Is anyone getting sick of...

People who quit after the first set back?

I play mostly locked team 2v2 or 3v3; usually we have game names like "2v2 intermediate" or "3v3 not noobs". It generally takes anywhere between 30 and 90 minutes in these games for the first real action to take place. Then as soon as someone loses a cap or a colony they just quit.

Not only does this basically end the game, but they don't get a loss. To compound it, most of them do it on purpose. After we discovered that we had to kill all their crap after they quit, we started explaining that if someone was going to give up, to please use surrender. This is the same courtesy we would extend to them.

Also of note is that even if the quitter's team mates surrender, to get a win we have to clear THE WHOLE FREAKING MAP. Now you might ask "why not just quit yourselves at that point?" Well we don't quit because hopefully when people see the records they know something about the skill level of the people in the game. I do not enjoy smashing new players; I would much rather face people around the same skill level.

However IC wants to address this, they need to at least give us the option of declairing victory if there are no human players left to oppose us.

I would love to see what other people think of the current quit/surrender and win/loss functions. Does anyone else have this much of an issue with people quitting?
39,996 views 25 replies
Reply #1 Top
Yes! I completely agree about people leaving way too quickly. I think fixing/introducing a proper stat system (ranks/proper counting of wins/losses) will make people actually bother to stay in games and fight it out like they should. A setback at the start doesnt in any way mean you can't make a comeback, people just dont want to try most of the time.
Reply #2 Top
I don't think there's a need for the slight difference between the surrender and quit options. You quit, you lose.
Reply #3 Top
I don't think there's a need for the slight difference between the surrender and quit options. You quit, you lose.
End of quote


i agree with that but what of the people who got disconnection?
Reply #4 Top
I definitely would like to see something done about this
Reply #5 Top
I don't think there's a need for the slight difference between the surrender and quit options. You quit, you lose. i agree with that but what of the people who got disconnection?
End of quote


Allow the AI to take over, and allow for people to reconnect, ala Civilization 4.

If a person doesn't reconnect within 10 minutes of leaving, or disconnecting they take a loss.
Reply #6 Top
Hehehe u should see this one replay just for the dialog. Where the guy says he will quit, I told him to surrender and he says he doesn't want the loss. Then I told him that he did lose. Apparently it doesn't register in his brain :/
Reply #7 Top
This is the exact same thing that happens in every other RTS game online - I remember having about ten people do it to me in one day in C&C: Generals, simply because they didn't want to lose their precious stats, as if that really matters in life.

God forbid that their girlfriend (oh, who am I kidding?) finds out that they lost a match to some n00b playing as the TEC!
Reply #8 Top
wic ranking system is very well done. id like something like that. would kind of solve the issue.
Reply #9 Top
This is the exact same thing that happens in every other RTS game online - I remember having about ten people do it to me in one day in C&C: Generals, simply because they didn't want to lose their precious stats, as if that really matters in life.God forbid that their girlfriend (oh, who am I kidding?) finds out that they lost a match to some n00b playing as the TEC!
End of quote


Personally I think this (bold) inclination swings both ways. Where as those hitting quit show a regard for their stats, so to do those who complain about them quitting as they want their victory stat. If not then you would just quit satisfied with the knowledge that you won.

Oh, I don't like quitters either.

Reply #10 Top
Do people know that you can get a victory by just allying with someone and starting the game with no enemies. I accidently did this once with someone when we forgot to put in the AI players we were meant to fight.

Went straight to the victory screen and I got a Win!  :NOTSURE: 

So if you really need your win points for vanities sake  :SURPRISED: 
Reply #11 Top
Yes. I think a penalty should be made for those who disconnect, maybe like a medal for over 25/50/100 disconnects named:

25 disconnects: "Bad ISP"
50 " : "I can't configure my router"
100 " : "Ninja Plugger"

:)

All kidding aside, yeah this area could use some work. I'm very sure IC is aware of this issue...
Reply #12 Top
It takes some basic subtraction to deduce that a person with 2 wins, 0 losses and 25 games played has a relatively high chance of disconnecting if/when things go south for him. Add a stat for "Incomplete Games" to aid those lacking these basic math skills.

Or better yet...

Disconnects/Quits should count as surrenders. Your ISP died? Well, I guess thats your bad luck chum. It's not as though your salary is dependent on your Sins stats then is it? If players know they will get the loss, they are more likely to stick it out and fight to the bitter end.

Stats should be used as a means to motivate players to higher levels rather than encouraging people to dodge unfavorable circustances.
Reply #13 Top
Also add more stats that make this type of player look bad, and the kind of player you want to avoid.

Stats like average game time, quits vs surrender vs disconnects, games finished or played out vs drops etc. The more information available about how a person plays, win or loose, will make people who think these stats matter re-evaluate the value of a loss, vs the other stats that indicate they are a bad player and poor looser.
Reply #14 Top
So... if you don't allow a normal quit, how do you plan to handle the "let's save and get back to it later" situations? Everyone gets a loss everytime they drop out to continue later? :/
Reply #15 Top
You shouldn't be able to quit to avoid a loss on your record. People will obviously just quit everytime. Quits/disconnects should either count as a loss, or add another stat showing number of disconnects.
Reply #16 Top

Hopefully 1.03 will be able to get in the AI replacement of dropped players AND have the AI surrendering algorithms in.

It's not certain they'll make it into 1.03 but they're on the way.

Reply #17 Top
You shouldn't be able to quit to avoid a loss on your record. People will obviously just quit everytime. Quits/disconnects should either count as a loss, or add another stat showing number of disconnects.
End of quote


them make a certain flag toggleable at the start - call it "quit=loss"
Reply #18 Top
There`s no hard & fast rule that can possibly govern and thereby solve players who are not mature enough to lose with dignity.

I recall one of my own losses in Warhammer 40K: Dawn Of War, playing my Chaos faction. It was a very friendly game between 4 of us - we had never met before - but a mightily played contest all the same. It came down to 2 players. I lost my main base, but I had a huge number of objectives and a few key buildings in remote and as yet undiscovered areas of the battlefield. I had the resources and the facilities, so I kept surprising my Eldar adversary with legions of Chaos Obliterators. For a time I turned the tide back in my favour, surprising the Hell out of my foe, but eventually he began warping hurt Phase Spiders in & out of combat, forcing my pursuing units into overlapping fields of non-essential Eldar defenses. At this point I could certainly have quit/surrendered, but I played it out, suffering the inevitable crush this Eldar foe brought to me.

No matter what you think of, you cannot create any kind of absolute rule that eliminates stupidity. The only solution is to find players that you can trust to play to the end, even if it is their own.
Reply #19 Top
Thanks for the replies.

Frogboy, is there any chance of getting a game option to declair victory if there are no human opponents left on the opposing team? We play multiplayer to fight people not the AI. (Not to say that AI replacement wont be a good thing for when there are still people left.) Any news about the possibility of adding an option to reconnect to games in progress?

Reply #20 Top

Too often I see a teammate quits after losing the 1st cap, then another teammate quits right after b/c the first one did. I would like to be able to tag notes to these players after they quit, and avoid playing with them in the future. This did give me some interesting 1v3 and 2v4 games and I actually won a couple of those. If they didn't quit then there would have been a lot more enjoyable and winnable games.
Reply #21 Top
I would like to be able to tag notes to these players after they quit, and avoid playing with them in the future.
End of quote


Consequences for ones actions. I like that idea.

Reply #22 Top
I don't think there's a need for the slight difference between the surrender and quit options. You quit, you lose. i agree with that but what of the people who got disconnection?
End of quote


If a person has 10 disconnections, that is a person I don't want to play with. They may not be doing it on purpose, but it does ruin the game for everyone else.

If you don't have a stable internet connection, you really shouldn't gamble away the time others spend playing.

Reply #23 Top
If a person has 10 disconnections, that is a person I don't want to play with. They may not be doing it on purpose, but it does ruin the game for everyone else.If you don't have a stable internet connection, you really shouldn't gamble away the time others spend playing.
End of quote


Agreed. The end result is the same no-matter what. A game is ruined because somebody left pre-maturely, intentionally or otherwise.
Reply #24 Top
Perhaps there could be a kept and published stat along with W/L of these "disconnects". Of course, I've never been on ICO so I don't know what is displayed...but it should be one so you can choose not to play with these people. And a disconnect would count as a full loss and a loss would count for only half a loss, go figure!

Don't let this topic get you too

AgroStitch
Reply #25 Top
Too often I see a teammate quits after losing the 1st cap, then another teammate quits right after b/c the first one did. I would like to be able to tag notes to these players after they quit, and avoid playing with them in the future.
End of quote


I totally agree. Ironclad-Craig suggested using friends only games, but that just is not a practical solution (he also did say there are improvements coming, so I am not putting him down or anything). I have ~10 good players on my friends list, and 90% of the time people will not be online, or if they are they will already be in a game. What we need is the ability to put people on a ban list from our hosted games, being able to add a tag would be icing on the cake. Quiters and people with connection problems only serve to waste 1-2 hours of time.

I am lucky in that a friend and myself usually play together, so it is not my teammate that quits. Right now we have a hand written reference list (its getting very unwieldly)of people who quit after agreeing both sides would use surrender, or do in-appropriate things in game (sexist or racist planet names usually). If 1.03 doesn't address this issue, I am starting to wonder about how will be have to deal with our growing list.

Part of the issue is the lack of choices when joining games, and I do not have a solution for this. No matter what we label our game room we get people with no completed games. Names like "2v2 Advanced", "2v2 intermediate", or "2v2No.noob/laggers" don't seem to make a difference because people look for a game and they see 3-10 mostly friends only, not set to fast, or passworded. Ours is often the only game people can join. Lately, we have started trying to screen people without a few completed games, but man that just plain sucks to have to do, for them and us.