wars 2. Yes there are casual gamers with 7k-11k gearscore. What amazes me that I still meet people with less then 8k in PvP. Seriously any serious gamer would immediately have at least 8k gearscore at max level fixed before entering PvP. For examply even if you have been lazy and not have glory to buy PvP gear then level 60 blue gear is extremly cheap on the Auction House and now when it cost gold to remove enchants you can even afford to enchant those blue gear. Any serious gamer has fixed more then 8k gs in less then 1 hour after max level has been achieved.
You quote me, then you talk about gs. Not really sure why as what I was writing about has nothing to do with gs.
Hey all, quick heads up. We have talked about Leaver Penalties, but we are investigating and have not made any concrete decisions so far. But I just wanted people to be aware that is it something we are thinking about and want to handle as carefully as possible.
Hey all, quick heads up. We have talked about Leaver Penalties, but we are investigating and have not made any concrete decisions so far. But I just wanted people to be aware that is it something we are thinking about and want to handle as carefully as possible.
Hey gentleman you can do somthing like dishoner in GW1 if you leave a match more then three times you can give the account a hour ong debuff thats keeps them from rejoining a match.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
if they implement a penalty for people leaving matches, they will have to fix the issue where if someone disconnects due to internet or a system problem, when they re-connect, they won't be kicked from the match--they can rejoin the match they just left. or they'll have to fix it to where a system disconnect won't count against them. if i leave a match by quitting the game or by leaving the group, that should be detectable in-game and could count against you. however there are always ways to circumvent this. i could shut off my router or disconnect my computer from the internet. if you penalize people for all disconnected games, then when people actually have real disconnects, that means they're going to get penalized for nothing.
on the flip side of that, people can just spawn camp instead.
PWE wants people to play and enjoy pvp, not to punish them. hopefully the elo matchmaking system will fix a lot of this. but pvp will always be competitive and there will always be a winning team and a losing team. a lot of people are more prone to leave a match they have no chance at winning at all. if the game is at least matched up so you're not getting slaughtered with burst damage by one opponent, then perhaps we won't see that many quits after this is put in place. but i would imagine that this would need to be observed and the data collected first before anything involving penalties is implemented. at least i hope that's the thought process.
Yeah, I hope a matchmaking system will ease a bit the problems at hand; I do not see a reason to keep fighting right now when I am the last of my PvP team. If that happens and if I am close to zero points because all left in the first seconds, what I am supposed to be? Sitting on the fire is deemed bad and the alternative? Quitting or playing a dummy for the other team to get free points. If we got penalties before trying out a matchmaking system then maybe it would be viable to just leave the PC and be afk till it is over -- where would be the difference if one kept fighting alone?
And a discussion about serious gamers and casual gamers is as always problematic but enternaining; really, some want to play a game to enjoy it or to get some competitive hobby but others need it to let their ego feel better -- but all have to live with each other and a game never ought to turn deadly serious.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited January 2014
If people are leaving once matchmaking is introduced, it will be for the same reason they leave right now: because they don't actually want to pvp, they just want free glory in a guaranteed win.
When someone leaves a match, because they're looking for an easy win instead of a real pvp match, it destroys the match for 9 other people involved. The match is over then and there, and everyone might as well leave because of 1 greedy person.
Take out the replacements in PvP - no one wants to hop into a PvP match that's already lopsided because some leaver thought they could get easier glory in another match.
The primary reason to leave a PvP match after matchmaking is implemented will be to abuse the system, whether that's in a form we already see on Live (like cap trading matches) or in another form specifically to manipulate the matchmaking system. Stop it before it starts and put in a leaver penalty alongside the matchmaking system.
If people are leaving once matchmaking is introduced, it will be for the same reason they leave right now: because they don't actually want to pvp, they just want free glory in a guaranteed win.
When someone leaves a match, because they're looking for an easy win instead of a real pvp match, it destroys the match for 9 other people involved. The match is over then and there, and everyone might as well leave because of 1 greedy person.
Take out the replacements in PvP - no one wants to hop into a PvP match that's already lopsided because some leaver thought they could get easier glory in another match.
The primary reason to leave a PvP match after matchmaking is implemented will be to abuse the system, whether that's in a form we already see on Live (like cap trading matches) or in another form specifically to manipulate the matchmaking system. Stop it before it starts and put in a leaver penalty alongside the matchmaking system.
Well, as it would be counterproductive to leave a match then it should be fine to implement both at the same time; just not the penalties first before a matchmaking system got implemented.
Penalties will lead to camp idling and won't enhance your personal PVP experience. As long as the PVE community needs glory for their items and losing is that unrewarding, there will be glory farming in its ugliest form. PWE wants people to enjoy PVP? How about not forcing people into PVP that doesn't want to be there then?
And what about rage quitters in PVE? Will they get punished as well or is this somehow something completely different?
Please explain to me how you were forced into pvp. Was it at gunpoint? Knifepoint? Did they put a bomb on you?
Not literally, figuratively. The PVP artifact is easy to get. Of course you could say PVE players should grind in PVE for their artifacts (skirmishes, MC and VT), but the fact that you can get the PVP one in two days or so vs. month of grinding for one of the others is just off. If the PVP artifact would have tenacity on it (for example) and therefore is only viable in PVP much less PVE players would care.
You don't even need the Raven Skull for pve. Imo the game forces you to have to do too much pve since the RNG is abysmal (forcing you to have to do tons of dungeon runs in hopes of winning the drops you need or at least winning something to sell so you can buy what you need), both Shara and Dread Ring boon grinds are ridiculous (especially Shara), then trying to find artifacts (which you then have to do more grind to get leveled up) and then you have the joy of working on enchantments. If you're into pve you also get the joy of grinding for companions and then having to rank and gear them.
Yeah that's what I'm saying. In a world full of repetitive content the Raven Skull is comparably fast to acquire. And has Regen as first stat, which is very useful for all classes in PVE. You don't _need_ it, but it's also not bad to have it.
People that are crying for leaving penalties are curing a symptom, not the illness. Give PVE players a second, as easy to acquire, artifact and remodel the Raven Skull to be only usefull in PVP. Suddenly no PVE player will show up for glory (except some GFs because the new PVP 2.5 seems to be BiS for tanks) and the leavers problem is reduced to those who can't stand losing.
It's not the pve players showing up to pvp that is the problem it is people who are just bad at pvp period. I've never quit a match because my team was losing, in fact some of the most fun matches I've had were ones in which my team lost, however I will quit if I'm surrounded by awful players since that will suck the fun out of the game for me. I don't care about winning or losing I just want good fights.
If the match starts and I see everyone rush our own node instead of mid then I'm quitting. I always tell people to rush mid long before the gate drops so if they're going to ignore that then they can have fun by themselves while I go find competent people to play with.
If people constantly fight off the node instead of on it, even after I've told them multiple times to fight on the node, then I'm quitting.
If they want to chase kills, even after being told multiple times not to, which leads to the team being ridiculously spread out and us getting picked off easily by people moving together then I'm quitting.
If I see them majority of them using skills that have no reason to be on their bar, some examples from the past week are GFs using ET, TRs with DS and not even using it out of stealth (which as we all know is the only way you'll ever land it on someone who's not complete garbage) and HRs with RoA, then I'm going to find a game with people who aren't garbage-tier pvpers.
72 hour PVP ban for people who leave a queue period, they can record if you clicked the log off button or not. Record if their computer "crashes" like 10 times a dang hour.
Remember the game is supposed to be fun, it's not fun for anyone on either side to literally just stand around for 10 minutes.
Then when you fix that we can get started on GWF and freaking Rangers being practically invulnerable. And then fix the graphics issue where I can't see enemy hunters root thing.
Hey all, quick heads up. We have talked about Leaver Penalties, but we are investigating and have not made any concrete decisions so far. But I just wanted people to be aware that is it something we are thinking about and want to handle as carefully as possible.
If you do this please please please fix the queue first. If we have to take leaver penalties when we quit a group because we had five people in the group that all queued together and it didn't place one or more members on the team, it will quite honestly destroy all my interest in playing pvp and since dd's only run one hour out of six, well, that might end up being it for the game at that point for me. Please tread very carefully. I don't object to a penalty, but I don't want to be penalized from trying to work around bugs in the queue system. Maybe only have the penalty be applied after the gates are lowered as in the case I mentioned we're normally reforming in under two seconds after we load in and see it.
0
ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
I leave PVP matches all the time, and if they introduce a penalty for leaving than I will simply do something else for whatever time the ban is effective for.
PVP is meant to be fun, I will not waste 30 minutes being steam rolled by a premade will rank 10s who are basically unkillable so that you can enjoy watching the big numbers come up as you two shot me. Guess what? that is not fun for me or the anyone else in that position.
Similarly if the team has 2 or more Gwfs I will leave, there is no point I gain nothing from being there and spend the entire match on my back getting prone then killed in quick succession.
People PVP for fun and for gear if neither of these things is happening I'm not going to keep jumping down from my base just so you can kill me again. Especially if at the end of it I don't get anything. I really don't see how that is hard to understand.
"There is no cow level"
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited January 2014
No its an example of someone who doesnt want to pvp at all and just wants easy glory and will quit matches over and over til he gets a guaranteed win without caring about ruining those matches for everyone else. Perfect example of why we need a leaver penalty
I'll put in a vote for no penalty. I'm not a PvPer or a wanna be PvPer or whatever label you want to invent. I'm a player out to have fun. Make PvP fun (which it usually is) and I stay. Make it not fun and I leave. The trick is different players have different definitions of what fun is. To me fun PvP is a match between somewhat even teams. Not fun PvP is when one side completely dominates the other. Even if I'm on the winning side it's not fun to totally stop the other team. However, some players love the winning stomp fest. Hard to balance everyone's idea of fun, no?
Punishment should always be a last resort. As others have stated, do things like improve matchmaking, make rewards worth staying even if you lose, etc.
Nixon the TR
Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.
Yeah that's what I'm saying. In a world full of repetitive content the Raven Skull is comparably fast to acquire. And has Regen as first stat, which is very useful for all classes in PVE. You don't _need_ it, but it's also not bad to have it.
People that are crying for leaving penalties are curing a symptom, not the illness. Give PVE players a second, as easy to acquire, artifact and remodel the Raven Skull to be only usefull in PVP. Suddenly no PVE player will show up for glory (except some GFs because the new PVP 2.5 seems to be BiS for tanks) and the leavers problem is reduced to those who can't stand losing.
what matchmaking is going to do is group the serious gamers with the serious gamers and the casual gamers with the casual gamers so hypothetically, all of the people that are actually complaining about leavers and wanting pvp leaver penalties are actually serious pvp gamers. once they're matched with like-minded individuals, there shouldn't be any leavers. all of the people that, in your assumption, don't even want to play pvp will be matched with like-minded individuals and if people quit matches, so be it.
however it sounds like for you (and others) that pvp should only be designed for serious pvp gamers and casual pvp gamers should just stay out and pve. that will never happen.
I feel a pvp leaver's penalty might be necessary at some point, but rather than band-aid in fix that forces players to do something they don't want to, I'd rather see the reasons for people early quitting addressed. I.e. the most common reason I see is that the quitters are only in the match for glory. With the current reward system, if your team is being trashed by a large margin it is incredibly more effective to leave and instant reque for a match that might at least let you get _some_ glory, rather than the current 50 or even no glory for a pity flip that the game is currently giving out to losers.
Well Elo matchmaking should help people find more matches that are semi-evenly matched, often even on a hard fought neck to neck battle the losing team is almost wasting their time for the low glory reward. Likewise support classes (CCers, DCs, or anyone not racking up dps for kill scores) are often left at the bottom of the glory barrel. Especially DCs, who must by necessity hang back and have very little opportunity to even tag targets, let alone kill one or assist stomp, can end up with virtually no score even on a win. Well DCs could use another metric for generating PvP score all together, other classes, especially in steam-roll situations, need a way to end a match without having gained nothing from it.
I would suggest some sort score balancing for teams where the end-game score is greater than 2/3rds or even 3/4ths imbalanced, with greater rewards the more imbalanced the final score is. Some random ideas off the top of my head are:
Give a flat glory bonus.
Assign additional score at the end of the round based on imbalanced metrics, such as:
On severe imbalance (1/3 other teams score or less), give points just for dying.
Points for every fight that the player dropped below 30% health, but successfully left combat alive. (DCs and CWs could use this all the time )
Give points for total time even _attempting_ to take a control point.
Points for attacking the same target as an ally.
Point multiplier for how many times you died with three or more enemies attacking you. (DCs need this all of the time too )
Points for some amount of total damage dealt.
Points for going from 90% or more health to downed with 2 or less seconds of active character control (not time CCed).
Class specific points for performing a role typical to that class.
Also I'd like to see the que system prioritize filling games where players have left, even matches well in progress, and give the player whom takes the spot of a player that has left a flat 15-20% glory bonus, additive, not multiplicative.
At any rate, I think there are lots of ways to try the carrot before slamming the stick around.
When we get a dying penalty? I hate that people die 10-20 times and they don't get any penalty, but damage chars got points for killing other! This system hate so DC and tanky GF!
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cenobite451Member, Neverwinter Knight of the Feywild UsersPosts: 87
edited January 2014
I'm a PvE'er. 90% of the PvP I've done was to grind out glory for the artifact, and most of the rest has been in GG. So, coming at this from the perspective of someone who's not a dedicated PvPer by any stretch of the imagination:
Please, please implement a penalty for quitters. And personally, I'd like it to be something with teeth. PvP quitters are basically the whole reason I more or less gave up on PvP after getting the artifact. Even though it's not my thing, I had great fun in a lot of my 5-on-5 matches - even the times when my (invariably PUG) team was kinda getting stomped. And once Elo matchmaking is implemented it'll get even better, because there'll be less stomping.
But when the other team gets fifty points ahead and suddenly the match is effectively over because you're down a couple players... not fun. Actually pretty infuriating. And when it happens to the other team, I just end up feeling kinda bad for the ones that stayed. There's no joy in that victory.
Quitters just screw things up for everybody who wants to actually have fun.
The vast majority of people on my ignore list are gold spammers. But the second-largest group is easily people who quit PvP matches when there was still a decent chance to turn things around. I just cannot stand that kind of player mentality.
What about a give-up button in addition to matchmaking system and penalty for leavers?
If one team should be unable to win (for whatever reason) they could surrender instead of playing the whipping boys for the other team. It could be realised in different ways: maybe a democratic vote for the entire team or single players can signal that they want to get exchanged with a new player by the system.
Comments
I agree with the above. The only thing I would add that if there would be say 15 min ban to que for PvP for quitters then that 15 min would start immediately. Thus if a player has serious hardware issue he/she reboots computer and starts again during that time for example 5 min might have passed of the 15 min pass already so there might be actually only 10 min waiting time for that player when logged in back again. I don't have hardware issues almost never but my casual real life friend has an old Direct X 10 graphic card and sometimes his computer crashes so badly that he needs to reboot the computer.
Hey gentleman you can do somthing like dishoner in GW1 if you leave a match more then three times you can give the account a hour ong debuff thats keeps them from rejoining a match.
[SIGPIC][/SIGPIC]
on the flip side of that, people can just spawn camp instead.
PWE wants people to play and enjoy pvp, not to punish them. hopefully the elo matchmaking system will fix a lot of this. but pvp will always be competitive and there will always be a winning team and a losing team. a lot of people are more prone to leave a match they have no chance at winning at all. if the game is at least matched up so you're not getting slaughtered with burst damage by one opponent, then perhaps we won't see that many quits after this is put in place. but i would imagine that this would need to be observed and the data collected first before anything involving penalties is implemented. at least i hope that's the thought process.
And a discussion about serious gamers and casual gamers is as always problematic but enternaining; really, some want to play a game to enjoy it or to get some competitive hobby but others need it to let their ego feel better -- but all have to live with each other and a game never ought to turn deadly serious.
When someone leaves a match, because they're looking for an easy win instead of a real pvp match, it destroys the match for 9 other people involved. The match is over then and there, and everyone might as well leave because of 1 greedy person.
Take out the replacements in PvP - no one wants to hop into a PvP match that's already lopsided because some leaver thought they could get easier glory in another match.
The primary reason to leave a PvP match after matchmaking is implemented will be to abuse the system, whether that's in a form we already see on Live (like cap trading matches) or in another form specifically to manipulate the matchmaking system. Stop it before it starts and put in a leaver penalty alongside the matchmaking system.
Well, as it would be counterproductive to leave a match then it should be fine to implement both at the same time; just not the penalties first before a matchmaking system got implemented.
And what about rage quitters in PVE? Will they get punished as well or is this somehow something completely different?
Please explain to me how you were forced into pvp. Was it at gunpoint? Knifepoint? Did they put a bomb on you?
Not literally, figuratively. The PVP artifact is easy to get. Of course you could say PVE players should grind in PVE for their artifacts (skirmishes, MC and VT), but the fact that you can get the PVP one in two days or so vs. month of grinding for one of the others is just off. If the PVP artifact would have tenacity on it (for example) and therefore is only viable in PVP much less PVE players would care.
The system is wrong, not the players attitude.
People that are crying for leaving penalties are curing a symptom, not the illness. Give PVE players a second, as easy to acquire, artifact and remodel the Raven Skull to be only usefull in PVP. Suddenly no PVE player will show up for glory (except some GFs because the new PVP 2.5 seems to be BiS for tanks) and the leavers problem is reduced to those who can't stand losing.
If the match starts and I see everyone rush our own node instead of mid then I'm quitting. I always tell people to rush mid long before the gate drops so if they're going to ignore that then they can have fun by themselves while I go find competent people to play with.
If people constantly fight off the node instead of on it, even after I've told them multiple times to fight on the node, then I'm quitting.
If they want to chase kills, even after being told multiple times not to, which leads to the team being ridiculously spread out and us getting picked off easily by people moving together then I'm quitting.
If I see them majority of them using skills that have no reason to be on their bar, some examples from the past week are GFs using ET, TRs with DS and not even using it out of stealth (which as we all know is the only way you'll ever land it on someone who's not complete garbage) and HRs with RoA, then I'm going to find a game with people who aren't garbage-tier pvpers.
Remember the game is supposed to be fun, it's not fun for anyone on either side to literally just stand around for 10 minutes.
Then when you fix that we can get started on GWF and freaking Rangers being practically invulnerable. And then fix the graphics issue where I can't see enemy hunters root thing.
If you do this please please please fix the queue first. If we have to take leaver penalties when we quit a group because we had five people in the group that all queued together and it didn't place one or more members on the team, it will quite honestly destroy all my interest in playing pvp and since dd's only run one hour out of six, well, that might end up being it for the game at that point for me. Please tread very carefully. I don't object to a penalty, but I don't want to be penalized from trying to work around bugs in the queue system. Maybe only have the penalty be applied after the gates are lowered as in the case I mentioned we're normally reforming in under two seconds after we load in and see it.
These are the kinds of players we need to be able to easily right-click to report.
PVP is meant to be fun, I will not waste 30 minutes being steam rolled by a premade will rank 10s who are basically unkillable so that you can enjoy watching the big numbers come up as you two shot me. Guess what? that is not fun for me or the anyone else in that position.
Similarly if the team has 2 or more Gwfs I will leave, there is no point I gain nothing from being there and spend the entire match on my back getting prone then killed in quick succession.
People PVP for fun and for gear if neither of these things is happening I'm not going to keep jumping down from my base just so you can kill me again. Especially if at the end of it I don't get anything. I really don't see how that is hard to understand.
Punishment should always be a last resort. As others have stated, do things like improve matchmaking, make rewards worth staying even if you lose, etc.
Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.
what matchmaking is going to do is group the serious gamers with the serious gamers and the casual gamers with the casual gamers so hypothetically, all of the people that are actually complaining about leavers and wanting pvp leaver penalties are actually serious pvp gamers. once they're matched with like-minded individuals, there shouldn't be any leavers. all of the people that, in your assumption, don't even want to play pvp will be matched with like-minded individuals and if people quit matches, so be it.
however it sounds like for you (and others) that pvp should only be designed for serious pvp gamers and casual pvp gamers should just stay out and pve. that will never happen.
Well Elo matchmaking should help people find more matches that are semi-evenly matched, often even on a hard fought neck to neck battle the losing team is almost wasting their time for the low glory reward. Likewise support classes (CCers, DCs, or anyone not racking up dps for kill scores) are often left at the bottom of the glory barrel. Especially DCs, who must by necessity hang back and have very little opportunity to even tag targets, let alone kill one or assist stomp, can end up with virtually no score even on a win. Well DCs could use another metric for generating PvP score all together, other classes, especially in steam-roll situations, need a way to end a match without having gained nothing from it.
I would suggest some sort score balancing for teams where the end-game score is greater than 2/3rds or even 3/4ths imbalanced, with greater rewards the more imbalanced the final score is. Some random ideas off the top of my head are:
- Give a flat glory bonus.
- Assign additional score at the end of the round based on imbalanced metrics, such as:
- On severe imbalance (1/3 other teams score or less), give points just for dying.
- Points for every fight that the player dropped below 30% health, but successfully left combat alive. (DCs and CWs could use this all the time )
- Give points for total time even _attempting_ to take a control point.
- Points for attacking the same target as an ally.
- Point multiplier for how many times you died with three or more enemies attacking you. (DCs need this all of the time too )
- Points for some amount of total damage dealt.
- Points for going from 90% or more health to downed with 2 or less seconds of active character control (not time CCed).
- Class specific points for performing a role typical to that class.
- Also I'd like to see the que system prioritize filling games where players have left, even matches well in progress, and give the player whom takes the spot of a player that has left a flat 15-20% glory bonus, additive, not multiplicative.
At any rate, I think there are lots of ways to try the carrot before slamming the stick around.Please, please implement a penalty for quitters. And personally, I'd like it to be something with teeth. PvP quitters are basically the whole reason I more or less gave up on PvP after getting the artifact. Even though it's not my thing, I had great fun in a lot of my 5-on-5 matches - even the times when my (invariably PUG) team was kinda getting stomped. And once Elo matchmaking is implemented it'll get even better, because there'll be less stomping.
But when the other team gets fifty points ahead and suddenly the match is effectively over because you're down a couple players... not fun. Actually pretty infuriating. And when it happens to the other team, I just end up feeling kinda bad for the ones that stayed. There's no joy in that victory.
Quitters just screw things up for everybody who wants to actually have fun.
The vast majority of people on my ignore list are gold spammers. But the second-largest group is easily people who quit PvP matches when there was still a decent chance to turn things around. I just cannot stand that kind of player mentality.
Granted, I am probably unusually stubborn.
If one team should be unable to win (for whatever reason) they could surrender instead of playing the whipping boys for the other team. It could be realised in different ways: maybe a democratic vote for the entire team or single players can signal that they want to get exchanged with a new player by the system.