Battlegrounds, arenas, solo shuffle, and blitz would like a word with you
Or they just pasted in an echo chamber to shut up the CC. Notice they didn’t have the balls to post in GD where it would get ripped to shreds in no time and probably by 404’d in about 5 minutes if it went that long.
You got any real suggestions on how to combat leavers that won’t negatively affect the group as a whole? Blizzard has had years and they’ve not done anything.
player made groups vs. system made groups would like to have a word with you
There is penalty for leaving LFR and random dungeon when no boss was down you are a 30min debuff that prevents you from joining group activiates.
Maybe blizzard should put a profile next to everyone who apply or host a group to display how many group you drop out each season so people can see if they want to invite someone who drop out say 99% of their run vs someone who only drops out 10% of their run.
Having gotten WAAAAY too bogged down in the details of this line of thought last night-- I would take a considerably easier, and more brutal approach; a blacklist. The logistics would be the only tricky part.
And I think it would be “better,” as I would have control of it, but you-- sir-- may feel free to disagree.
What you should be asking for is account wide ignore. many of us have been asking for that for a long time.
then, someone leaves your group, you put them on ignore and you theoretically never encounter them or an alt again.
I suppose you could join a group that they were already in, but the chances of that happening are fairly small.
We have ignore, just put the leaver on ignore and you don’t have to worry about them again.
Blizzard will never, and I mean never, put an account on any kind of “list”. Here I thought you had a serious suggestion, not Germany in the 40’s.
All the stuff you listed is 100% automated matchmaking, not a custom group created by a real-life human being player
Nice try though
Here’s a D3 deterrence
Mythic plus leader and 4 others all lock in an equal rank or better key. That way everyone is on the hook for and if my key is a 7 and the run is a +2 then my 7 has a small increase like 0.2
And this increase in key level is gradual enough that now you can’t simply buy a +15. You have to do the effort each time for each dungeon. And gets rid of these purple RIOs with obviously paid runs at least on the fewer runs per
Timing them or whatever earns a bonus to the key. Or if that gets abused. A higher key in a lower run adds gold bonus to all drops for all players. Not extravagant amount but something
this is a lesson in how to kill pugging.
Say I have a 13 key I’m saving to run with friends. that means I don’t take a risk running literally anything that might fail for any reason because my key will degrade?
this also I don’t like. having to climb the ladder for each dungeon separately just sounds painful. also if my friends want to carry me, or I want to carry a friend, we should be able to.
idk, maybe I’m misunderstanding, it wouldn’t be the first time
I mean we’re talking risk here period. Each time you play. At least if everyone has a 13…odds are they earned the 13 and less likely to bail.
If anything it would increase queue time, but the wait would hopefully be offset by risk management
As in less RIO checks. Did they buy their stuff? No they had to grind it out slower over time. Carried more times not fewer
I think at the lower levels this has some footing, but you might end up with a bunch of people with higher keys than they could conceivably time if they hit a good streak, but not the end of the world. It would absolutely kill push groups though as they generally will cycle the keys in the group and no one would want the entire groups keys go down if one of the pulls happens to botch the run and everyone runs out to reset with another key in the group.
So, you want to, instead of having keys range from 2 up to… Let’s say 25s, generously, since the highest I see is around 22, in increments of one.
You want keys to instead go from a range of 2-25, in increments of 0.1, making 10x the level of keys? That sounds absolutely miserable, even ignoring that it is a complete rework I don’t want to run 4 keys to go from a 2 to a 3.
I mean ultimately this Rift feature was dropped, but I liked the system when it existed. I felt like I belonged in a 13 and so did everyone else.
We put in the effort. Each of us had the physical proof. Not just checking a 3rd party
And what do you think would happen to the troll population if players were faced with the choices of sit through the entirety of the key or accept a penalty for leaving? Most trolls do so to see the other player’s reactions to their actions. If I can leave 3 seconds after they start trolling, those players don’t have much time to savor my response.
I don’t think anyone has said trolls never happen today. But when the system creates a captive audience, it’s a certainty that the amount of trolls would go up. I don’t see how anyone should expect bricked keys to decrease if a leaver penalty is added…
It doesn’t even say that much. It specifically calls out that the other player has to indicate via chat that they were committing an act intentionally to sabotage.
If you encounter behavior in chat that demonstrates malicious intent to sabotage the run of your Mythic+ group, you can report the player by using the right-click option in-game.
Presumably if they were doing this they could easily add a display of the players on your ignore list in the group finder. And then a popup if someone on your ignore list joins a group you’re already in. I assume the account-wide ignore list piece is the hold up, not displaying the information at relevant times after that list itself is implemented.
Oh man, I vaguely remember playing that back when the earth cooled. Our guild was in a bit of a lull so a bunch of us went over and tried that one, I don’t remember much about it, but I think the longest any of us stuck with it was like 30 days.
Absolutely nothing in that link says anything about Blizzard being able to track this information. It indicates players can report another player if they indicate in chat something that would constitute sabotage. All this confirms is that players can report for chat and implies Blizzard could take action against that player for chat.
There is nothing about Blizzard tracking the act of leaving. Moreover, it says nothing about them monitoring this behavior, only that players can bring a narrow scope of such behavior to their attention via the reporting system.
What loaded questions have I asked? When PUGing, the possibility exists that others can waste my time or be toxic toward me or the rest of the group, that comes with the territory. But players having the ability to leave makes those activities less impactful on innocent players; as soon as a player engages in such activities, they leave. If you make leaving less of a viable option, the impact of those unsavory activities goes up.
We don’t live in this binary world that you keep wanting to reduce everything I say into. Me saying there are players joining content they aren’t prepared for expecting a carry does not mean that I am saying every player joins a key expecting a carry. If I join a key that is advertised as being able to time and there is one person underperforming to make that unlikely, then that group is wasting my time; that doesn’t mean that every key that has an underperformer is a waste of that group’s time.
I don’t. My idea would be something more like milestones or a number of tries on a key before it depletes.
If someone could easily and deliberately sabotage a key and face 0 consequences, then the consequences at least shouldn’t be so punishing solely for the keyholder.
Or if that’s so objectionable, then I’d imagine something like RIO deduction like ranked pvp for conceding a key before the timer is up.
After all, as many have pointed out, it’s not hard to get score back right? Just be more choosy about the groups you join. Weird how that argument goes both ways.
And that’s fair. We agree to disagree. I see the need to slow down progression to get people to play more in line with each other.
Simplify the leveling process from big numbers to smaller increments. Less drastic losses as well
The keyholder can instead join other groups.
They are also the only one that keeps the reward - the upgraded key.