In league of legends, if the game is a clear loss, people have the option of surrendering. If the group feels like the dungeon is something they don’t want to finish. There should be an option to quit early, there can be a vote, and if the majority rules, then they can leave. If they vote to stay in and complete then there should be a penalty for people who leave regardless. What I don’t like, is when the group is more than capable of timing a mythic and there is still a leaver after a single wipe, and they get to do it again if they aren’t pleased.
How many of these kinds of threads are needed? Its a non issue. You put the group together or joined one and there is a risk to it, end of story. Things happen but there are a myriad of reasons people will leave a key that do not require a punishment.
List of way this will be abused:
- Excuse me while I afk because you don’t want to surrender when I want to surrender, forcing you to take the leaver penalty first.
- Excuse me while I “disconnect” and log an alt instead, forcing you to take the leaver penalty first.
- Excuse me while I pull everything in sight and wipe us over and over again. Bonus point if I’m a hunter or rogue using misdirect on you and then feigns death/vanish.
- Excuse me while I kick you at the last second before the dungeon is completed just because I don’t like your transmog, leaving you with a leaver penalty.
- Excuse me while I just exit the dungeon and go questing instead, letting you take the leaver penalty because I will vote no on the surrender option.
Need I go on or do you understand how your suggestion will only make things worse for you, but change nothing for the people you actually want to penalize?
I totally want to be held hostage in WOW which is a major part of why I don’t play League as much.
It is an issue, thats why league of legends came up with a leave buster. this is only going in that direction, dont sign up if you cant complete a mythic plus group. if its group that cant complete it than thats why the majority will rule in your favor, its a win win for legit reasonings, the risk would lay in the ruling.
League would be way better to play without Leaverbuster existing.
Thankfully, I can replace everyone on my team with TFT, so I do.
As long as its only effective when you use the proper format, I.E. “completion” rather than the standard format. Also make sure to change the name from “completion” to “hostage”.
Even then, you’re only punishing innocents, not the leavers as they will just abuse the loopholes.
How long? If someone expects to do a quick clear and it becomes obvious it’s going to be twice as long as it should be, do you think they should be obligated to stay? Three times? Four? Until it’s finished no matter what?
Not necessarily. If the group has 4 people who want to finish even if it takes four hours, then they won’t vote to quit.
What you’re not grasping is that, unlike other games, there is no automatchmaking in M+. Every person in the group was invited by the leader, and every person in the group accepted the invite. If you don’t want people leaving keys, choose the people you invite more carefully.
And you seemed to have entirely missed Tomtefar’s excellent list of ways that people will circumvent this. Your idea won’t fix the problem you’re having and will actually make things significantly worse. The fix to your problem is by being more careful about who you invite and who you group with. It is entirely in your control.
Is this the list for how it will be abused or how to be a substandard human?
The option is always there to leave, it is just whether it is worth it to take a penalty or not!
That said, all negative consequences should be removed above a 10-12, where there are no player benefits anyway, only score.
I would much prefer just doing away with the depletion mechanic as whole.
Its just a waste of time.
That way nobody will be hostage held and the key holder will not be doubly punished for the group’s mistakes or choices (like leaving) either.
Resilient keys have already shown how nicely can m+ function without the depletion mechanic.
There should never be a penalty for leaving a player made group when someone doesn’t want to be there anymore. Everyone needs to get it through their heads that this isn’t auto matchmaking. They’re putting the group together themselves and they have 100% of the control over who they invite. There is no reason for Blizzard to apply any system to what is strictly a social issue. Anyone who cares enough about someone leaving a key needs to care more about who they’re inviting.
To address your list, all those actions are and should be banned offenses, also they don’t have to be banned immediately there can be progressive discipline leading up to being banned ( 1 hour deserter 5 hour deserter 1 day deserter etc) , obviously that’s not how the dungeon was meant to be played, so they should receive punishment, I’m done with leavers. You have no idea who is going to be a leaver when putting a team together, and off one wipe is ridiculous.
Lastly if a timer is depleted to ensure groups aren’t stuck inside dungeons for hours the team should receive massive buff, and be able to go directly to bosses without needing to complete trash mobs for percentage and be able to still claim loot and crests… There are obvious ways to circumvent the feeling of being stuck in a group you don’t want to be in anymore and fixing problems for everyone.
Assuming someone doesn’t go full afk, how do you expect Blizzard to differentiate between a quiet quit of suboptimal play, and someone who just plays badly? How do you expect Blizzard to differentiate between fake DCs and real ones? And how do you expect Blizzard to tell the difference between a tank pulling big, like we do for M+, and pulling too big? Did the tank just miss a defensive or not hit it intentionally? Your system, besides being extremely labor intensive as someone would need to intensely look over each disbanded key to determine infractions, could result in bans for people playing normally, people who actually lose internet, and people who mean well but play badly. This is why players shouldn’t be making development decisions.
You do if you’re more careful.
LOL!!! So if a group fails badly enough, you think they should get pushed over the finish line and receive all the rewards they would have gotten for not being terrible?? This is competitive content. If you can’t handle failure you don’t belong in it. Keys fail, groups fail, people fail. Get over it and move on.
it’s not a bad idea. if it’s a non-issue, don’t use it.
Both. What makes you believe everyone would be the better person? If that was the case you wouldn’t have any reason to ask for a leaver penalty.
Only those who can’t rationalize would support a leaver penalty.
I was hoping you’d say that. That implies you support:
- Banning people for disconnecting.
- Banning people for being bad at the game.
- Banning people who removes players from the group because they’re toxic/racist/insert vile behavior here.
In other words, anyone who does keys lower than 10s after week 1 will be banned.
I love the logic of people who can’t rationalize consequences.
You could just… communicate before the key starts. I know that it’s a lot to ask for, but just saying what your expectations are and having everyone confirm and adhere to those before you start the key is all it takes. You’ll never have a leaver problem again.
But it does require that you do something, instead of demanding others to fix your problem.
So… reward failure? Seems silly, it’s already generous giving you full loot and slightly reduced crests. Asking for the rewards to turn into participation rewards sounds more like somethinf suitable for a mobile game, not and rpg.
It is, and anyone who’s read the first few replies or have a middle-schoolers capability of understanding consequences understands that.
Is there a problem with toxic leavers and players who buy boosts then try 12s when they don’t know how to play their class or know dungeon mechanics, yes. Do I know what could feasibly be done about it by Blizzard, no. But this particular suggestion I quoted is one of the worst I’ve seen regarding M+. People would form gear/crest farm groups, afk for 30 mins, then clear bosses. Not to mention, M+ is competitive gameplay, and you don’t do something like this in a competitive environment.
I don’t actually support a penalty for leaving groups, but I do support transparency. Let us see how many keys a person has started and not finished. It lets you see both people who leave keys too easily and people who’s keys get left often. It show the problem from both sides. At the moment there is nothing that gives you this information.