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J_Allard said:
kupomogli said:
J_Allard said:

A. Your opponents are all rage quitters, you get rage quit on a ton in jail and realize it's lame, you mature.
B. Your opponents are all rage quitters, you get rage quit on a ton in jail and realize jail sucks, you still wanna rage quit but don't out of fear of going to jail.
C. Your opponents are all rage quitters, representing a much smaller userbase than the people playing the game. You find less games against less quality opponents, you now have incentive to stay out ogf jail.
D. Combination of all 3.

Bravo, Double Helix. Bravo.

Not true really.  As fighting games are competitive, most rage quitters that continue playing the game are decent if not good.  The rage quitters that suck at the game will quit playing shortly after they know they can't beat anyone so those wouldn't be playing any longer regardless.

Instead of the jail system, the game should recognize the player that didn't leave the match and give that player a win, give the player who quit a loss as well as add a percentage to his disconnect percent. 

As someone in the first page stated, "in before more people in jail than in the regular servers."  Something like this would probably be true.  Why break apart the community when you can give the one player a win, the other player a loss.  The reason most people rage quit is because they don't want to receive a loss, so giving them a loss simply because they rage quit would make some of them quit less and keep the entire community on the same server.

Putting people who rage quit in a lower class may also just have them give up on the game altogether, doing more harm than good for the community.

People rage quit because they know they are going to lose and don't want to waste the time waiting around for the inevitable to happen. Handing them a loss doesn't make a difference. Look at Madden for an example. If you quit in Madden, whether it's by simply dashboarding the console, or pausing and quitting, or pausing and conceding, you get a loss. And you get a disconnect percentage penalty. And yet, rage quitting still plagues the online public games.

The skill of the rage quitters is mostly irrelevant. People who are continuously rage quitting because they suck, might eventually move on to another game, but that takes time. And there's always fresh meat to take their place. But even rage quitters don't like people quitting on them. So if that's all they face, that's a great way for the developer to reinforce how shitty rage quitting is and get them to stop.

If Madden not only gave you the auto loss and disconnect penalty but then went a step further and made sure you could only play other losers who rage quit, people would do it A LOT less. I know it's not an apple to apple comparison since football games take a lot longer, but the idea remains.

And I am perfectly, 100% fine with someone who constantly rage quits no longer playing online. Awesome.

I would say that more often than not you and other people are fine with anything as long as it benefits you even if in detriment of others.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

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