It’s pretty standard to have voting forfeit in MOBA. How is HOTS any different? Sure, there is a chance of coming back by using objectives and lucky team wipes. However, I am talking about games with leavers, AFK, intentional feeders, down 3 levels (ie: 22 vs 19). It’s a waste of time to be part of a losing game. If the developers want this game to attract more people, they to need to respect the players limited playing time.
Shoulda said something back when the game was still being developed. Would have at least had a chance then.
Sure, let’s have surrender option in 15 min, 20 min mark, depending on the map, like LoL. Case closed.
In case you didn’t get it OP, most HotS games end before 20 min. Games where you would want to surrender in the first place would end before 15 min regardless of which map. So what point is there? But sure, let’s have surrender option at 15/20 min mark to entertain the idea.
- It is not standard to have a ‘voting forfeit’ and you’d probably list off only 1 or 2 examples without knowing much more than that in the genre, let alone ‘games’ as a whole where the ‘standard’ would be to play things out anyway.
- HotS does not have items gated behind farmed gold to create insurmountable gaps in power. Games that honor ‘concede’ options typically have limited resource acquisition, or aren’t multiplayer matches where select individuals want to impose their lazy opinion over a majority they don’t respect.
- The game balance is based around lvl 20, and not so much prior to that point; people concerned about ‘wasting’ their time generally don’t have enough experience in come-back circumstances to actually play the game and look for any out they can find instead. Since xp can be attained by 1 person, having a handicap of afk players can still be offset and turned around provided people stop fixating on bad fights.
- Functionally, all recreation is a ‘waste of time’ by virtue of comparative activities, hobbies, and accessibly alternatives; part of the issue of people regarding ‘wasting’ their time (or being ‘bored’) is they typically blame anything else they can instead of look on how to improve what it is that they are doing. You are the only one spending your time, and no one else really needs to ‘respect’ that more than yourself. However, since it is much easier to think people ‘deserve’ things by virtue of using select words, they demand things they don’t really quantify, but expect of anyone else anyway.
Part of the issue of giving up for a match is there’s little else to prevent the next one from being just like it, which then just loops more of the same. Since the game is currently unlikely to get functional changes the previous devs said weren’t going to happen, if people want something to change, then it’ll have to be on the side they can actually control.
I strongly agree with OP. It feels like I’m being held hostage in the game a lot of the time - my team is hurling insults and just inting or afking, for example. Why must I stay in a game if most of my team wants to leave? It would take so much bite out of the trollers and leavers if we could just end the game and go next. Even if the game usually ends within the next few minutes of total team breakdown, why must I sit there for however many minutes if we want to just forfeit as a team?
Chill. It’s more than likely going to be over in 5 minutes anyway:
But that doesn’t answer the question of why I should be forced to wait up to five minutes before it does end, if the majority of my team wishes to forfeit.
- HotS needs no surrender
- This is the 1000th thread asking for it
- None of them had any effect cuz the devs officially refused to implement one
- There aren’t even any devs now so it’s not deaf ears, instead shouting in the vacuum of space
- I think HOTS would be better with a forfeit option.
- Perhaps all those threads were made because other people think HOTS would be better with a forfeit option as well.
- True. But this was a mistake.
- If you believe everything written here is pointless, why are you here telling me so?
I inform the ppl and not the (now non-existing) devs.
The game was announced to be on a really tight and dry maintenance mode where we get nothing new and we can be glad if once in a blue moon we get some bug fixed and some balance tweaks.
HotS is over as long as Activision-Blizzard has it (and even if Microsoft buys it the chances still aren’t that great).
New features won’t get added, too much work.
(And this is ignoring how this desire was officially denied even when they could’ve added it, but we’re past that.)
Surrender mode was already a question the devs had back in Alpha and they said the game does not need one so all those give me this give me that threads are waste of time.
Games only last about 16-21 min in average unless you face a toxic 5 stack that refuse to end the game.
Yeah, I remember them talking about it way back when. Personally I’m glad we don’t have to deal with people constantly nagging us to ff. League was lousy with that kinda thing at times.
the problem is games last 10-15 mins usually, yea some games can last from min 5 mins to max 30 min in some extreme cases, but not like lol in wich games can last 40 mins (i’ve seen some lol streamings lately and figuring it out) so the time wasted in unwinnable games are longer than in hots… so i think devs thinks “man 10 mins is not much time to waste in a inevitable loss”…so they want we to let the other team enjoy 10 mins or less of a winning and then when the game end and just go play another one and hope for the best… so i think thats why we dont have forfeit systems
I would have killed for this the last game. my enemy team was lvl 7 and we were level 4. I had a naz and a zera who said it was not exp that wins this game but team fights. So they told me the healer to go soak. These same two players died a total of 17 times together and yeah. No one wants to play a game where people are not doing there job. If you didnt wanna soak then fine ill play bruiser but geez.
- Basic math. A game is comprised of 10 people; 3 can make a majority for one side, but does not make a majority for the match.
- “surrendering” is contingent on the other side to accept it, not on the capacity for people to whine more about it; that’s why there’s a gap in the “majority” people use when they don’t get their way
- Learning to delay gratification does all sorts of spiffy things for people, so learning how to ride out a “hostage loss” has long term benefits.
- Unspoken Social Contract and Incentive/Punishment: If 3 out of 10 have a wider swing on controlling a match, it sets a precident for people to not play the game. Why let the other side go garner a win, when you can just give up, go next, and loop the same thing? It becomes a rational to just not do the activity instead of some convienence for playing the game.
Some people might cite examples of things that let them give up, which then asks “well why isnt that occupying your tile since it’s so respectful and has what you want” and if people entertain the dialogue enough to be honest about particulars, topics for “surrendering” tend to defeat themselves. That also tends to compliment players that end up on the bad end up surrender chains and then end up wishing it wasnt in their game.
If people need every 5 minutes to sate their attention lest they otherwise feel “ punished” then they’d probably get their gratification satiation from mobile games; granted, some may object to preditory monitization common to mobile gaming, but otherwise, sometimes having to eait out 5 minutes helps life skills that much more.
“why do i need to wait in this line for 5 minutes”
— cuz excessice demands and bad customers drove staff away, so now that place is understaffed
“why do I need to wait for the light to change”
“why do I need to wait for my food to cook/cool”
Some people have ingrained themselves to react to a lack of direct reward as thus being a “punishment” and are setting themselves up for a bad time later, cuz even sugar highs are going to crash
I agree but only if you’re down by a minimum of 5 levels. At that point you have at least 1 potato on your team that’s throwing.
I’d favor something like - at any point after level 10, the team can vote to forfeit. This would prevent people forfeiting out of a game for a single death early game or something, but wouldn’t force an unwilling team to stay in the game overly long.
Starting at level 10?! lol
So broken.
On the one hand, rampant forfeiting just because a team feels they aren’t crushing it by level 10, which is way too soon. Power spikes happen as late as 16 and 20. On the other hand, rampant forfeiting because efficient win-trading.
No one would ever get to finish a match.
Get outta here. Go build some character.
This is new and interesting
If you don’t want to play, log off. Simple as that.