> Competitive match
> We’re getting camped in spawn
> Waiting to get Elims and walk forward
> Me and Other support swap once or twice trying to Kill instead for a bit
> Team gets AN Elim while we lose 2 DPS
> AFK timer tells me “ENGAGE IN COMBAT OUTSIDE A SPAWN ZONE”
> I walk outside of spawn and die trying to hit a shot as the timer goes to 0
> 2 people simultaneously leave the match, including me
> I rejoin and explain it was the AFK timer
> Match cancels after a bit anyway
> My screen goes from active gameplay to showing a 1 Hour Competitive ban
So like… Why?
(Not gonna tell you what to pay attention to this time just have fun down there lol)
it didn’t use to be that way. devs coded it that way. bc timers don’t apply to dev accounts. artificial rushed timer causes artificial disconnects. which = instant automatic loss. regardless if you rejoin and win. the litany of oppressive coding decisions that shrunk userbase is endless.
Um…I play a lot of tank. Is this an actual thing that happens? Because if it is, then spawn camping has becone way worst…either get timed out or farmed by your opposition.
This argument is funny to me (not just because I already responded to that before you came here), since you’re vouching for a system that encourages you to die mid-match or risk even worse penalties, in a mode where you can’t get backfill teammates lol.
Even for the more common Idling players, I shouldn’t have to explain/justify to you why I don’t want my irl-busy Tank teammate to have what is effectively a longer repeat respawn, with no Ult anymore, and at a further-back Point, outside the absolute best-case scenario of it cancelling the match, which doesn’t even always happen. It’s just a waste of everyone else’s time in Comp to make them reconnect, even if everyone had your “enlightenment” and sheer desire to get mad at AFKs that still exist no matter what.
Also if I was signing up to kill, or even just fight this AFK timer that’s been broken since 2016 like Nathan pointed out too, Id queue DPS.
Maybe make the timer go away reliably when we interact with the other 2/3rds of the gameplay you can see on the scoreboard.
(I say “make” like you’re not powerless too, sorry)
Full-held in spawn definitely happens, especially when your teammates want to act a certain way (but I can’t ask the Ball with 10% Ult to give us a Shield or not rollout asap for 5 seconds because that’s !!toxic!!).
It’s really not that common, though I dearly hope you don’t take that to mean the problem isn’t fixable or worth fixing.
I could list you 100s of scenarios, even just from THIS game’s Blizzard-documented patches, of things that PROBABLY will never happen to you, and they still get fixed so the software functions as time goes on, as it should.