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faxx2

Second Lieutenant
52 Badges
Sep 5, 2013
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First of all, in my opinion, there are some legitimate reasons to quit.

BUT quitting because you personally are losing (or lost you key unit), putting your teammates under pressure is not really fair or fun. THEREFORE I think it could be a good thing for a cool down for multiplay if you quit (like Warthunder), I understand if real life get in the way, but I really hate it when players lose their opening gambit and then quit--this happens a lot in Wargame (where a helo spammer quits because his first attack dies)

For me the fun games are actually when you manage to grind out a victory (or causing the enemy a hard fought victory) with your teammates--It super sucks when your team (or the other team) starts quitting like dominos. No matter how many units you have lost or how much ground you loose there is still ways of being useful as a team.

For the record, I am not advocating a super long cooldown (hours), but I think it should be significant.

p.s. maybe my frustration with quitting is that I really like the team element of the game--I hardly ever play 1v1 (in wargame and never in this game)


Any Comments or other solutions?
 
I have no problem with people quitting when the game is clearly lost. Sometimes playing further is clearly just going to be a waste of time, and you want to move on to the next game. Honestly, continuing to play when it is hopeless, and the enemy team is playing well and clearly not going to make stupid mistakes, is just unenjoyable torture sometimes. If teammates want to keep playing despite all odds, they are welcome to do so, but they shouldn't require me to stick around when I know that all is long since lost. I have other things I would rather be doing than allow the other side the great joy of seeing to completion an inevitable victory.

I will say though, sometimes the game is clearly not lost, you are just a few points behind, and then some players lose hope and start quitting, which action by itself can make it all the more difficult to pull out a comeback. But when no comeback is possible, don't try to penalize those who quit the game.
 
Hm I do understand that punishing players when there is no possible comeback, is a bit harsh. However, in my experience, the torturous games are usually because someone just quitted early as they lost the opening engagement when the writing clearly was not on the wall.

I think there needs to be more nuance to my point for sure, but I personally think there needs to be something because otherwise a tactic will be to force a player to quit to disadvantage his teammates, and I have played games where a player quit on us because he lost some of his units and we managed to claw our way back. I just think that people are too quick to quit when the going gets tough.
 
There could be some kind of pop up that you can ask your team if they also want to concede defeat? Then if you all want to quit, then it's no problem, but if not then you should carry on.