Add City Quitter Debuff
Posted: Thu Nov 16, 2023 6:39 pm
Proposal
Add a debuff for people that leave city before the end of stage 3. This debuff would be account wide and prevent someone from queueing for city for the next city lockout.
Add a surrender option to city that kicks in at either the middle or end of stage 1 so that highly lopsided cities can be ended without forcing everyone to play out a very lopsided and frustrating match.
Add a mechanism that kicks people out of city and gives them quitter if they remain in the safety bubble for longer than 180 seconds. Provide a pop up with a countdown starting at 150 seconds.
Add tiered losing side rewards. +3 City bags if losing team reaches 50 kills, +6 for 100, +9 for 200. +2 Bags to either team for each of stages 1/2/3 that are won. This incentivizes players to play out even or semi-even cities by increasing the rewards.
Ensure the system is set up so it does not catch DCes that reconnected and give them quitter.
Reasoning
City is some of the most fun content in the game. Being able to win in city is considered one of the markers of a really strong team. Unfortunately, city is currently plagued with lopsided matches and rage quitting.
Rage quitting city is incredibly toxic and unfair behaviour. I have been in cities where 47 people have their experience ruined in the middle of a competitive city because one leader of a 6 or 12 man squad on the currently losing side rages out, quits, and makes the city unplayable. This behaviour is currently tolerated by the GMs because it is considered acceptable to not play out a match that you consider "over" and the definition of when a city is lost is too nebulous to have any meaningful enforcement.
Adding a city quitter debuff disincentives people from leaving early. This should reduce the amount of rage quitting (even if it is small, every bit on the margins helps).
Adding a surrender option puts a bit of a safety valve so that players are not forced to sit in unwinnable cities getting farmed for 60 minutes. It also provides a way to end the city quickly if someone does rage quit so that people are not forced to sit at the keyboard in a city that isnt being played in order to avoid quitter themselves.
Adding incremental losing side rewards incentivizes playing the game - which is generally a good thing - and acknowledges teams that put on a good showing, even if they didnt win.
Escalating Penalties
I suspect that really bad actors would take quitter periodically and keep queueing. In order to address this, I think the penalty should be escalating:
First time quitting city: 5 day quitter
Second time quitting city: 10 day quitter
Third time quitting city: 15 day quitter
etc etc, could do 3,6,9 or whatever time escalation makes sense.
Some players have multiple accounts. There is some consideration for ruling playing city on a second account while having quitter as ban evasion. I wouldnt open with this approach because part of the proposal's goal is to incentivize healthy city behaviour with no ongoing GM involvement.
Add a debuff for people that leave city before the end of stage 3. This debuff would be account wide and prevent someone from queueing for city for the next city lockout.
Add a surrender option to city that kicks in at either the middle or end of stage 1 so that highly lopsided cities can be ended without forcing everyone to play out a very lopsided and frustrating match.
Add a mechanism that kicks people out of city and gives them quitter if they remain in the safety bubble for longer than 180 seconds. Provide a pop up with a countdown starting at 150 seconds.
Add tiered losing side rewards. +3 City bags if losing team reaches 50 kills, +6 for 100, +9 for 200. +2 Bags to either team for each of stages 1/2/3 that are won. This incentivizes players to play out even or semi-even cities by increasing the rewards.
Ensure the system is set up so it does not catch DCes that reconnected and give them quitter.
Reasoning
City is some of the most fun content in the game. Being able to win in city is considered one of the markers of a really strong team. Unfortunately, city is currently plagued with lopsided matches and rage quitting.
Rage quitting city is incredibly toxic and unfair behaviour. I have been in cities where 47 people have their experience ruined in the middle of a competitive city because one leader of a 6 or 12 man squad on the currently losing side rages out, quits, and makes the city unplayable. This behaviour is currently tolerated by the GMs because it is considered acceptable to not play out a match that you consider "over" and the definition of when a city is lost is too nebulous to have any meaningful enforcement.
Adding a city quitter debuff disincentives people from leaving early. This should reduce the amount of rage quitting (even if it is small, every bit on the margins helps).
Adding a surrender option puts a bit of a safety valve so that players are not forced to sit in unwinnable cities getting farmed for 60 minutes. It also provides a way to end the city quickly if someone does rage quit so that people are not forced to sit at the keyboard in a city that isnt being played in order to avoid quitter themselves.
Adding incremental losing side rewards incentivizes playing the game - which is generally a good thing - and acknowledges teams that put on a good showing, even if they didnt win.
Escalating Penalties
I suspect that really bad actors would take quitter periodically and keep queueing. In order to address this, I think the penalty should be escalating:
First time quitting city: 5 day quitter
Second time quitting city: 10 day quitter
Third time quitting city: 15 day quitter
etc etc, could do 3,6,9 or whatever time escalation makes sense.
Some players have multiple accounts. There is some consideration for ruling playing city on a second account while having quitter as ban evasion. I wouldnt open with this approach because part of the proposal's goal is to incentivize healthy city behaviour with no ongoing GM involvement.