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trouble is, afaik the game is running on autodesk, so it's already a bit of a ducttape and string arrangement as it is...
...and as for the satisfaction of wasting somebody's time, that's not just on the host's end - nothing tanks your view of public-joins like the "I need samples so I'm going this way. nothing says I shouldn't have access to the entire reinforcement pool" people.
Even then, I've had the displeasure of having people that will just start, most of the way through a mission, damaging team mates, wasting ammo from weapons others have called, wasting the team supply call-in etc.... they get kicked for that, I don't care how far into the mission it is if they don't either.
That's the issue - anybody unhappy with how hosts react to them can, themselves, be the host - any host unhappy with how public joiners influence their mission can, in turn, remove those joiners.
With people already blocking those that kick them, the issue already has the tools required to sort itself out, in a way that won't damage the game in an untold number of other ways.
A different option would be if a hypothetical report function is put in those who are reported overtime match with others who are reported, not ideal and somthing id ever want in the game but its for a sake of argument. as it would punish 50%+ of the people in it would be decent players just troll reported.
And that's if your ship-join and mission-load are slow, which will haunt you regardless of being kicked or not?
And that is the precise crux of the problem with the vast majority of proposed 'solutions' to the problem: they add one or more layers of further abuse that can be directed at people, without actually hitting the route problem, where the existing tools will already resolve it.
DRG had the benefit of having a smaller playerbase, so the in-world internalised hints at focusing on teamwork like "if you don't rock and stone, you don't come home" had more of an impact - shallower pool, bigger ripples when the rock is cast in.
Easiest ways to duck tape the problem that is really is,
You get rewarded for the stuff you have done even if you dc/get kicked.
You miss out on end of match bonuses and other things but you atleast get something instead of nothing.
Secondly let you see who the host was in the previous game so you arent having to block 3 players two of which had nothing to do with the host.
Except, the supposed 'toxic hosts' are getting blocked en-masse by the people getting kicked by them, so the existing tools are specifically reducing the problem, and if it's as widespread a problem as some claim, at an incredible rate too - the 'toxic hosts' would be rapidly exiling themselves from the general playerbase.
Similarly, people encountering 'toxic hosts' is currently at the point of being a statistical anomaly, so when the accordingly small number of people meeting that issue host their own games, the problem will again further be cut into - burning the candle at both ends, as it were.
The easiest way to duct-tape the situation does not involve giving rewards guaranteed despite being /kicked/ of all things, because that would encourage an aspect of player behaviour that gets people kicked - the candle will never burn out if people are specifically adding to it from the middle outwards.
The idea of letting people see who the host that kicked them would be a good idea though, but only if they were kicked of course, and only if such a system were infallible, so there were no server issues getting things mixed up.
In a game where, again, you're far more likely to be disconnected for no reason than kicked, let alone for no reason.
It's also the internalized commradery and how much it passively encourages teamwork where as this game doesn't encourage teamwork in such an organic way. It doesn't show helldivers as ride or die squadrons nor provide any real support options to encourage team play in a way that's useful and enjoyable to all. But that's a whole other debate
Point being, I haven't seen this much kicking in a game since payday 2 and that game was a ♥♥♥♥♥♥♥ nightmare to find public games for. But with both the difficulty the way it is in being crafted in a way that isn't fun so much as it can feel like straight up bs at times along with the weapons encouraging a specific meta that all players generally have to follow less youre either gonna get kicked or just not gonna have a fun time playing thus disencouraging playing how you want or just experimenting in general, makes for a community that can be pretty toxic.
But even then there's so many cogs and factors that go into making a community a way it will be that you could spend months picking apart the psychology and it's root causes on any given game. I'm just stating the causes I can think of off the top of my head.
if the basis of your argument isn't for moving the game /away/ from current and potential abuses, you never started to begin with, let alone be able to be done with anything.
If people are given the power to, far from being punished, actively be rewarded for going off and doing their own thing, regardless of the negative impact on the mission? That's going to increase the number of abuses massively, not decrease it.
A hamster being injured is a problem, and killing the hamster, while technically meaning the problem of them being injured is gone, doesn't /really/ help.