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Rapporter et oversættelsesproblem
All you will end up with is people instead going AFK. At the very least someone that does rage quit is replaced with an AI, so they at the very least will spawn in units. If the player knows they are going to be punished for leaving, there really is no way to stop them from alt-tabbing and watching youtube for the 15 or so minutes that it will take for his flank to get mopped up. All you really punish with this are those that have low spec PCs and bad connections. They crash or their internet flickers, GG. Meanwhile if you introduce a system that will identify someone just leaving the game, vs crashing, people will just unplug their router for a blink so they don't suffer the penalty.
S'itty people will find s'itty ways to ruin the fun of others if theirs is foiled at the start.
Doesn't make sense to not try to implement a mechanic based on what players may or may not do. Not having some sort of elo rating in place doesn't even make sense to begin with. Obviously with an elo system there would be in implementation to be able to re-connect to a match if disconnected. The elo system in Broken Arrow worked great and don't see how something like that can't come over to this game.
If somebody gets a low elo because of their low end PC, or unstable internet, that's even better because I rather be able to identify players with these issues before starting a match with them and having them disconnect/crash 10 minutes into the match. This game already takes too long to get a match, nobody should have to deal with the issues of other player's PCs or their inability to stick it through a match.
Don't see how an elo system is anywhere near a negative idea where the pros don't outweigh the cons. Players with low elos would have a clear display to either being a bad player, leaving matches early or have PC/internet issues.
What could be done instead is kick those with bad connections, and improve the AI. AI in this game that takes over for a surrendered player is either god awful (* ai spawns units and protects spawn zones - or rushes grads to the frontline *) or half decent that you forget ai has taken over.
IDK about all of this. The elo system worked pretty well in BA. Even in a beta, people seemed to be less likely to leave a match early. I'd rather deal with the little cons that come with an elo system rather than waste my time on a daily basis with dealing with sore losers who have the ability to leave without consequence.
agreed 100%.
Nobody else's problem that another player has slow internet or a low end PC.
I am also for have a ban timer that restricts players from joining another multiplayer match for X time if they rage quite.
I for one don't have to time to be waiting 15 minutes for a lobby to fill just for some dude to quit in under 5 minutes, which causes others to leave, then starting the entire process of waiting for a lobby to fill up again.
BA has this mechanic but allows for a player to rejoin the session they disconnected from. If a player doesn’t reconnect it’s a timeout for 1 hour. I could agree with a mechanic like that. ELO though, no. There is a significant learning curve to this game, and if it becomes too toxic we’ll end up with lobbies taking hours to fill and the new player base not becoming long term players
- Guy leaves
- player on top of the list got the units
(Improvment: 1 player can take this units or the closest player on the field gets them)
- income gets splitted to the rest of the remaining player
This was/would be a workable way to deal with leavers that ai incomming is just bad
Not a bad idea at all.
Don't think the AI is the worst, but I have learned if you play and adapt to the AI, it actually comes in pretty clutch. Not ideal, but overall still annoying all around regarding rage quiters.
IDK why people even rage quit matches that aren't even ranked or have any type of elo/rating.
Don't see an elo system impacting the wait times for lobbies between newer and long term players. I think it's fair game for long term players to not want to play matches with newer players, especially level 1's.
I know when I first go into the game, I played plenty of skirmish matches against AI until I reached level 10-11. Playing against AI isn't the same as players, but it helped me a to better understand the game, maps and overall flow. More players should really put some time against AI before jumping into PvP servers.
When I host matches, I typically boot anyone who is below level 10. Think of it how you will, but I have given the <10 levels far more than enough benefits of the doubts and chances. IDK what it is with new players, but the majority of the time they do what they want, double stack lanes and do not communicate at all with the other teammates.
Regardless, having a timeout penalty isn't a bad idea either. If a re-connect mechanic ever comes to the game, don't see how there can't be a compounding timeout restrictions for players who constantly leave early. The more they leave early, the longer the timer gets eachtime. I love the gameplay more in Warno far more than BA, but the matchmaking system and re-connect options is quite literally the only reason I may play that game more.
I can come home, get on and never have to worry about waiting for a match because of the matchmaking system. Plus I think the Elo system in BA incentivizes players to actually stay to try to win, regardless of if they start losing. The issue in this game is people start quitting the minute they start losing control of a sector and have no will to try to comeback, so they just quit. I think that same mentality would carry over if Warno had an elo system.
The same reason they are first to proclaim their faction is bad, a mechanic is bad, or the AI/Players are cheating, pride. That's all it is, narcissistic people unable to swallow their pride and acknowledge they f'd up.
The basic logic flow goes like this:
Lose opening lineup, or do a bad move -> Enemy must have cheated/My faction is just that unbalanced and nothing could be done/my teammates failed to help me/Game lagged -> This game is lost because of this reason -> Quit Game.
It is an ironic line of thinking, because usually the idea is that the game is lost because they think they can't carry the match, while thinking that they did nothing wrong, or that the enemy just cheesed/cheated them to death.
It's the kid taking the football home because things aren't going the way he wants them to. Only his fun matters, and if that fun is ruined for whatever reason, they'll just leave.
I do miss the day in age with gaming where players who get outplayed admitted they got outplayed instead of trying to find something else to blame.
((I grew up playing Socom II and if a player were an Ensign rank (aka butter stick, the lowest possible rank) players owned up to it and would admit that they just are not a great player. Today in gaming, when someone loses, it's always something else to blame. ))
Lately, AFAIK, there have been connectivity issues due to server overloads.
Checking your internet connection, and getting a good result is not actually reliable, in terms of games. Gaming connectivity is always a two way street and the problem does not always have to sit with the players, as you seem to suggest.
Have you ever done a traceroute and actually seen how many hops your connection goes thru, before it gets where it's going?
If the servers, or the connections to the servers are overloaded, you are not gonna see that on your end, and your UX will suck, even if, you get a good ping - which is a minuscule packet of data. in the grand scheme of things.
It's obvious that you are privileged, are able to afford a good connexion and PC, and you don't live in a third world country.
Good for you, but don't dis others in less fortunate positions than yourself, people have, and do, become destitute overnight. - True story.