Radical different perspective of a possible solution to rage quitting
Approaching from another angle, I am going to suggest a radical change towards game flow and balancing which will solve or at least some of the rage quit problems:
- Scale down the amount of gold and exp awarded for killing DGs when every level the agressor is greater than the defender
- Scale up the amount of gold and exp awarded for killing DGs when every level the agressor is less than the defende
What does this do? This allow the losing team a chance to comeback through proper readjustment of strategies, giving some of them hope rather than despair and not to make coming back seems impossibility. If the team made a mistake earlier, they can try to make up for it by playing better and hopefully score a few kills to get back to enemy levels. Currently without a dynamic balance act such as this, coming back is a uphill battle with exponentially increasing slope. This merely make the slope straight and easy, but your team still have to climb it to catch up. In addition, the enemy is harder to exploit their power because of the scale down.
In addition, the following is possible:
- Scale down the amount of gold and exp awarded for killing creeps for the winning team for every level higher of difference between mean levels of two teams
Because this tend to make the game lasts longer, this will require balancing such as the gold flow may be increased for both team.
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