Solution to leavers in Quickplay?

Lol. Good luck with that.

I get that people are angry and frustrated. I submit to you that this is a poor foundation for any idea, let alone one that affects an entire community

Having a 6-12 hour ban for a one time disconnect is just silly

It’s not that bad, are we playing the same game ?

my solution would made less DPS players in the dps pool, thus reducing dps queue times.
well if your internet is iffy, just dont play. My ISP guarantees 99.9% uptime, and they deliver each and every month.

A one time internet blip is not iffy, nor is it predictable, and happens to people who otherwise have zero internet issues all the time.

Your solution is half baked and catches half the community in a net meant for a small portion. It’s a level of collateral damage that would be considered irresponsible and unfair at best.

And no, your idea would not make queue times any better.

Your idea is purely vindictive. You want to punish people for your bad experience and don’t care who gets caught up in it.

That is why it will never happen.

I say again: anger and frustration are poor foundation for change, especially for the casual mode of the game.

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They already do punish ya.
Its mostly couse of the player being too damnn casual couse why wouldnt you wait amyways those 10 secs to see defeat and then leave.

Well, from my POV. There’s 6 seconds left. I just got killed, the game is over. I have no problem if the game still counting that loss. But the game should also block backfill with 30 seconds left. If you want it to be fair. Spawn the backfiller to the point/payload. And have the ult charge percentage the person had left on. Scale it to the appropriate number.

You would need a different threshold than a specific “time left in match.” The game has no way of knowing how long the game will last due to the overtime mechanic.

If Overtime is engaged. No backfill is possible. The payload must reach a check point. Than Backfill is re-enabled. Or like I said. Spawn the person onto the point/payload. Mercy’s res time window is used as protection. These actions would make be feel better connecting to a in progress game.

Why would you want to create a scenario where you lose a match you’re close to winning because of some arbitrary backfill cutoff?

I get you are trying to improve the game, but it’s like you’re only considering a narrow portion of the potential outcomes and ignore the parts that make your idea, objectively, worse than what’s already in the game.

So you’re saying a 5VS6 within overtime is possible? When people have various hardware limits. Like them using a HDD and not a SSD. The loading itself would block them from getting in, to be useful in OT. That’s basically the same issue.

I’m saying guaranteeing a disadvantaged overtime is a bad idea.

You want to deliberately put a team at a disadvantage in a scenario where allowing backfill to continue COULD allow them to win.

The load times are irrelevant. Someone not loading in fast enough is the same as backfill being disabled, the only difference is that disabling backfill removes even the possibility of help arriving.

If you are only considering your own perspective on the pros/cons of your idea, it’s a bad idea.

Walking to the location also does that. The game needs to SOLVE THE ACTUAL PROBLEM. Ignore the person who left. Spawn the backfill to the location. Everything else is basically the same as disabling Backfill. The only time I ever get an actual chance, is if the payload is right next to the spawn doors. But because I don’t have any ult charge. I’m at a disadvantage. Give something to the back filler. Not stupid XP.

I’m confused, are you arguing to disable backfill at overtime or to spawn backfill at the objective during overtime?

I’m saying, if they refuse to make back fill useful, remove it. To make it useful spawn the person to the point. That is the only way I will accept Back fill. Solve the problem of back fill, or remove it. I don’t join back fill games, unless I’m in a good mode. Because 9/10 times it’s a waste. That one time you save the day is not worth it.

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Eh, everyone fixates on how awful backfill is and it’s subjective at best.

It hurts more people than it helps to remove it and just makes QP as much of a slog as competitive when there’s a leaver.

It’s not a bad idea to spawn them on the objective, but we’re 4 years in and it’s not going to change in any way.

Dude’s a scientist. Winston is that you?

I’d just make it so back fill is disabled for the last 10 seconds of a match.

Don’t agree. It hurts people who join games which are 95% losses. And all you get is crap XP for it. Especially for DPS people, it’s the worse.

You can’t, overtime makes this impossible to determine, and disabling backfill 10 seconds before overtime would occur is just a non starter as an idea.

Come on people, you can backfill once in a while, it is really not that big of a deal…