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Quitter Debuff and the problems it highlights

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Esperflame
Posts: 184

Quitter Debuff and the problems it highlights

Post#1 » Thu Oct 06, 2016 9:20 pm

I really am okay with the quitter debuff. I honestly think it's important to have in the game, but there's a few problems.

The first real problem is game stability. If you join a scenario and your game crashes, you load back into the game with it unable to queue SC's. Considering we're in alpha and game crashes are still a problem on occasion for people, this is just punishing people because it's an alpha.

The second major problem is if you queue for an SC while RvR roaming and you get a pop while in combat, you punish those wanting to do this. I mean I really enjoy SC's but sometimes it's nice to roam RvR while waiting on pops. Especially when the SC's aren't popping very much. It gives people something to do while waiting. You shouldn't get the quitter debuff if you click "Don't join the Queue" or if the timer runs out.

Just my thoughts on the debuff. I do think it needs to be in the game but it needs a little tweaking.
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Arbich
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Posts: 788

Re: Quitter Debuff and the problems it highlights

Post#2 » Thu Oct 06, 2016 9:50 pm

I agree, especially with point 2.

If possible, you shouldn´t get the quitter debuff when you click don´t join in the first 30 seconds after the scenario pop.
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Dabbart
Posts: 2251

Re: Quitter Debuff and the problems it highlights

Post#3 » Thu Oct 06, 2016 11:35 pm

... If you can't take the pop, then you should get a debuff. You want to Roam and SC? Awesome! Do so! But your wants shouldn't negatively impact others gaming. When you decline a pop it garuntees an imbalanced Pop. Yea, maybe there are enough to fill it up, maybe there isn't. So the realm you are on could be heavily outnumbered, lack of classes, etc. your refusing a pop impacts more tha. Just you.

Also, you have 2 minutes to take the pop. If the combat is so heavy that you can't get free In 2min, then a 10min debuff shouldn't be that big of a deal. Why would it? Your in a heavy fight!

As for the DCs... Yea it sucks. I would prefer the old quitter debuff, where you couldn't gain RP/xp and such for the 10 min. So you can still queue or go fight, you just won't gain anything. Now, that won't stop people from queueing and declining the pop. Which IS a big deal.
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Kopfmotorrad
Posts: 35

Re: Quitter Debuff and the problems it highlights

Post#4 » Fri Oct 07, 2016 12:21 am

I totally support the quitter debuff. I would make it longer.

Joining an scenario in over 30 seconds, no matter what the reasons are, already **** up a scenario.
The others on your side are already in fight and outnumbered badly.
You join too late to help in the first wave and moral of the PUG group is already broken.
Sometimes you can turn such a scenario around again, but most times it is near to impossible.
If you dont join at all, then you just doomed the others ion the sc to have a bad time.

That is why roaming and queuing at the same time is a bad idea in my opinion. Of course you will roam if there is no sc pop in the first few minutes. But then you a taking that gamble yourself, knowing that you might be in fight when the sc pops and that your addgrp will be ****, and possibly the whole sc will be ****.
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Vengums
Posts: 23

Re: Quitter Debuff and the problems it highlights

Post#5 » Fri Oct 07, 2016 1:16 am

Considering that it has been taking 30+ minutes for pops to happen (4-6 man prime time NA), It's really just a way to make people either not queue for scs or avoid RvR.
We got hit with the quitter debuff probably 4 or 5 times last night, it pretty much made me not want to run RvR if it means I can't do scenarios.

As for "heavy combat", I don't think I saw any of that. A lot of the time it has been 6v6 or 6v10 and one person from the group will forget to hit give me a minute, or the fight lasts longer than 2 minutes.

Why not just make the intro to the scenario take 3 or 4 minutes? That way if people drop the queue someone will be able to fill that vacant spot before the scenario starts. If this is the case, then I wouldn't mind a 5 minute quitter debuff. 10 minutes is far too long considering the average wait time for a scenario has been over 30 minutes. The current state of things really just doesn't work for anyone running a group in NA.
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dur3al
Posts: 251

Re: Quitter Debuff and the problems it highlights

Post#6 » Fri Oct 07, 2016 3:35 am

Dabbart wrote:... If you can't take the pop, then you should get a debuff. You want to Roam and SC? Awesome! Do so! But your wants shouldn't negatively impact others gaming
Then people complain "Wow so many people standing in the warcamp not fighting!!"..

If possible i'd like to see an option that if you quit the pop within the first 20 seconds, you don't get the debuff - like someone suggested here in this thread.
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Dabbart
Posts: 2251

Re: Quitter Debuff and the problems it highlights

Post#7 » Fri Oct 07, 2016 4:12 am

People will complain regardless of any set of variables.

In a perfect world, being flagged for combat would auto unqueue you until you/the entire party became unflagged.

This is not a perfect world.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

Kali14
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Posts: 340

Re: Quitter Debuff and the problems it highlights

Post#8 » Fri Oct 07, 2016 7:35 am

Quitter debuff is the best idea ever. Cowards must be marked and punishment! What's a smame.

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