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Re: Quitter debuff

Posted: Mon Oct 03, 2016 3:28 pm
by bloodi
Gobtar wrote:I would rather a player immediately drop a queue, so that another player may take it, while in the "readying" stage then let that player struggle for the next two minutes to get into the SC, where they either come in late, or they don't come in at all and you are back at square one.
The point of the debuff is to tell people to commit and understand their actions have consequences, if you queue for a sc, make sure you will be able to join that sc, if you may not be able to, dont queue.

Specially at NA times, where you will see the same people in the t4 scs in one sc after another, refusing a queue makes your team fight a uneven battle and probably makes them lose by default. There is scs like Temple of Isha where getting first to the BO is half the battle.

Its specially dire when its not just one, its several people that do this in scs, the amount of scs i had to play where the enemy faction is full 12 from the start and we barely scratch a group is ridiculous and this new debuff helps a lot with it.

Yeah, what you mention of someone dropping the queue instantly may happen under ideal circumstances, most of the time however, you are just screwing your teammates because you had something better to do, so that something better last you for the next 10 minutes also.

Re: Quitter debuff

Posted: Mon Oct 03, 2016 5:24 pm
by Gobtar
bloodi wrote:
Spoiler:
Gobtar wrote:I would rather a player immediately drop a queue, so that another player may take it, while in the "readying" stage then let that player struggle for the next two minutes to get into the SC, where they either come in late, or they don't come in at all and you are back at square one.
The point of the debuff is to tell people to commit and understand their actions have consequences, if you queue for a sc, make sure you will be able to join that sc, if you may not be able to, dont queue.

Specially at NA times, where you will see the same people in the t4 scs in one sc after another, refusing a queue makes your team fight a uneven battle and probably makes them lose by default. There is scs like Temple of Isha where getting first to the BO is half the battle.

Its specially dire when its not just one, its several people that do this in scs, the amount of scs i had to play where the enemy faction is full 12 from the start and we barely scratch a group is ridiculous and this new debuff helps a lot with it.

Yeah, what you mention of someone dropping the queue instantly may happen under ideal circumstances, most of the time however, you are just screwing your teammates because you had something better to do, so that something better last you for the next 10 minutes also.

I get what you are saying, the times i have gotten the quitter so far have mostly been due to guildies coming on and getting a pop at an inopportune moment, or getting an awkward instapop from the group lead.

Where as before I would be able to join up and immediately requeue, now I have to sit out, last night I lost close to an hour of game play over the entire night due to shifting group dynamics, awkward pops and miscommunication.

As a NA player myself, not being able to queue means wandering empty lakes, the buff is successful in the sense that I am less interested in a haphazard group who will queue willy nilly.

Re: Quitter debuff

Posted: Mon Oct 03, 2016 5:33 pm
by Akalukz
wonder if they could change it from a "no queue" allowed debuff to something like. 50% rewards for twice as long or something.

Re: Quitter debuff

Posted: Wed Oct 05, 2016 12:58 am
by Gerv
Gobtar I strongly recommend you get qq'er. Firstly, when the group composition shifts through a person joining or leaving it drops everyone's que. Thus eliminating the "awkard pop" from lead. Secondly like the system now if someone has quitter it won't que. Thirdly, it automaticly hits give you a minuet at 5 secs of first tick so there is no issue of people complaining about missing the initial window. Forthly you can easily blacklist scenarios you don't want to que for with a click of a button.

Get it, and never waste time again.

Re: Quitter debuff

Posted: Wed Oct 05, 2016 1:45 am
by Wittygamertag
I think there are some big downsides to the quitter debuff.
1. On at least 4 separate occasions I have been stuck in combat in altdorf and .u has not worked leaving myself or my premade with an option to all wait 10 mins or drop me for an sc.

2. when I am pugging sc`s as my guildies are not on yet or I only have time for 2-3 and I load to find 4 bw 2 sw and the rest slayers against a destro side that has a well compromised grp that has heals (not saying premade just well balanced) then leaving makes no difference in the gaming experience affecting others because the alternitave is to stand in the spawn and get camped.
So what is the difference if someone leaves or stands in the spawn out of range waiting for sc to be over.

Surely by them/all leaving and requeing and getting in the next sc fast will make the experience more enjoyable for both sides in that new sc?.

What I am saying is people want to fight and win and enjoy the battle for me spawn camping is the same as fighting nobody.

Re: Quitter debuff

Posted: Fri Oct 07, 2016 3:06 pm
by Qwack
The game still has DC issues, so penalizing a player when the game itself DCs while you are in an SC or about to take it is a bit excessive at this time. The other forms of quitter debuff seem fine since they are within the control of the player.

Is there a way to determine between the game dumping the player or the player dumping the game? In my observations from live, if a weanie doesn't like what they see in matchmaking for SCs, they will drop anyway regardless of a debuff.

Re: Quitter debuff

Posted: Fri Oct 07, 2016 3:13 pm
by Bozzax
Guys it is 10 mins ;)

All im saying is do a bio get som coffee and profit

Re: Quitter debuff

Posted: Fri Oct 07, 2016 3:51 pm
by zabis
In NA, it is more than 10 minutes. Your debuff may wear off after 10 minutes, but you may have to wait another 20 minutes after that for the next scenario to pop.

Re: Quitter debuff

Posted: Fri Oct 07, 2016 9:37 pm
by Gerv
Wittygamertag wrote:I think there are some big downsides to the quitter debuff.
1. On at least 4 separate occasions I have been stuck in combat in altdorf and .u has not worked leaving myself or my premade with an option to all wait 10 mins or drop me for an sc.

2. when I am pugging sc`s as my guildies are not on yet or I only have time for 2-3 and I load to find 4 bw 2 sw and the rest slayers against a destro side that has a well compromised grp that has heals (not saying premade just well balanced) then leaving makes no difference in the gaming experience affecting others because the alternitave is to stand in the spawn and get camped.
So what is the difference if someone leaves or stands in the spawn out of range waiting for sc to be over.
You probably are not going to like what I am about to say, but, firstly, never ever, ever, ever que for scenarios while one or more members of your party are in Altdorf or IC, it is just asking for something to go wrong. These zones are notorious for screwing with parties and que pops alike. Do yourself and your premade a favor and never que while in Altdorf, just accept it.

Secondly, when you are pugging, you have to accept that this will happen. There are a few events that the devs and implemented to help with this.
1. When one side is dominating the other the scenario will rapidly end to reduce time spent spawn camping.
2. The respawn area cannons are really effective at deterring the opposition from spawn camping and encouraging them to finish the sc. Get on them and find out for yourself.

Re: Quitter debuff

Posted: Fri Oct 07, 2016 10:32 pm
by Tesq
Should be 5 min if you refuse a queue, and 10 for leave a sc